Underling Universal Monster Rules
There are 4 new special qualities certain Underlings can gain based on their Race or Template. They include Easily Dispatched (treat Wound/Kill Threshold as 1 CR lower), Improved Damage (treat Damage and Average Damage as 1 CR higher), Wound Regeneration (cannot be Wounded, but exceeding Kill Threshold still dispatches it), and Final Strike (may make one final melee attack as immediate action before death, deals half damage). The first three are rather uninspired, but Final Strike is a pretty cool idea. It does punish melee PCs though, so I might refine it into allowing for ranged attacks (and AoE attacks as well under proper circumstances).
Underling Races
Applying to monster types as well as traditional humans, dwarves, and elves, an Underling's Race handles the rest of the things not covered by the Group CR, such as defensive abilities, weapons and attacks, which skills they apply their Class Bonus to, etc.
There are 47 different types of Underling races, so I'm not going to cover them all. They are very broad, and cover diverse creature types such as demons and popular monsters such as goblins, vampires, and most humanoids. All racial choices have a recommended Group CR range (goblins are CR 1/2 to 1, Minotaurs CR 2-5, and a lot of them are Any), but these are guidelines the GM can ignore rather than restrictions.
Underling speed is highly simplified and tends towards the "default" for certain unlisted traits: Space/Reach is assumed to be 5 feet unless otherwise noted, stat blocks with no Feats section means that the Underling has no feats, Speed is considered 30 feet on land with no special movement unless otherwise noted. Experience points gained are calculated for every 4 of the same type of the same Group CR. So for example, 4 elves with a 3 Group CR give out 800 experience points between the lot of them.
Also, Underlings with ranged weapons always attack with a range increment of 20 feet, and their attacks can never penetrate Damage Reduction. This pretty much makes the specifies of weapon usage purely aesthetic, but it is a great way of further streamlining things. Additionally, some special monster abilities have been converted into spell-like abilities for simplification, and do not gain the benefits of feats unless otherwise noted. Oddly some racial stat blocks have a static DC for special attacks (DC 11 for Harpy's hypnotism, DC 14 for Vampire's Dominate Person), which contradicts the earlier Ability DC being based on CR.
For examples of how the stat blocks can be read, I'm going to show off three sample race blocks:
So basically we have a general outline which we can use for building templates for either Azatas or Mummies. Extraneous details go unlisted: the mummy has not feats or ranged entry, therefore it can only attack via melee. but it does have an aura and says which save it's keyed to. Only the Hill Giant is large, so it gets a Space/Reach entry, but it has not defensive abilities or immunities so they go unlisted. Other important details, such as damage, the mummy's Will Save DC, attack and damage bonus, etc are to be determined by the CR.
So let's say we had an Ancient Egypt-themed adventure, and wants to use a bunch of mummies but the PCs are too low-level (5th) to fend off multiple CR 5 mummies at once. So instead he decides to have the adventure's climax be in the burial chamber, where the "mummy lord" (CR 5 mummy) is flanked by 4 loyal guardians (Mummy Underlings with a Group CR of 5), a CR 7 final boss encounter.
Let's stat them up!
Mummy Underling CR 5XP 1,600
LE Medium undead
AC 15 Wound 5 hp Kill 11 hp
Senses darkvision 60 ft.
Aura despair (30 ft., paralyzed 1 round, Will DC 13 negates)
Fort +2, Ref +2, Will +5
Immune undead traits
Speed 20 ft.
Melee slam +7 (2d6 or avg. damage 7)
Skills Perception +9, Stealth +9
So okay, these mummies are pretty easy push-overs. Their main strength will be their potential paralysis ability, which can let their companions or leader get the jump on PCs frozen in fear. Meanwhile,
big-daddy Mummy's sitting nice and comfortable with DR 5, 60 hit points, and a +14 melee attack dealing 1d8+10 damage and mummy rot.
It will be a tough battle, especially in close quarters, but a nice AoE spell such as fireball can dust the mummies, and most melee characters at this level should be able to push past their Kill Threshold with Power Attack and a two-hander.
Underling TemplatesThese are not true templates but rather simple additions which grant a neat trick and/or some bonus skills. Individual templates add +1 CR to an underling's base stats, so they seem to be meant to be applied only once rather than stacked. But it mentions that templates calculate XP equal to the Group CR +1. So does that mean a base Group CR 6 giant with the berserk template hands out CR 8 XP, or is it part of the package? I don't know, most likely an editing error.
Archer: Underling gains a longbow or crossbow ranged attack, but they gain the
poor melee disadvantage (half damage on full action, one-quarter on standard action for melee).
Berserk: XP gained and damage dealt is +1 CR higher than normal, gains Final Strike and Intimidate skill but -2 AC.
Mage/Priest: XP gained is +1 CR higher than normal. Draws a number of spell-like abilities from the cleric or sorcerer/wizard spell list, with a Caster Level equal to Group CR. The spells must have a combined spell level total equal to or less than half the Underling's Group CR. For example, a CR 4 Dwarf Underling with the Mage Template may know how to cast just Scorching Ray, or Magic Missile and Shield, or other such combinations (0 level spells count as 1 level). Spell-like abilities can be cast once per day each, with the exception of cantrips and orisons which can be cast at will. DC equals 10 + spell level.
Mounted: XP gained is +1 CR higher than normal. Speed is 50 feet, charge attack deals full damage even when not full-round action (
even though charge is a full-round action in PF). Gains Ride skill and mount which does not participate in combat and flees when its rider is slain.
Thief: XP gained is +1 CR higher than normal. Gain Acrobatics and Stealth skills, 1d6 sneak attack plus an additional 1d6 at Group CR 5 and every 4 CR above that (to a maximum of 5d6 at CR 17).
As can be expected, said templates can mimic the features of iconic classes without getting bogged down in details and spell record-keeping. Let's try to use this sample human template:
and turn them into the veritable assassins of a secret evil order with the Mage and Thief templates!
Evil Sorcerer-Killer Minions! CR 7 (base 6 +2 Mage and Thief)
XP 4,800?
LE Medium humanoid (human)
AC 17 Wound 8 hp Kill 17 hp
Fort +7, Ref +3, Will +3
Speed 30 ft.
Melee longsword +10 (3d6, 10 avg)
Ranged light crossbow +10 (3d6, 10 avg)
Special Attacks Sneak Attack 2d6
Spell-like Abilities (CL 7th):
at will-detect magic; 1/day-invisibility
Feats Improved Initiative
Skills Acrobatics +11, Heal +11, Knowledge (Arcana) +11, Ride +11, Spellcraft +11, Stealth +11
So these Underlings are squishy, but very sneaky, quick (+4 initiative), and can deal a ton of damage under the right circumstances. Their saves aren't very good, and despite their mobility and arcane knowledge their Perception's shitty. Overall pretty good glass cannons which the major enemies can set up for some nice Sneak Attacks.
And this marks the end of
Rule Zero: Underlings.In conclusion, this is a very useful GMing tool which I use all the time in my games. Creating Underlings is so much faster than typical NPCs, and much easier to keep track of in combat. Their overall weakness is a non-issue, as they are meant to be used in conjunction with normal NPCs and monsters and allow the players to feel bad-ass when their Level 12 Fighter manages to Cleave through four CR 7 Hill Giant Underlings and kill them all in the same round. As the base book is $2.99,
and its bonus companion is free, I highly recommend adding it to your collection, whether you play 3.5 or Pathfinder!