View Full Version : Experimental Boss Template (PEACH)

2012-04-22, 06:36 AM
Im making a series of "Challenge" templates - for "Pathetic, Superior, Greater, and Legendary" creatures that gives them weaker, or tougher stats for boss fights, etc, so they can be a threat and survive the focused attention of 4 or more pc's. I borrowed the idea of rolling 2 initiative rolls from someone on this forum, i forgot the post, as it was a long time ago i skimmed it, and i don't claim to have any imaginative claims/rights to making the initiative bit.

Keep these facts in mind when reading this over;

- We use the Mana Variant for spellcasting found here;

- We use the Vitality and Wound points Variant rules found in the Pathfinder SRD.

- This is meant for Pathfinder.

- This is also not meant for the pc's to even consider ever -touching-. This is only meant for incredible and powerful boss-fights such as dragons, self-proclaimed god-kings, legendary and ancient archmages, generally paragons of already powerful and ancient species of creatures.


Powerful beings, paragons of there species, seemingly blessed by the gods, these creatures appear to be omnipotent, immortal, and skilled compared to others of its kind. While not divine, nor do they have even a fraction of the power of a god, they are still powerful beyond what any typical member of there species can achieve physically or mentally.

Creating a Legendary Creature

"Legendary" is an acquired template that can be added to any creature (referred to hereafter as the base creature). A legendary creature uses all the base creature's statistics and special abilities except as noted here.

Challenge Rating: +3

Size and Type: Size and type are unchanged.

Initiative: A legendary creature gains a +4 bonus on initiative rolls. In addition, at the beginning of an encounter they may roll there initiative twice. They gain two turns during the encounter, using each roll to determine there initiative.

Speed: A legendary creature is gifted with incredible speed. Each of its speeds is increased by 10 feet. If the base creature flies, the legendary creature's maneuverability becomes perfect if it was not already.

Defensive Abilities: A legendary creature gains the following defensive abilities.

- Unbreakable Resolve (Ex): A legendary creature does not automatically fail a saving throw on a natural result of 1. Any effect that requires a Fortitude, Reflex, or Will saving throw for a partial or halved effect is completely ignored on a successful save. On a failed save, if such an effect has a duration greater then instantaneous, then its duration is halved, rounded down to the nearest time increment (for example; rounds, minutes, hours, days, weeks or years). The legendary creature may attempt a second saving throw against the same effect to negate it on its next turn. A legendary creature is also considered under the effects of a Freedom of Movement spell at all times. This is an extraordinary ability that is active at all times, even if the legendary creature is unconscious or flat-footed.

- Legendary Potential (Ex): A legendary creature's base attack bonuses from all hit dice becomes good. Its Fortitude, Reflex, and Will save progressions become good for all hit dice it possesses. It gains the maximum amount of vitality for all hit dice it possesses. Double its total vitality after calculating. In addition, its base attack bonus, base saves, skill ranks, and ability scores are all considered 4 higher to meet the prerequisites of feats and to take levels in prestige classes.

- Superior Healing (Ex): A legendary creature gains fast healing 5. This healing only recovers vitality points. A legendary creature also heals 1 point of ability damage per round in each damaged ability score.

- Legendary Skills (Ex): When a legendary creature makes a skill check, you instead roll 1d10 and add 10 to the result to determine the natural dice result, add any bonuses afterwords.

- Immunities: The legendary creature is immune to all mind-affecting effects, death effects, negative levels, sleep, paralysis, stun, disease and poisons. It is also immune to any divination attempts to discern its location, alignment, thoughts, truename, or future, as legendary creatures are seemingly unbound by fate and free to change there destiny at a whim.

Special Attacks: A legendary creature retains all the base creature's special attacks and gains those described here.

- Devastating Clarity (Ex): As a swift action, a legendary creature can target a single creature it can see. All attacks against that creature gain a +5 untyped bonus to attack and damage rolls against that target. Attacks against that target ignore all forms of damage reduction and damage negation effects. It also ignores the effects of any concealment, all but total cover the target possesses. If the enemy is flat footed or otherwise denied there dexterity bonus to ac, all damage dice is maximized. This applies to the target creature until the beginning of the legendary creatures next turn.

Special Qualities: A legendary creature retains all the base creature's special qualities and gains those described here.

- Empowerment (Ex): All spell, spell-like ability, supernatural ability, and extraordinary ability dc's used by the legendary creature have there DC's increased by +4 to resist (if any). The legendary creature's effective caster level for all spells and spell-like abilities is +2 higher. If the legendary creature possesses Mana, it is increased by an amount equal to its hit dice. Its mana regeneration is increased by 5 for every 10 minutes of rest it receives.

Abilities: Change from the base creature as follows: Str +2, Dex +2, Con +2, Int +2, Wis +2, Cha +2. A legendary creature may select one ability to gain an additional +2 bonus to (for a total of +4).

Skills: A legendary creature gains a +2 bonus on all skill checks.

2012-04-22, 08:31 AM
I don't play pathfinder, but this seems awesome!