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# Variant Creature Template: Irradiated This is the first in a series of adaptation templates we are developing for creatures in 5e. While most of these adaptations are designed with monsters in mind, we are trying to also include conditions and effects that could potentially apply to player characters. To apply a creature variant, just take the base stat block, roll a D20 and adapt it with effects from the table.
The hope is these creature variants can improve the variety of monsters and flavor in your encounters. Imagine, instead of stumbling into another plain old boring kobold troop, players stumble into a den of magnetized, phasing kobolds with polymelia. *By [u/Foofieboo](https://www.reddit.com/user/Foofieboo)*
## Template: Irradiated ### Description: *Creatures who have knowingly or unknowingly become exposed to high levels of dangerous arcane energy. Beware these foes, there is literally no telling what mutation to expect.* ### Base Mechanical Changes * All irradiated creatures have radiation sickness (same effects of rank 1 exhaustion); as well as brittle (reduced AC = to the number of mutations, so 1, 2 or 3, unless they have the hardened mutation). * Creatures with radiation sickness must undergo treatment for disease or suffer one (1) additional rank of exhaustion per day until death after three (3) additional days. Creatures infected with radiation sickness gain one additional mutation each day after the first. * Roll a D20 to determine each irradiated creature’s mutation. Roll for up to three (3) unique mutations depending on just how much radiation the creature has been exposed to (slightly, irradiated, severely). * Creatures may not have more than one (1) overloaded mutation. ### Base Ability *This ability is applied to any irradiated creature.* **Irradiate.** These creatures are dangerous to approach or come in contact with. Direct contact with an irradiated creature or any expelled contaminated substance an irradiated creature produces calls for a CON save of 8 + the base CR of the creature. Failed saves result in radiation sickness. \columnbreak ### Variable Mutations Roll a d20 up to 3 times to select specific mutations. **Overloaded.** On a roll of 15-20 the creature is filled with massive amounts of elemental energy. Creatures may have only one overloaded mutation. If a subsequent roll results in an Overloaded mutation, reroll.
**Table: Variable Mutations** | d20 | Mutation | |:---:|:-----------:| | 1 | Seborrhoea | | 2 | Hyperosmia | | 3 | Corrosive | | 4 | Energized | | 5 | Magnetized | | 6 | Keen | | 7 | Regeneration | | 8 | Phasing | | 9 | Mitosis | | 10 | Hardened| | 11 | Polymelia | | 12 | Telekinetic | | 13 | Enlarged | | 14 | Bewitched | | 15 | Sonic | | 16 | Fire | | 17 | Cold | | 18 | Electrical | | 19 | Radiant | | 20 | Necrotic| \pagebreak #### Seborrhoea This creature excretes a sticky substance from its pours that enhances its grip; advantage on grapple, sleight of hand and any save involving tactile dexterity (climb, grip, sure footed). The creature has also gained a breath weapon. Once per turn (recharge 5-6) the creature may exhale irradiated breath in a 15 foot cone. Targets caught in the cone must roll a CON save of 8 + the base CR of the creature. Failed saves result in radiation sickness #### Hyperosmia This creature has an enhanced sense of smell; advantage on perception checks to challenge stealth, survival checks for tracking scent and any save involving the sense of smell. #### Corrosive This creature excretes a corrosive substance from its pours. Any contact with this substance is 1d8 damage to organic creatures and any metal or wooden objects, weapons or armor take a permanent -1 penalty to their primary attributes (AC and damage modifier for armor and weapons respectively) after contact. #### Energized This creature rolls initiative twice and takes two turns during combat rounds to account for its unnatural energy. #### Magnetized This creature has become infused with electromagnetic radiation; once per turn, roll a d20: 10 or lower and all loose metallic objects within 10 feet and weighing less than 500 pounds are pulled to the creature, 11 or higher and those metallic objects are repelled 10 feet away from the creature instead. Any target wearing metallic equipment or holding metallic objects must make an athletics save of 8+CR or fall prone or drop the object. #### Keen This creature has wildly enhanced senses; they appear clairvoyant and have advantage on any attack, skill or save that involves sensory perception. #### Regeneration The creature gains massive regenerative properties. Missing limbs regrow within 1d4 rounds and creature regenerates 1d6 per CR (cap 4; creatures lower than 1 CR get 1d4) health at the beginning of each of its turns. #### Phasing The creature is stuck shifting between whatever plane of existence it is on and the ethereal plane. At the end of its turn, roll a d20, a 10 or lower and the creature blinks out of existence and enters