Monstrous Templates for HARP

Copyright Massimiliano Caracristi (aka Arioch) © 2009

Edited by Nicholas HM Caldwell for The Guild Companion

"Savage creatures are wilder, tougher and fiercer version of normal monsters"

I really liked the Monstrous Templates described in the Cyradon setting and in Monsters: a Field Guide, I think they're a great way to expand HARP bestiary: adding a template takes almost no time and can radically change a creature, making encounters more varied and interesting.

Here's a small collection of additional Monstrous Templates I've made for my games, I hope you'll like them.

Savage Template

Savage creatures are wilder, tougher and fiercer version of normal monsters. Constantly hungry, Savage monsters live in remote areas, usually roaming the wilderness alone or leading small groups of normal creatures of the same type.

The Savage template can be applied to any living creature.

Effects of the template are the following:

  • Savagery -- Savage creatures attack everything in sight. Driven by an incredible fury they're capable of bringing down even creatures much larger than them. Savagery gives them a special +25 bonus to all Frenzy maneuvers (if Frenzy skill is not in use, all attacks made by Savage creatures are increased by one size, to a maximum of Huge, instead).
  • Toughness -- All Savage creatures are tougher than their normal counterparts. They gain a special bonus of +10 to their Endurance skill.
  • Indomitable -- Savage creatures are unbelievably difficult to tame or control. All Outdoors skill maneuvers used to command, tame or ride a Savage creature suffer an additional penalty of -40. Additionally, Savage creatures gain a +20 bonus to all Will based RRs.

Fey Template

Fey creatures are enchanted guardians of the woodlands, blessed beings chosen by Nature's deities to protect a specific sacred location and its inhabitants. Taking the form of animals of sublime beauty and regal posture, Fey animals are indeed the kings of the wild, often cooperating with Druids, Vivamancers and Clerics of Nature's deities dwelling in the area they're bound to protect.

The Fey template can be applied to any creature of animal intelligence.

Effects of the template are the following:

  • Lesser Resistance (Magic) -- Their enchanted nature makes Fey creatures highly resistant to all kind of spells, granting them a special +10 bonus to all Magic based Resistance Rolls.
  • Sentience -- Fey creatures are intelligent as humans, can learn and speak humanoid languages and are able to cast spells. They all gain 30 base Power Points as part of their racial characteristics.
  • Speak with Normal Animals -- Fey creatures can understand and speak with all normal animals of their same type.
  • Nature Magic -- Fey creatures can cast the following spells, with all the possible scaling options (expending Power Points to do so): Dispel Magic; Control Animal; Minor Healing; Nature's Strength; Nature's Tongue; Neutralize Poison; Summon Animal; Tree Door; Tree Merge; Tree Skin.

Chaotic Template

Chaotic monsters are creatures that have been corrupted and warped by Chaos, the formless void which lingers at the edge of creation. Cultists and priests, who worship Chaos as a divinity, use strange and ominous rituals to turn normal beings into Chaotic ones, hoping to gain the favor of Chaos.

Chaotic creatures act in an unpredictable way, probably following an incomprehensible hidden agenda, but they seem to enjoy spreading destruction and fear more than any other thing.

The Chaotic template can be applied to any creature.

Effects of the template are the following:

  • Unnerving Presence -- Any non-Chaotic being coming within 20' of a Chaotic creature must make a Will-based Resistance Roll (roll on the RR column of the Maneuver Table and use the Chaotic creature level times 5 as its bonus) or suffer a -20 penalty to all actions until he leaves the Unnerving Presence range.
  • Immunity to Poisons -- Chaotic creatures are completely unaffected by poisons.
  • Maddening Glare - Once per round, instead of making a normal attack, Chaotic creatures can enter into a Gaze contest with a target within visual range. The Chaotic creature and the target make a contested Magic vs. Will Resistance Roll. If the target fails, it will be Confused (unable to initiate any action, can only defend himself parrying with 50% of his OB if attacked) for one round per level of the Chaotic creature. If the target succeeds nothing happens.
  • Alien Mind -- A Chaotic creature's mind is utterly alien. Any attempt to read, scan, store or speak to a Chaotic creature's mind will fail. Characters making such attempts must pass a Will RR (roll on the RR column of the Maneuver Table and use the Chaotic creature level times 5 as its bonus) or be Confused for one round per level of the Chaotic creature.

Champion Template

Champions are leaders, elite fighters of their race. Their mere presence can change the outcome of a battle and their actions inspire their allies, infusing them with courage and granting them the will to fight on against all odds.

The Champion template can be applied to any sentient creature.

Effects of the template are the following:

  • Inspiring Presence -- All allies within a 20' radius of the Champion gain a special +10 bonus to all their actions.
  • Instinctive Defense - Champions gain the Instinctive Defense talent from HARP core rulebook.
  • Exceptional Skill at Arms -- All Champions are trained warriors and their combat skills are superior to that of the average member of their race, they gain a special +10 bonus to their OB.
  • Stand and Fight! -- Once per round, instead of making a normal action, a Champion can spend 10 PPs to command a target ally within 10' to stand and keep fighting. The target ignores the effect of the last critical received (up to medium severity) for one round per level of the Champion. The ally still takes the damage from the critical, but he ignores it until the end of this special ability effect.