# Creature Templates 

##### If you wish to represent any sort of enemy which has in some way become altered and begins taking on the traits of a certain type of monster (such as a dragon or an undead) make the following additions to its statistics, none of which change its CR.

### Angelic

A creature which has been blessed by divine powers and ascended into a celestial form gains the following features

**Type:** The creature's type changes to celestial. 

**Damage Resistances:** The creature gains resistance to necrotic and radiant damage. 

**Condition Resistances:** The celestial has advantage on saving throws and ability checks against being charmed, exhausted and frightened. 

**Attack Damage:** If a creature's weapon attacks deal any sort of extra damage on a hit other than bludgeoning, piercing or slashing damage then the damage type of this extra damage is replaced with radiant damage. For attacks that deal only one damage type, turn half of the damage dealt by that attack into radiant damage. 

**Speed:** The celestial grows wings and gains a flying speed equal to its walking speed. 

**Skills:** The creature has proficiency in insight (check page 274 of the DMG to determine proficiency bonus). 

**Senses:** The celestial gains dark-vision out to 60 ft. and true-sight out to 5 ft. 

**Languages:** The creature knows Celestial. 

**Healing Touch (3/day):** The creature can use its action to touch another creature. The target magically regains an amount of hit points equal to the healer's CR times two (minimum of 2) and is freed from any curse, disease or poison. 
 
### Aquatic

A creature which has become adapted to living in a deep underwater environment gains the following features. 

**Damage Resistances:** The creature gains resistance to cold damage. 

**Speed:** The creature's body is restructured into a more hydrodynamic form and it thusly gains a swimming speed equal to its walking speed. 

**Skills:** The creature has proficiency in athletics checks made to swim. 

**Senses:** The creature gains dark-vision out to 120 ft. 

**Amphibious:** The creature can breathe both air and water. 

### Draconic 

A creature that has the blood of the dragon flowing through its veins gains the following features. 

**Type:** The creature's type changes to dragon. 

**Damage Resistances:** The creature gains resistance to fire damage. 

**Speed:** The dragon grows wings and gains a flying speed equal to its walking speed. 

**Senses:** The creature gains dark-vision out to 60 ft. 

**Languages:** The dragon knows Draconic. 

**Fire Breath:** The creature can use its action to exhale fire in a 30 ft cone. Each creature in that area must must make a DC X dexterity saving throw, taking Y fire damage on a failed save and half as much damage on a successful saving throw. X equals the expected save DC of a creature of its CR and Y equals the average damage per round of a creature of its CR divided by 2.5 (minimum of 2 damage). Both of these statistics can be found on page 274 of the DMG. 

### Fey 

A creature which has been touched by the mark of a fey gain the following features. 

**Type:** The creature's type changes to fey. 

**Speed:** The creature grows wings and gains a flying speed equal to its walking speed. 

**Skills:** The fey has proficiency in nature and stealth. 

**Condition Immunities:** The creature is immune to being charmed.

**Senses:** The fey gains dark-vision out to 120 ft. 

**Languages:** The creature knows Sylvan. 

**Speak with Beasts and Plants:** The fey can communicate with beasts and plants as if they shared a language. 

### Fiendish

A creature which has been tainted by the evil forces of the abyss or nine hells gains the following features. 

**Type:** The creature's type changes to fiend. 

**Damage Resistances:** The creature gains resistance to fire and poison damage. 

**Attack Damage:** If a fiend's weapon attacks deal any sort of extra damage on a hit other than bludgeoning, piercing or slashing then the damage type of this extra damage is replaced with fire damage. For attacks that deal only one damage type, turn half of the damage dealt by that attack into fire damage. 

**Condition Resistances:** The creature has advantage on saving throws and ability checks against being poisoned. 

**Senses:** The fiend gains dark-vision out to 120 ft. 

**Languages:** The creature knows Abysal and Infernal. 

### Golem 

A creature which has been sculpted out of clay, rock or a similar inorganic substance and given a fake essence of magical life gains the following features. 

**Type:** The creature's type changes to construct. 

**Damage Immunities:** The creature gains immunity to poison damage. 

**Condition Immunities:** The construct is immune to being blinded, deafened, exhausted,  paralyzed, petrified, poisoned and stunned. 

