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Verminoid Creature (CR varies)


Verminoids are vermin-like creatures with humanoid bodies and intellects. Some sages speculate that they are the abominable results of druidic magic gone awry and the experiments of arcane spellcasters obsessed with vermin.

A verminoid has two legs to walk upon and two arms with hands that can manipulate tools. It walks upright but otherwise retains all the hideous aspects of its vermin form.

Creating a Verminoid

Verminoid” is an inherited or acquired template that can be added to any living vermin (referred to hereafter as the base creature). It uses all the base creature’s statistics and special abilities except as noted here.

Challenge Rating: Base creature’s CR less than 1, increase to 1/2; CR 1 or higher, same as the base creature.

Alignment: Usually neutral.

Type: The creature’s type changes to monstrous humanoid.

Hit Dice: Change all of the base creature’s racial HD to d10s.

Saving Throws: Unlike other monstrous humanoids, a verminoid creature’s good saves are Fortitude and Reflex.

Defensive Abilities: A verminoid creature loses any immunity to mind-affecting effects gains the following.

Impenetrable Mind (Ex)

Due to its heritage as a non-intelligent insect, a verminoid gains a +4 racial bonus on saves against mind-affecting effects.

Speed: If the creature has a land speed slower than 10 feet (or no land speed at all), its land speed becomes 10 feet.

Attacks: The verminoid retains all the base creature’s attacks except those that depended on limbs that have turned to arms. Any other natural attacks it has retain the same primary or secondary status they had for the base creature. The verminoid has the weapon and armor proficiency of creatures of the monstrous humanoid type.

Space/Reach: The verminoid has a space and reach appropriate for its size. For creatures of Large size or greater use the “tall’ option. If the base creature had greater than normal reach for its size, add 5 feet to its reach.

Special Attacks: A verminoid retains all of the base creature’s special attacks except rake and trample.

Abilities: Int +8, Cha +6. If the base creature has no Intelligence score its Intelligence becomes 8 and loses the mindless trait.

CMD: A verminoid loses any bonus the base creature has vs. trip due to multiple legs.

Feats: As mindless creatures, most vermin have no feats. The verminoid retains the base creature’s bonus feats (if any) but loses all others. Assign new feats as desired based on the verminoid’s hit dice. The verminoid must still meet any prerequisites for feats chosen to fill vacant feat slots.

Skills: As mindless creatures, most vermin have no skills. Calculate skill points for the verminoid’s racial Hit Dice as a monstrous humanoid, then purchase its skills (treating the base creature’s skills and Perception and Survival as class skills). The verminoid retains any skill points gained from class levels and any racial bonuses the base creature had. New size modifiers and new ability scores all modify skill bonuses normally.

Languages: Verminoid gain the ability to speak any one language (typically an insectile dialect of Common) in addition to those allowed by its new intelligence.

Section 15: Copyright Notice

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