Thessalmonster, 1st GenerationThessalmonster, 1st Generation, is an Acquired Template that can be applied to any Magical Beast or Monstrous Humanoid that is small or bigger. The Wizard Thessalar created the first of these creatures by exposing the eggs and unborn young of monsters to a substance he calls protolife. Most of them died immediately, or aged rapidly and expired hours later. Eventually he had some success, but they were sterile and short lived. Excet Hydras. Thessalar found that monsters with regenerative abilities not only thrived, but were physically unstable enough that they could procreate with any variety of monsters. These 2nd generation monsters were still sterile though, and usually took after the Thessalmonster parent.
Size and Type: Size is unchanged, Type becomes Aberration.
Hit Dice: Double the base creatures Hit Dice, and make all current and future Hit Dice d8's.
Speed: All movement speeds increase by +10 feet.
Armor Class: Increase the base creatures Natural Armor Bonus by an amount dependent on it's Size: Small (+8), Medium (+10), Large (+12), Huge (+15), Gargantuan (+18), Colossal (+20).
Attacks: The Base Creature gains a Bite Attack as it's Primary attack (it gains this in addition to any bite it may already have), and all other attacks are now Secondary attacks. If it has a tail, it also gains a Tail Pincer attack. Bab becomes equal to ¾ total Hit Dice (as cleric).
Damage: Bite damage is based on Size: Small (1d6), Medium (1d10), Large (2d8), Huge (4d6), Gargantuan (6d6) or Colossal (9d6). Tail Pincer damage, if it gets one, is likewise based on size: Small (1d4), Medium (1d6), Large (1d8), Huge (2d6), Gargantuan (3d6) or Colossal (4d6). Damage of the base creatures attacks are actually reduced one step.
Special Attacks: Retains all Special Attacks of the Base Creature, plus gains the following: Mention whether or not the base creature retains any of it’s special attacks or gains any new ones here:
Improved Grab (Ex): To use this ability, a Thessalmonster must hit an opponent with its Primary bite attack or Tail Pincer attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round.
Breath Weapon (Su): Once every 1d4+1 rounds a Thassalmonster may spit a glob of acid. This Glob has a range and affects an area spread dependent on the Thassalmonsters Size: Small (20 ft. range, ranged attack roll instead of a spread), Medium (20 ft. range, 5 foot radius spread), Large (30 ft. range, 10 foot radius spread), Huge (30 ft. range, 10 foot radius spread), Gargantuan (60 ft. range, 20 foot radius spread), Colossal (60 ft. range, 20 foot radius spread). Creatures in this area take acid damage (half as much damage if they make a Reflex Save, Saving Throw is Constitution based). Acid damage is based on Size: Small (1d4), Medium (2d6), Large (8d6), Huge (12d6), Gargantuan (18d6), Colossal (24d6). If a character fails the Save, 1d4 of his items (determine which items are affected using Table 10-1 on page 177 of the PHB) suffer the damage as well, though the PC may attempt a new Reflex Save for each item affected in an attempt to halve the damage.
Acid (Ex): The Thessalmonsters Primary Bite drips with Acid, doing damage based on the monsters size: Small (+1d6), Medium (+1d10), Large (+2d8), Huge (+4d6), Gargantuan (+6d6), Colossal (+9d6). The target must also make a Refle Save (Save DC is Constitution based), or it's armor or robs takes the acid damage as well.
Poison (Ex): The Thessalmonsters secondary bites (if any) are venomous. Injury, Fortitude Save (Save DC is Constitution based). Initial and Secondary damage depends on the creatures size: Small (1d2 Strength), Medium (1d3 Strength), Large (1d4 Strength), Huge (1d6 Strength), Gargantuan (1d8 Strength), Colossal (2d6 Strength).
Swallow Whole (Ex): A Thessalmonster can try to swallow a grabbed opponent of up to one size smaller by making a successful grapple check. The swallowed creature takes bludgeoning damage and acid damage per round from the Thessalmonsters gizzard (damage is based on the Thessalmonsters size). A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal x points of damage (this depends on the Thassalmonsters Size) to the gizzard (AC 10 + 1/2 the Thessalmonsters Natural Armor Bonus). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. Gizzard damage is as follows: Large (1d8+Strength modifier bludgeoning and 12 acid), Huge (2d6+Strength modifier bludgeoning and 15 acid), Gargantuan (3d6+Strength modifier bludgeoning and 18 acid), Colossal (4d6+Strength modifier bludgeoning and 20 acid). Damage to cut oneself out of the Gizzard is as follows: Large (12), Huge (25), Gargantuan (25), Colossal (50). The amount of creatures the Thessalmonsters stomach can hold is as follows: 1 creature that is one Size smaller than the Thessalmonster. 2 creatures that are two Sizes smaller, 8 creatures that are three Sizes smaller, 32 creatures that are four Sizes smaller, and 128 creatures that are 5 or more Sizes smaller.
