Wild-eyed and insane, a crazed creature is slightly more than a wild animal.
“Crazed” is an acquired template that can be added to any living, corporeal creature with an Intelligence score of 3 or greater (hereafter referred to as the “base creature.” A crazed creature retains all the abilities of the base creature, except it cannot cast spells or use spell-like abilities, nor can it make use of ranged weapons of any kind.
A crazed creature cannot easily be cured of its insanity. In order to cure a crazed creature, it must first be targeted with a heal spell followed immediately with a remove curse spell. At that point, the curse is broken, and creatures loses the crazed template; it has a Wisdom score of 1, making it susceptible to suffering the curse again the next day.
Challenge Rating: Same as the base creature.
Melee: A crazed creature gains a bite attack, if it didn’t already have one. This attack is a primary natural attack, or can be used as a secondary natural attack if the creature opts to attack with manufactured weapons.
Damage is based on the table below or the creature’s usual damage, whichever is better. In addition, creatures bitten by a crazed creature risk the wound becoming infected with filth fever.
Abilities: A crazed creature has a –2 racial modifier to Charisma and a Wisdom score of 0. Treat the creature’s Wisdom as being 1 (–5 modifier) for all abilities and effects, such as Will save and skill modifiers.
SQ: Add the following special quality to the base creature:
A crazed creature’s mind is shattered. A crazed creature no longer desires magical trinkets such as weapons, armor, or wondrous items. Instead, it seeks only to take trophies from those it kills, such as teeth or ears. It leaves behind anything of actual value. Typically a crazed creature possesses one weapon and ratty leather or hide armor.
Rappan Athuk Copyright 2012 Bill Webb, Frog God Games