Creature of Primal Chaos Template (CR +2)

Creatures of primal chaos are the result of the powers of Entropy tampering with a creature’s body to create even more chaos and change. Such creatures are bizarre in appearance, appearing rubbery or unnaturally flexible, sprouting scores of tiny, writhing tentacles which sometimes end in eyes or mouths, or have extra limb joints, staring fish eyes, emaciated bodies, spiked spines, numerous curling horns, bat wing-like ears or frills, or any number of other strange features. Creatures of primal chaos often wear a permanent expression of insanity or rage. Most normal animals shun creatures of primal chaos or are immediately hostile to them.

Creating a Creature of Primal Chaos

Creature of primal chaos” is an inherited or acquired template that can be applied to any creature.

Type: The creature’s type changes to outsider (chaotic).

Alignment: becomes chaotic neutral or chaotic evil.

Challenge Rating: same as the base creature +2.

Special Attacks: All creatures of primal chaos retain the special attacks of the base creature. Creatures of primal chaos with Intelligence and Wisdom scores of 10 or higher possess the following spell-like abilities, using their hit dice or character level as their caster level, as specified in the table below. Unless otherwise indicated, each ability is usable once per day.

Spell-like Abilities Hit Dice Spell-like Abilities

1-2 cause fear

3-4 stone shape, hideous laughter

5-6 shatter, spike stones, warp wood

7-8 wall of hurricane winds*, telekinesis

9-10 chaos hammer, polymorph

11+ move earth, teleport

Special Qualities: darkvision 60 ft.

Fast Healing (Ex)

2 hit points per round.

Damage Reduction (see table below)

Physical Mutations (roll 1d3 times on the table below)

Physical Mutations (Roll 1d3 times)


Die Roll

Physical Mutation

1 Compression (Ex), as the universal monster ability

2 Amorphous (Ex), as the universal monster ability

3 Extraneous tentacles with eyes (+2 Intimidate and Perception)

4 Extraneous tentacles with fanged mouths or snake heads (+2 Intimidate and the creature can attach and drain blood like a stirge)

5 Horns (gain a natural gore attack inflicting 1d6 damage for every 5 hit dice or levels the creature possesses)

6 Extra limb joints (+2 Escape Artist)

7 Spines (+2 CMD vs. grapple, bull rush, drag and overrun)

8 Extra arm (grants an extra natural claw or slam attack if the creature has one already)

9 Extra leg (+2 CMD vs. trip, bull rush, drag and overrun)

10 Extra head (grants extra natural bite attack if the creature already has a bite attack, otherwise grants a +2 bonus to Intimidate and Perception)

11 Eyes scattered all over body (gains All-Around Vision)

12 Fangs (grants bite attack for 1d4 damage plus disease:

Plague of Entropy (Ex)

Save Fort DC 15, onset 1d3 days, frequency 1 day, effect 1 Con damage, cure 2 consecutive saves) Damage Reduction Hit Dice Damage Reduction 1-3 – 4-7 – 8-11 5/lawful 12+ 10/lawful

Sample Creatures of Primal Chaos Primal Chaos

Dire Warhorse: CR 6; Large Outsider ; HD 8d8+48; hp 82; Init +1; Spd 60; AC 20, flat-footed 19, touch 11 (chain shirt barding); BAB +6; CMB +12; CMD 23; +11/+6 (1d6+6, 2 Hooves; 1d4+3, 2 Bites; 1d6+6 Gore); SQ: Scent (Ex), Darkvision, Fast healing 2; Mutations: Extra Head, Horns; Damage Reduction 5/lawful; RF: Greater Carrying Capacity; AL CN; SV Fort +12, Ref +7, Will +8; Str 22, Dex 13, Con 22, Int 2, Wis 14, Cha 10. Skills: Perception +8.

Primal Chaos Gibbering Mouther: CR 5; Medium Outsider (Chaotic); HD 4d8+28; hp 46; Init +3; Spd 10, Swim 20; AC 19, flat-footed 16, touch 13 (+3 Dex, +6 natural); BAB +3; CMB +3 (+9 grapple); CMD 16 (can’t be tripped); melee +7 (1d4 plus grab, 6 Bites); SA: Gibbering (Su), Spittle (Ex), Grab (Ex), Blood drain (Ex), Engulf (Ex), Ground manipulation (Su); SQ: Amorphous (Ex), Fast healing 2, Damage Reduction 5/bludgeoning, Mutations: Extraneous tentacles with eyes, Spines; AL CN; SV Fort +2, Ref +2, Will +5; Str 10, Dex 17, Con 24, Int 4, Wis 13, Cha 12. Skills: Intimidate +3, Perception +14, Swim +8. Feats: Weapon Finesse, Weapon Focus (bite)

Primal Chaos Doppelganger: CR 5; Medium Outsider; HD 4d8+4; hp 22; Init +1; Spd 30; AC 15, flat-footed 14, touch 12; BAB +3; CMB +4; CMD 15; +4 (1d6+1, 2 Slam); SA: Detect thoughts (Su), Spell –like abilities: cause fear, stoneshape, hideous laughter; SQ: Alter self (Su), Immunity: Charm (Ex), Immunity: Sleep (Ex), Darkvision, Fast healing 2; Mutations: Compression (Ex), Extra Limb Joints; AL CN; SV Fort +5, Ref +5, Will +6; Str 12, Dex 13, Con 12, Int 13, Wis 14, Cha 13.

Skills: Bluff +12, Disguise +12, Perception +8, Sense Motive +6.

Feats: Alertness, Dodge

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