PrimevalPrimeval creatures existed when the world was young, at a time when the magic of creation had not yet been diluted. Where the lingering "creation of nature" magic was strongest, animals and other creatures of nature would gather and drink from the springs, gaining great strength and vitality in the process. These animals dominated the regions and became the ancesters of today's animals, though that granted power has waned over the successive generations. A few such springs might exist even today, but if so, no one knows where.
Creating a Primeval Creature“Primeval” is an acquired template that can be added to any animal, fey, plant, or vermin or other creature of nature, as appropriate to the setting (hereafter referred to as the base creature).
Size and Type: If the creature's type is animal or vermin, it change to magical beast with the appropriate augmented subtype. Do not recalculate base attack bonus, base saves, or skill points. Other types remain unchanged. Size is unchanged.
Hit Dice: Unchanged.
Natural Armour: The primeval creature's natural armour increases by +5 over the base creature.
Attack: The primeval creature retains all the attacks of the base creature.
Full Attack: A primeval creature fighting without weapons uses its natural weapons (if it has any). If armed with a weapon, it uses the weapon as its primary attack along with a natural weapon (if it has any) as a secondary attack.
Special Attacks: A primeval creature's special attacks that have specific damage dice associated with them, such as Constrict, Rend or Powerful Charge, improve in damage by one size category. The creature gains no additional special attacks.
Special Qualities: A Primeval creature retains all the special qualities of the base creature and also gains the following qualities.
- Blindsense 60 ft (Ex): Primeval creatures have powerful senses and can automatically sense the location of anything within 60 feet, provided that it has line of effect. Any opponent the creature cannot see still has total concealment (50% miss chance), and the creature still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense and the creature is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see.
- Damage Reduction (Ex): A primeval creature has damage reduction 10/magic and slashing. A primeval creature's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
- Fast Healing (Ex): A primeval creature heals 3 points of damage each round so long as it has at least 1 hit point. If reduced to 0 or fewer hit points in combat, it is slain.
- Powerful Build (Ex): Whenever a primeval creature is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the primeval creature is treated as one size larger if doing so is advantageous. A primeval creature is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect it. A primeval creature that can wield weapons can use weapons designed for a creature one size larger without penalty. However, the space and reach of the creature remain those of a creature of its actual size. The benefits of this racial trait stack other effects that change the subject’s size category.
- Resistance to Cold and Fire (Ex): A primeval creature gains resistance 10 to cold and fire. It also suffers no harm from being in a hot or cold environment and can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves.
Abilities: Increase from the base creature as follows: Str +6, Dex +4, Con +4, Cha +4.
Skills: A primeval creature gains a +8 racial bonus on Hide and Move Silently checks made in the type of natural terrain where it normally lives (see the "Environment" entry in the creature's description).
Environment: Same as the base creature.
Organization: Same as the base creature.
Challenge Rating: Same as the base creature +2.
Treasure: Standard
Alignment: Same as the base creature.
Advancement: By character class or as base creature.
Level Adjustment: Same as the base creature +4