Special Qualities: Retains all Special Qualities of the Base Creature, plus gains the following: Mention whether or not the base creature retains any of it’s special attacks or gains any new ones here:
Repressed Healing (Ex): Fast Healing and Regeneration rates by the base creature are halved (rounded up). For example if the base creature has Fast Healing 20, the Thessalmonster has Fast Healing 10.
All-Around Vision (Ex): The Thessalmonsters many eyes give them a +4 racial bonus to Spot and Search checks and they can't be flanked.
Immunity to Acid damage and Poison.
Saves: Only Willpower Saves are Good Saves, and Saving Throws must be recalculated.
Abilities: -2 Dex, +4 Int, +4 Wis, +2 Cha. Str and Con depend on Size: Small (+8 Str), Medium (+12 Str, +2 Con), Large (+12 Str, +2 Con), Huge (+16 Str, +6 Con), Gargantuan (+16 Str, +6 Con), Colossal (+20 Str, +10 Con).
Skills: Skills must be recalculated.
Feats: The base creature gains Feats due to the extra Hit Dice, It tends to prioritize the following: Ability Focus (Breath Weapon), Improved Critical, Improved Initiative, Iron Will, Multiattack.
Environment: Any Swamp, Forest or Underground.
Organization: Solitary
Challenge Rating: CR increase depends on Size: Small (+5), Medium (+5), Large (+6), Huge (+8), Gargantuan (+8), Colossal (+9).
Treasure: None
Alignment: Unchanged.
Advancement: Up to double Hit Dice (+1 Size Category), from double to triple it Dice (+2 Size Categories).
Level Adjustment: ---
Example of creature using template here:
Thessalhydra (8 headed Hydra)
Huge Aberration
Hit Dice: 16d8+128 (203 hp)
Initiative: +0
Speed: 30 ft. (6 squares), 30 ft. Swim
Armor Class: 32 (-2 Size, +24 Natural), touch 8, flat-footed 32
Base Attack/Grapple: +12/+32
Attack: Primary Bite +23 melee (4d6+12 plus 4d6 Acid/19-20)
Full Attack: 1 Primary Bite +23 melee (4d6+12 plus 4d6 Acid/19-20) and 8 Secondary Bites +22 melee (1d8+6 plus Poison), and 1 Tail Pincer +21 melee (2d6+6/19-20)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved Grab, Acid, Poison, Breath Weapon, Swallow Whole
Special Qualities: Darkvision 60 feet, Low-light Vision, Scent, Fast Healing 9, All-around Vision, Immunity to Acid and Poison
Saves: Fort +13, Ref +5, Will +14
Abilities: Str 35, Dex 10, Con 26, Int 6, Wis 14, Cha 11
Skills: Listen +12, Search +9, Spot +12, Swim +20
Feats: Combat Reflexes (B), Improved Critical (Primary Bite, Tail Pincer), Iron Will, Multiattack, Toughness, Weapon Focus (Secondary Bite)
Environment: Any Swamp, Forest or Underground.
Organization: Solitary
Challenge Rating: 15
Treasure: None
Alignment: Usually Neutral
Advancement: 17-32 HD (Gargantuan), 33-48 HD (Colossal)
Level Adjustment: ---
5E THESSALMONSTER, 1ST GENERATIONAny Monstrosity that is Small or bigger can become a 1st Generation Thessalmonster.
Challenge. Recalculate the Challenge Rating after you apply the template.
Type. Type changes to Aberration.
Armor Class. The Base Creatures gains a minimum AC based on Size, and it's Natural Armor Bonus is adjusted upwards to meet that minimum: Small (12), Medium (15), Large (17), Huge (19), or Gargantuan (22).
Hit Points. Double the Base Creatures Hit Dice.
Speed. All movement speeds increase by +10 feet.
Attributes. Base Creature gains +4 Intelligence, +4 Wisdom and +2 Charisma. Dexterity lowers by -2. Strength and Constitution increase by an amount depending on the Base Creature's Size (maximum of 30): Small (+2), Medium or Large (+4), Huge or bigger (+6).
Damage Immunities. The base creature becomes immune to the following damage types: Acid, Poison.
