DIRE THINGIE TEMPLATE
Dire Thingie is an Inherited or Acquired Template that can be added to any living creature with an Intelligence of 2 or less that has had it's Size Class increased to two Size Classes bigger (with a minimum Size Class of Small), and it's Hit Dice Advanced to twice it's normal amount (with a set minimum based on Size). The minimum Hit Dice based on Base Creatures new Size is Small = 3 HD, Medium = 4 HD, Large = 8 HD, Huge = 12 HD, Gargantuan = 20 HD, Colossal = 36 HD. For example if applied to a Porpoise (which is normally 2 Hit Dice) the Porpoise becomes 4 Hit Dice. If applied to a Rat (which is less than 1 Hit Die) it becomes 3 Hit Dice. Recalculate BAB, Saves, Skills, Stats, Armor Class, Feats, Damage, and Save DC's of special attacks due to new Hit Dice and Size. Recalculate CR (See MM page 294 for suggestions), and then apply this template.
Size and Type: Type does not change.
Hit Dice: Unchanged.
Speed: If the creature is Large or larger it's Base Land Speed (if it has one) increases to 40 feet. Otherwise speed remains unchanged.
Armor Class:The Base Creatures Natural Armor Bonus is 1.5 times greater (round down). For example if the Base Creature had a +4 Natural Armor bonus, it now has a +6. If the base creature has heavy natural armor (i.e. a turtle or armadillo shell for example) it doubles instead. There is a minimum Natural AC Bonus based on Size: Small=+3, Medium=+4, Large=+5, Huge=+6, Gargantuan=+7, and Colossal=+8.
Attacks: Unchanged.
Damage: Unchanged.
Special Attacks: Retains all Special Attacks of Base Creature. Range or Area of Effect is 1.5 times bigger (for example if the Base Creature has a Breath Weapon that's a 30' Cone, it's now a 45' Cone).
Special Qualities: Retains all Special Qualities of Base Creature.
Saves: Unchanged.
Abilities: +2 Str, +2 Dex, +2 Con, +4 Cha.
Skills: Unchanged.
Feats: The Base Creature gains Improved Toughness as a Bonus Feat.
Environment: Unchanged
Organization: Usually Solitary
Challenge Rating: +1
Treasure: Unchanged
Alignment: Unchanged
Advancement: Up to double it's base Hit Dice. If that puts it past the minimum for the next size class, it goes up too. For example if the Base Creature is 8 HD, it can go up to 16 HD. It would be 9-11 (Large), 12-16 (Huge).
Level Adjustment: +1
Example of creature using template here:
Dire Lemure
Huge Outsider (Baatezu, Evil, Extraplanar, Lawful)
Hit Dice: 12d8+72 (126 hp)
Initiative: -1
Speed: 40 ft. (8 squares)
Armor Class: 20 (-2 Size, -1 Dex, +13 Natural), touch 7, flat-footed 23
Base Attack/Grapple: +12/+29
Attack: Claw +19 melee (1d8+9)
Full Attack: 2 Claws +19 melee (1d8+9)
Space/Reach: 15 ft./10 ft.
Special Attacks: -
Special Qualities: Damage Reduction 5/Good or Silver, Dark Vision 60', Immunity ot Fire and Poison, Mindless, See in Darkness
Saves: Fort +13, Ref +7, Will +8
Abilities:[/B] Str 28, Dex 8, Con 20, Int -, Wis 11, Cha 9
Skills: -
Feats: Improved Toughness (B)
Environment: Nine Hells of Baator
Organization: Solitary
Challenge Rating:
Treasure: None
Alignment: Always Lawful Evil
Advancement: 13-19 HD (Huge), 20-24 HD (Gargantuan)
Level Adjustment: ---
Dire Dire Badger
Huge Animal
Hit Dice: 12d8+111 (165 hp)
Initiative: +3
Speed: 40 ft. (8 squares), burrow 10 ft.
Armor Class: 22 (-2 Size, +2 Dex, +12 Natural), touch 10, flat-footed 20
Base Attack/Grapple: +9/+28
Attack: Claw +18 melee (1d8+11)
Full Attack: 2 Claws +18 melee (1d8+11) and 1 Bite +13 melee (2d6+5)
Space/Reach: 15 ft./10 ft.
Special Attacks: Rage
Special Qualities: Low Light Vision, Scent
Saves: Fort +16, Ref +10, Will +5
Abilities: Str 32, Dex 15, Con 27, Int 2, Wis 12, Cha 14
Skills: Listen +10, Spot +11
Feats: Improved Toughness (B), Track (B), Alertness, Toughness, Power Attack, Cleave
Environment: Temperate Forests
Organization: Solitary
Challenge Rating:
Treasure: None
Alignment: Always Neutral
Advancement: 13-19 HD (Huge), 20-24 HD (Gargantuan)
Level Adjustment: ---
Dire Frost Worm
Colossal Magical Beast (Cold)
Hit Dice: 36d8+504 (666 hp)
Initiative: +0
Speed: 40 ft. (8 squares), burrow 10 ft.
Armor Class: 30 (-8 Size, +28 Natural), touch 2, flat-footed 38
Base Attack/Grapple: +36/+69
Attack: Bite +45 melee (4d6+25/19-20 plus 1d8 cold)
Full Attack: Bite +45 melee (4d6+25/19-20 plus 1d8 cold)
Space/Reach: 30 ft./20 ft.
Special Attacks: Trill, Cold, Breath Weapon
Special Qualities: Dark Vision 60', Death Throes, Immunity to Cold, Low Light Vision, Vulnerability to Fire
Saves: Fort +20, Ref +20, Will +14
Abilities: Str 44, Dex 10, Con 36, Int 2, Wis 11, Cha 15
Skills: Hide +3, Listen +12, Spot +12
Feats: Improved Toughness (B), Ability Focus (Trill, Breath Weapon), Alertness, Cleave, Great Cleave, Improved Critical (Bite), Improved Initiative, Improved Natural Attack (Bite), Iron Will, Large and In Charge, Power Attack, Power Critical (Bite), Weapon Focus (Bite)
Environment: Cold Plains
Organization: Solitary
Challenge Rating:
Treasure: None
Alignment: Neutral
Advancement: 37-72 HD (Collosal)
Level Adjustment: ---
Trill (Su): 200' area, Will Save DC 32
Breath Weapon (Su): 60' Cone, Reflex Save DC 36
Death Throes (Su): 100' area, Reflex Save DC 34