the ethereal plane. At the beginning of its next turn, it reappears within 10 feet of where it was in an unoccupied space. #### Mitosis The creature has a chance to split and produce two genetically identical copies of itself (with mutations). At the end of each creature turn roll a d20, a 10 or lower and the creature splits into two identical copies of the original form with full health (still irradiated for saves and checks) that act independently. #### Hardened The creature’s outer skin or carapace has become hardened, resistance to bludgeoning, piercing and slashing damage as well as resistance to effects of cold, fire, poison and acid. #### Polymelia The creature has sprouted extra limbs to use as natural weapons. Creatures who did not already have bite or claw attacks now have one each per turn (CR+4 to hit; 1d6+CR damage) in addition to regular attacks. Creatures who already have a base bite or claw attack gain a bonus CR+2 to hit and 4+CR damage and an additional bite or claw attack as a frenzied action. #### Telekinetic The creature has the ability to move objects in the environment. Once per turn as a bonus action, the creature may move an object up to 1,000 pounds anywhere within 30 feet of its origin. If telekinesis is applied to another creature, roll a STR save of 8 + the base CR of the creature; failed saves result in the target falling under the telekinetic control of the irradiated creature. #### Enlarged The creature has increased to the large size category or one size category up from base if creature was already large or larger. Creatures now large gain +4 to special attacks/damage and a 10 foot reach. Creatures now above large gain an additional +4 to special attacks/damage and an additional 5 feet to reach per size category above large. #### Bewitched This creature has the ability to terrorize their foes with phantasmal visions. As a special ability (recharge 5-6), this creature may attempt to torment their foe with an illusory creature, object, or phenomenon. Roll an INT save of 8 + the base CR of the creature; failed saves result in terror. Terrified creatures who begin their turn within 5 feet of the illusory source of their terror suffer 1d6 psychic damage and cannot move in the direction of the illusion. The illusory effect lasts 1d6 rounds and then dissipates. \pagebreak ### Overloaded Mutations On a roll of 15-20 the creature is filled with massive amounts of elemental energy. Creatures may have only one overloaded mutation. #### Sonic The creature is immune to thunder-based effects. Additionally, any time the creature successfully hits with a melee attack, roll a d20 and if 10 or lower, the target is pushed back 5 feet and suffers 1d4 thunder damage. On death, creature expels overloaded thunder energy in a 15 foot radius; all creatures in this area must make a DEX save of 8 + the base CR of the creature or suffer 3d8 thunder damage. #### Fire The creature is immune to fire-based effects. Additionally, any time the creature successfully hits with a melee attack, roll a d20 and if 10 or lower, the ground around the target ignites and the target suffers 1d4 fire damage. On death, creature expels overloaded fire energy in a 15 foot radius; all creatures in this area must make a DEX save of 8 + the base CR of the creature or suffer 3d8 fire damage. #### Cold The creature is immune to cold-based effects. Additionally, any time the creature successfully hits with a melee attack, roll a d20 and if 10 or lower, the target is restrained by frozen limbs and suffers 1d4 cold damage. On death, creature expels overloaded cold energy in a 15 foot radius; all creatures in this area must make a DEX save of 8 + the base CR of the creature or suffer 3d8 cold damage. #### Electrical The creature is immune to lightning-based effects. Additionally, any time the creature successfully hits with a melee attack, roll a d20 and if 10 or lower, the closest two targets suffer 1d4 lightning damage. On death, creature expels overloaded lightning energy in a 15 foot radius; all creatures in this area must make a DEX save of 8 + the base CR of the creature or suffer 3d8 lightning damage. #### Radiant The creature is immune to radiant-based effects. Additionally, any time the creature successfully hits with a melee attack, roll a d20 and if 10 or lower, the target is knocked prone with a divine strike and suffers 1d4 radiant damage. On death, creature expels overloaded radiant energy in a 15 foot radius; all creatures in this area must make a DEX save of 8 + the base CR of the creature or suffer 3d8 radiant damage. #### Necrotic The creature is immune to necrotic-based effects. Additionally, any time the creature successfully hits with a melee attack, roll a d20 and if 10 or lower, the target is paralyzed for 1 round and suffers 1d4 necrotic damage. On death, creature expels overloaded necrotic energy in a 15 foot radius; all creatures in this area must make a DEX save of 8 + the base CR of the creature or suffer 3d8 necrotic damage.
Part 2 | Your Introduction