Condition Immunities. The base creature becomes immune to the following conditions: Poisoned.
Saving Throws. The creature becomes proficient in Wisdom Saving Throws.
Skills. The Base Creature gains Expertise with Wisdom (Perception) Checks.
Senses. If the base creature has no Darkvision (or it's range is less than 60 feet), it gains Darkvision with a range of 60 feet.
Altered Healing. If the base creature has Regeneration, halve the amount of damage it heals per round. Acid damage no longer affects the creatures Regeneration.
New Action: Multiattack. The base creature gets it's regular attacks, plus it's Toxic Bite and Tail Pincer.
New Action: Toxic Bite. The Base Creature gains a Strength based melee attack whose range and Piercing/Acid damage is based on Size: Small (5 ft., 1d6+1d6), Medium (5 ft., 2d6+2d6), Large (5 ft., 4d6+4d6), Huge (10 ft., 7d6+7d6), or Gargantuan (10 ft., 4d12+4d12). This attack scores a Critical on a 19-20, and if it is successful the target is considered Grappled.
New Action: Tail Pincer. The Base Creature gains a Strength based melee attack whose range and Bludgeoning damage is based on Size: Small (5 ft., 1d6), Medium (5 ft., 1d8), Large (10 ft., 2d6), Huge (10 ft., 3d6), or Gargantuan (15 ft., 4d6). This attack scores a Critical on a 19-20, and if it is successful the target is considered Grappled.
New Action: Breath Weapon (Recharge 5-6). The Thessalmonster exhales Acid in a Line 5 feet across (length and damage depends on the base creatures Size: Small (5 ft., 2d8), Medium (15 ft., 5d8), Large (30 ft., 11d8), Huge (60 ft, 12d8), or Gargantuan (90 ft. long, 10 feet wide, 15d8). Any creature in the area must make a Dexterity Save or take full damage (half as much on a successful one). Save DC is Con based.
New Action: Swallow Whole (If the Base Creature is Large). The Thessalmonster makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the Thessalmonster, and it takes 4(2d4) acid damage at the start of each of the Thessalmonster's turns. The Thessalmonster can have only one target swallowed at a time. If the Thessalmonster dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.
New Action: Swallow Whole (If the Base Creature is Huge). The Thessalmonster makes one Toxic Bite attack against a Medium or smaller creature it is grappling. If the attack hits, the target takes the bite’s damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the Thessalmonster, and it takes 18(6d6) acid damage at the start of each of the Thessalmonster’s turns.
If the Thessalmonster takes 60 damage or more on a single turn from a creature inside it, the Thessalmonster must succeed on a DC (10 plus it's own Con modifier) Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Thessalmonster. If the Thessalmonster dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.
New Action: Swallow Whole (If the Base Creature is Gargantuan). The Thessalmonster makes one Toxic Bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite’s damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the Thessalmonster, and it takes 48(16d6) acid damage at the start of each of the Thessalmonster’s turns.
If the Thessalmonster takes 60 damage or more on a single turn from a creature inside it, the Thessalmonster must succeed on a DC (10 plus it's own Con modifier) Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Thessalmonster. If the Thessalmonster dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.
Altered Action: Bite. The Base Creatures original Bite(s) attacks (if any), become venomous doing additional damage based on Size: Small (2d6), Medium (2d8), Large (3d6), Huge (3d8), or Gargantuan (4d6). If a target is bitten, it must make a Constitution Save, taking full damage on a failed Save, or half as much damage on a successful one. Save DC is Con based.
Thessalmonsters"What exactly are we doing in Muerte Personas?"Abominations"The Cult of Thessalar works here. They know a lot about other cults, so we may be able to find out the one fiddling with our lives."
"How will we find them?""WELCOME TO THE CULT OF THESSALAR!""Oh, they just sort of appear..."
"BEHOLD THE FRUITS OF OUR LABORS!""Sweet Jebus, what is that thing. And please use your inside voice.""Behold the mighty Thessalmonster!"Rare and Disturbing"Look, forget about the giant monster. We're here to talk about cults."
"You want to join?!?""No, we're being harassed by another cult, aand we'd like to find out about them?"
"Are they bee obsessed Necromancers? Cause a horde of dead bees is heading right for us.""Huge mistake on their part."
Thessalmonster, 2nd GenerationThessalmonster, 2nd Generation, is an Inherited Template that can be applied to any creature with the Thessalmonster, 1st Generation Template (hereafter referred to as the base creature), and one other creature (hereafter referred to as the secondary creature). The base creature must have either Fast Healing or Regeneration. The secondary creature must be of the sam Type as the original base creature (i.e. if the base creature the 1st Generation Template was applied to was a Magical Beast, the secondary creature for this Template must be a Magical Beast as well).