**Senses:** The creature gains tremorsense out to 120 ft. but is blind beyond this radius and loses its normal vision.  

**Languages:** The construct loses its ability to speak. 

**Immutable Form:** The creature is immune to any spell or effect which would alter its form. 

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### Lycanthropic 

A creature which has been plagued with the curse of the werewolf to transform into another monster gains the following features. 

**Shape Changer:** The lycanthrope can use its action to polymorph into its hybrid form, or back into its normal form. It only gains the features the following features if it is in it's hybrid form. 

**Damage Immunities:** The creature gains immunity to bludgeoning, piercing and slashing damage from non-magical, non-silvered weapons. 

**Speed:** The lycanthrope's walking speed raises by 10 ft. 

**Senses:** The creature gains dark-vision out to 60 ft. 

**Kean Hearing and Smell:** The lycanthrope has advantage on investigation and perception checks which rely on hearing or smell. 

**Infectious Attacks:** The first time in 24 hours a creature takes damage from a lycanthrope's attacks it must succeed on a DC 10 constitution saving throw or be affected by lycanthropy and recieve this template.  

### Oozified 

A creature which has been horribly mutated and has had its flesh turned closer to that of a liquid than solid gains the following features. 

**Type:** The creature's type changes to ooze. 

**Damage Immunities:** The creature gains immunity to acid, bludgeoning, piercing and poison damage. 

**Attack Damage:** All of the ooze's weapon attacks deal acid damage on a hit instead of the damage type they would normally deal. 

**Condition Immunities:** The creature is immune to being blinded, deafened, exhausted, grappled, paralyzed, poisoned, knocked prone, restrained and stunned.  

**Senses:** The ooze gains blindsight out to 120 ft. but is blind beyond this radius and loses its normal vision. 

**Languages:** The creature loses its ability to speak. 

### Yetinous

A creature which has become adapted to severely cold climates and begun to take on traits of a yeti gains the following features. 

**Damage Resistances:** The creature gains resistance to cold damage. 

**Attack Damage:** If a yeti's weapon attacks deal any sort of extra damage on a hit other than bludgeoning, piercing or slashing then the damage type of this extra damage is replaced with cold damage. For attacks that deal only one damage type, turn half of the damage dealt by that attack into cold damage. 

**Speed:** The creature's arms grow thick claws and it gains a climbing speed equal to its walking speed. 

**Senses:** The yeti gains dark-vision out to 60 ft. 

**Languages:** The creature knows Yeti. 

**Fear of Fire:** If the creature takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. 

**Keen Smell:** The yeti has advantage on investigation and perception checks which rely on smell. 

**Snow Camoflouge:** The creature has advantage on stealth checks made to hide in snowy terrains. 

### Ghostly

When a creature is killed but its soul remains outside of its body it becomes incorporeal and gains the following features. 

**Type:** The creature's type changes to undead. 

**Damage Immunities:** The ghost gains immunity to acid, bludgeoning, cold, fire, lightning, necrotic, piercing, poison, and slashing damage. 

**Attack Damage:** All of the creature's weapon attacks deal necrotic damage on a hit instead of the damage type they would normally deal. 

**Speed:** The ghost hovers above the ground, gains a flying speed equal to its walking speed and has its walking speed reduced to 0. 

**Condition Immunities:** The creature is immune to being blinded, deafened, exhausted, grappled, paralyzed, petrified, poisoned, knocked prone, restrained, stunned and knocked unconscious. 

**Senses:** The ghost gains dark-vision out to 120 ft. 

**Etherealness:** The creature can use an action to enter the Ethereal Plane from The Material Plane, or vice versa. It is visible on The Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane. 

**Ethereal Sight:** The creature can see 60 ft. into the Ethereal Plane when it is on The Material Plane, and vice versa.

**Incorporeal Movement:** The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object or creature.

## Undead 

A creature which has died but brought back to a sort of undeath gains the following features *plus the features from another undead template* from any of the following pages of this document.  

**Type:** The creature's type changes to undead. 

**Damage Immunities:** The undead gains immunity to necrotic and poison damage. 

**Condition Immunities:** The creature is immune to being exhausted, poisoned and unconscious. 

**Senses:** The creature gains dark-vision out to 60 ft. 

**Undead Nature:** The undead do not need to eat, drink, breathe or sleep. 

### Ghoulish (Undead) 

A creature which has been turned into a ravenous cannibal with only predatory intelligence gains the following features. 

