Archives of Nethys

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Template Grafts | Universal Monster Rules


Simple Grafts

Simple template grafts are designed to allow a GM to quickly and easily adjust a stat block in minor ways to represent new creatures. Most simple template grafts do little more than add a subtype, adjust one form of movement, and alter how a creature deals or takes damage. They can be used to create versions of creatures appropriate to specific environments or planes of existence. For example, the summon creature spell adds the astral, celestial, or fiendish simple template grafts to summoned creatures that are not already outsiders or extraplanar beings, which represents versions of those creatures native to other planes.

A GM can apply more than one simple template graft where appropriate, but in most cases she should not add more than two or three to a single creature. Even templates that seem opposed can be added to create specific kinds of monsters (a creature that lives in steam vents at the bottom of a boiling ocean might have both the aquatic and fiery simple template grafts, which could otherwise seem an unusual combination). Decide the order in which to apply the simple template grafts, and follow the instructions of each graft in order. A template graft with a CR requirement lists it in parentheses.

Simple template grafts can also be used to populate new worlds whose native flora and fauna haven’t yet been extensively detailed, or to distinguish a specific creature as a unique leader, mutant, or advanced version of common creatures. A GM can also choose to design new simple template grafts similar to these to create even more variety among the denizens of the galaxy.

Cybernetic (CR 1/2+)

Source Alien Archive pg. 150
A cybernetic creature has been augmented by technological implants (although the same simple template graft can be used to represent creatures augmented by biotech).

Armor: If the creature is CR 3–7, add one armor upgrade with an item level equal to or less than the creature’s CR. If it is CR 8+, add two armor upgrades, each with an item level equal to or less than the creature’s CR.

Weapon: Add a ranged weapon of a level no greater than the creature’s CR + 1; this weapon can’t be disarmed. A creature with the combatant array should get a longarm, and a creature with the expert or spellcaster array should get a small arm. Add the creature’s CR to damage dealt with its weapon. The ammunition of such weapons is recovered once per day after the creature rests for 8 hours.