Size and Type: Unchanged.
Hit Dice: Unchanged.
Speed: Unchanged.
Armor Class: Unchanged.
Attacks: Gains up to 2 secondary attacks that are based off heads of the secondary creature (these can be primary or secondary attacks from the secondary creature).
Damage: Unchanged.
Special Attacks: Retains all Special Attacks of the Base Creature, plus gains the following: Mention whether or not the base creature retains any of it’s special attacks or gains any new ones here:
Special Attack (Ex or Su): IF the Secondary Creature has a Special Attack based on one of it's heads (Cockatrice's Bite, Gaze attacks, breath weapons, etc.), the Base creature now has that attack as well (remember to recalculate Save DC's).
Special Qualities: Retains all Special Qualities of the Base Creature, plus gains the following: Mention whether or not the base creature retains any of it’s special attacks or gains any new ones here:
Possible Immunity: IF the base creature inherits a Special Attack of the Secondary that inflicts a special type of damage or condition, the Thessalmonster gains Immunity to that damage or condition, with the exception of Fire (though in this instance the Thessalmonster gains a +2 Racial Bonus against Fire attacks or spells).
Regeneration (Ex): The base creature can now Regenerate 2 hit points per round if it could not already do so. Fire and deals normal damage to a Thessalmonster. If a loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.
Saves: Unchanged.
Abilities: Unchanged.
Skills: Unchanged.
Feats: Unchanged.
Environment: Unchanged.
Organization: Unchanged.
Challenge Rating: +1 (+2 if the Thessalmonster has a Petrification ability or Death Effect).
Treasure: Unchanged.
Alignment: Unchanged from the secondary creature.
Advancement: Unchanged.
Level Adjustment: Unchanged.
Example of creature using template here:
Thessalmera (8 headed Hydra/Chimera)
Huge Aberration
Hit Dice: 16d8+128 (203 hp)
Initiative: +0
Speed: 30 ft. (6 squares), 30 ft. Swim
Armor Class: 32 (-2 Size, +24 Natural), touch 8, flat-footed 32
Base Attack/Grapple: +12/+32
Attack: Primary Bite +23 melee (4d6+12 plus 4d6 Acid/19-20)
Full Attack: 1 Primary Bite +23 melee (4d6+12 plus 4d6 Acid/19-20) and 8 Secondary Bites +22 melee (1d8+6 plus Poison), 1 Lionhead Bite +21 melee (1d8+6), and 1 Dragonhead Bite +21 melee (1d6+6), and 1 Tail Pincer +21 melee (2d6+6/19-20)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved Grab, Acid, Poison, Breath Weapons (Fire and Acid), Swallow Whole
Special Qualities: Darkvision 60 feet, Low-light Vision, Scent, Fast Healing 9, All-around Vision, Immunity to Acid and Poison, Regeneration 2, +2 Racial Bonus on Saves against Fire
Saves: Fort +13, Ref +5, Will +14
Abilities: Str 35, Dex 10, Con 26, Int 6, Wis 14, Cha 11
Skills: Listen +12, Search +9, Spot +12, Swim +20
Feats: Combat Reflexes (B), Improved Critical (Primary Bite, Tail Pincer), Iron Will, Multiattack, Toughness, Weapon Focus (Secondary Bite)
Environment: Any Swamp, Forest or Underground.
Organization: Solitary
Challenge Rating: 15
Treasure: None
Alignment: Usually Neutral
Advancement: 17-32 HD (Gargantuan), 33-48 HD (Colossal)
Level Adjustment: ---
5E THESSALMONSTER, 2ND GENERATIONAny 1st Generation Thessalmonster that has Regeneration can become a 2nd Generation Thessalmonster. Choose another Monstrosity to be the Secondary Creature.
Challenge. Recalculate the Challenge Rating after you apply the template.
Potential Immunities. If the Secondary Creature grants the Base Creature the ability to do a damage type the base creature can't already do, it gains immunity to that damage type (with the exception of fire). If it has an attack that causes a Condition, the Base Creature gains Immunity to that Condition.
New Action: Multiattack. In addition to the base creatures normal attacks, it gets up to two more attacks from the secondary creature that are head based. For example if it were a Cockatrice, it would get the use of it's Bite. If it's a Chimera, it gets the Bite attack from the lion head and breath weapon from the dragon head.