**Paralyzing Attacks:** A target hit by the creature's attacks who is not an elf or undead must succeed on a DC 10 Constitution saving throw or be paralyzed until the end of its next turn. 

### Lichified (Undead)

A powerful spellcaster which has transformed itself into a undead for immortality gains the following features. 

**Skills:** The lich gains proficiency in arcana and history. 

**Damage Resistances:** The creature is resistant to bludgeoning, piercing and slashing damage from non-magical, non-silvered weapons.  

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**Senses:** The lich gains true-sight out to 60 ft.

**Rejuvanation:** If it has a phylactery, a destroyed creature gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.

**Turn Immunity:** The lich is immune to effects which Turn Undead 

### Mummified (Undead) 

A creature which has had its body preserved before arising gains the following features. 

**Speed:** The mummy's speed is reduced by 10 ft. 

**Damage Vulnerabilities:** The creature has vulnerability to fire damage. 

**Attack Damage:** If a mummy's weapon attacks deal any sort of extra damage on a hit other than bludgeoning, piercing or slashing then the damage type of this extra damage is replaced with necrotic damage. For attacks that deal only one damage type, turn half of the damage dealt by that attack into necrotic damage. 

**Infected Strikes:** Whenever a target takes damage from the creature's attacks, it must succeed on a DC 10 constitution saving throw or be effected by mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the *Remove Curse* spell or other magic. 

### Revanant (Undead) 

An enraged soul which has possessed a corpse to enact ruthless vengeance gains the following features. 

**Damage Resistance** The revanant is resistant to psychic damage. 

**Condition Resistances:** The creature has advantage on saving throws and ability checks against being charmed, frightened, paralyzed and stunned. 

**Rejuvanation:** When the revenant's body is destroyed, its soul lingers. After 24 hours, the soul inhabits and animates another corpse on the same plane of existence and regains all its hit points. While the soul is bodiless, a wish spell can be used to force the soul to go to the afterlife and not return.

**Turn Immunity:** The creature is immune to effects that Turn Undead.

**Vengeful Tracker:** The revenant knows the distance to and direction of any creature against which it seeks revenge, even if the creature and the revenant are on different planes of existence. If the creature being tracked by the revenant dies, the revenant knows.

### Skeletal (Undead)

A creature which has had its flesh torn from its bone and is rendered a mindless skeleton  animated by necromancy gains the following features. 

**Damage Vulnerabilities:** The creature has vulnerability to bludgeoning damage. 

**Senses:** The skeleton gains blindsight out to 120 ft. but is blind beyond this radius. 

**Languages:** The creature loses its ability to speak. 

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### Vampiric (Undead)

A creature which has sold its soul for immortality and become a blood sucking creature of the night gains the following features. 

**Damage Immunities:** The vampire is immune to bludgeoning, piercing and slashing damage from non-magical, non-silvered weapons. 

**Rejuvanation:** When it drops to 0 hit points outside its resting place, the creature transforms into a cloud of mist instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed.

While it has 0 hit points in mist form, it must reach its resting place within 1 hour or be destroyed. Once in its Resting Place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its Resting Place with 0 hit points, it regains 1 hit point.

**Vampire Weaknesses:** The creature has the following flaws: 

*Forbiddance.* The vampire can't enter a residence without an invitation from one of the occupants.

*Harmed by Running Water.* The vampire takes 5d10 acid damage if it ends its turn in running water.

*Stake to the Heart.* If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.

*Sunlight Hypersensitivity.* The vampire takes 5d10 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

**Vampiric Strikes:** Before the creature makes an attack roll it can decide to empower that attack with necromantic energy. The damage type of that attack is changed to necrotic damage, the total damage of that attack is halved, the target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount of damage dealt by this attack. The hit point maximumum reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. The creature can only empower an attack once per turn. 

### Wight (Undead)

A hateful villain which has managed to spare itself from the clutches of death via necromancy to pursue its cruel agenda gains the following features. 

**Damage Resistances:** The wight is resistant to bludgeoning, piercing and slashing damage from non-magical, non-silvered weapons.

