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Force Creature (CR +1)

Force is an eldritch power that sages have likened to raw magic—energy without native form or substance. Spellcasters who understand its nature harness this raw material and weave it into shapes that can be used as weapons, defenses, or tools. But despite the limitless potential of force energy, few spells and magic items make use of it. This unusual lack might be due in part to the influence of force creatures.

Force creatures are elemental-like beings composed of animate magic force. They look like semi-translucent, glowing, blue versions of their common cousins. Sages speculate that they originate from some realm of magical force, but if so, no planar explorer has yet discovered the place and returned to tell of it.

Creating a Force Creature

Force Creature” is an inherited template that can be added to any living, corporeal creature (referred to hereafter as the base creature). A force creature uses all the base creature’s statistics and special abilities except as noted here.

Challenge Rating: Same as the base creature +1.

Type: The creature’s type changes to aberration. Do not recalculate base attack bonuses, saves, or skill points.

Aura: The base creature gains the following aura.

Force Aura (Ex)

The force creature is surrounded at all times by a force aura that emits a dull, blue light about as bright as a candle. Any opponent that hits the force creature with a natural weapon or unarmed attack takes 1d6 points of force damage from this aura. The force creature also does this damage on any successful combat maneuver that requires physical contact with a foe. When a force creature is struck, the aura momentarily flares brighter at the point of impact.

Armor Class: The base creature’s natural armor bonus no longer applies, but the force creature gains a deflection bonus to Armor Class equal to the base creature’s natural armor bonus plus the force creature’s Charisma modifier (minimum +0).

Hit Dice: Change all of the base creature’s racial HD to d8s.

Defensive Abilities: A force creature gains the following:

Force Body (Ex)

A force creature takes half damage from all attacks and effects that deal hit point damage.

Weaknesses: A force creature gains the following weakness:

Force Vulnerability (Ex)

Disintegration and force effects automatically bypass spell resistance and all damage reduction including that from the force creature’s force body ability.

Attacks: The force creature gains a primary slam attack if it has no other natural attacks. The damage for this slam attack is based on the creature’s size as if it was one size category larger.

All of a force creature’s natural attacks deal force damage (like that of a magic missile) rather than bludgeoning, piercing, or slashing damage. Thus, the force creature can hit incorporeal creatures as if they were ghost touch weapons.

Special Attacks: The force creature retains all the base creature’s special attacks and gains those described here.

Draw Force (Su)

At will, as a standard action, a force creature can draw all magical effects with the force descriptor within 30 feet of it into itself. Drawing force works just like a targeted dispel using dispel magic, where the caster level of the force creature is equal to its total Hit Dice. If the force creature succeeds on its rolls vs. the force effect’s DC (11 + caster level of the force effect), it is dispelled and heals it for 1d8 hit points times the amount the draw force roll is over the DC. Any hit points healed above the force creature’s maximum hit points are temporary hit points. A force creature cannot have more temporary hit points than 50% of its maximum hit points, but the temporary hit points last until they are used.

Force Strength (Ex)

A force creature gains a +4 bonus on CMB checks made to overrun, bull rush, sunder, or on Strength checks to break items. Additionally it gains a +4 bonus its CMD vs. overrun, bull rush, push, and trip attempts.

Skills: A force creature gains a +20 racial bonus on Acrobatics checks to jump. Since it continuously emits a dull blue light, however, it takes a –5 circumstance penalty on Stealth checks when attempting to hide in conditions other than bright light. This penalty can be diminished or negated if the force creature’s body is covered with a material that blocks light.

Special Qualities: A force creature gains the no breath universal ability.

Section 15: Copyright Notice

Advanced Bestiary, Copyright 2014, Green Ronin Publishing, LLC; Author Jeff Hersh, Developer Owen K.C. Stephens