**Sunlight Sensitivity:** While in sunlight, the creature has disadvantage on attack rolls and ability checks. 

**Draining Attacks:** A target which is hit by one of the wight's attacks must succeed on a DC 10 Constitution saving throw or have its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
A creature slain this way rises 24 hours later as a zombie (a creature with the zombie template) under the wight's control, unless the creature is restored to life or its body is destroyed. The wight can have no more than ten zombies under its control at one time.

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### Zombified (Undead)

A creature which has been risen as a rotting corpse deprived of its personality and intelligence gains the following features. 

**Speed:** The zombie's speed is reduced by 10 ft. 

**Undead Fortitude:** If damage reduces the creature to 0 hit points, it must make a constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

**Languages:** The creature loses its ability to speak. 

## Examples 

The following are all Guards, a monster from page 347 of the MM, which have been given a template from this document. There are three examples below which detail how the templates are applied. 

___
> ## Lycanthropic Guard
>*Medium Humanoid *
> ___
> - **Armor Class** 16 (chain shirt, shield) 
> - **Hit Points** 11 (2d8 + 2) 
> - **Speed** 30 ft., 40 ft in lycanthrope form. 
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|13 (+1)|12 (+1)|12 (+1)|10 (+0)|11 (+0)|10 (+0)|
>___
> - **Damage Immunities (lycanthrope form only)** bludgeoning, piercing and slashing from non-magical, non-silvered weapons. 
> - **Skills** perception +2
> - **Senses** passive perception 12, darkvision 60 ft. (lycanthrope form only)
> - **Languages** common
> - **Challenge** 1/8 (25 XP)
> ___
> ***Shape Changer:*** The lycanthrope can use its action to polymorph into its hybrid form, or back into its normal form. 	
> ***Kean Hearing and Smell (lycanthrope form only):*** The lycanthrope has advantage on investigation and perception checks which rely on hearing or smell.
> ### Actions
> ***Spear.*** *Melee or Ranged Weapon Attack:* +3 to hit, reach 5ft. or range 20/60 ft., one target. *Hit* 4 (1d6 + 1) piercing damage. *(lycanthrope form only)* The first time in 24 hours a creature takes damage from this attack it must succeed on a DC 10 constitution saving throw or be affected by lycanthropy and recieve this template.

___
> ## Zombified Guard
>*Medium Undead *
> ___
> - **Armor Class** 16 (chain shirt, shield) 
> - **Hit Points** 11 (2d8 + 2) 
> - **Speed** 20 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|13 (+1)|12 (+1)|12 (+1)|10 (+0)|11 (+0)|10 (+0)|
>___
> - **Damage Immunities** necrotic and poison 
> - **Condition Immunities** exhuasted, poisoned and unconscious
> - **Skills** perception +2
> - **Senses** dark-vision 60 ft., passive perception 12
> - **Languages** understands common but can't speak
> - **Challenge** 1/8 (25 XP)
> ___
> ***Undead Nature:*** The zombie does not need to eat, drink, breathe or sleep. 	
> ***Undead Fortitude:*** If damage reduces the zombie to 0 hit points, it must make a constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
> ### Actions
> ***Spear.*** *Melee or Ranged Weapon Attack:* +3 to hit, reach 5ft. or range 20/60 ft., one target. *Hit* 4 (1d6 + 1) piercing damage. 



___
> ## Fiendish Guard
>*Medium Fiend*
> ___
> - **Armor Class** 16 (chain shirt, shield) 
> - **Hit Points** 11 (2d8 + 2) 
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|13 (+1)|12 (+1)|12 (+1)|10 (+0)|11 (+0)|10 (+0)|
>___
> - **Damage Resistances** fire and poison 
> - **Skills** perception +2
> - **Senses** dark-vision 120 ft., passive perception 12
> - **Languages** common, abysall and infernal 
> - **Challenge** 1/8 (25 XP)
> ___
> ***Condition Resistances:*** The creature has advantage on saving throws and ability checks against being poisoned.
> ### Actions
> ***Spear.*** *Melee or Ranged Weapon Attack:* +3 to hit, reach 5ft. or range 20/60 ft., one target. *Hit* 2 piercing and 2 fire damage.