The following monster templates can help you customize existing monsters into new unique variants that can fit a variety of locations and circumstances. With just a few templates in hand, your core monster books can become much more useful.
The challenge ratings described in these templates are loose guides, so use your best judgment with them. Apply these templates only when you have a good handle on your characters' capabilities, and be prepared to tune your new monsters accordingly.
Apply this template to any monster to make an elemental version of that monster. Choose from or roll on the following table to determine the type of elemental template you want to apply:
Roll on the table below to determine the elemental template:
| d8 | Elemental Template |
|---|---|
| 1 | Fire |
| 2 | Cold |
| 3 | Lighting |
| 4 | Acid |
| 5 | Poison |
| 6 | Necrotic |
| 7 | Radiant |
| 8 | Thunder |
Then choose one or more of the following traits to customize your monster, making use of the damage type determined by the elemental template:
The amount of damage and the size of a templated creature's elemental aura is determined by the base creature's challenge rating. The damage noted is the same for both attacks and the creature's aura.
| CR | Damage | Aura Size |
|---|---|---|
| 0-1 | 3 (1d6) | 5 feet |
| 2-5 | 7 (2d6) | 10 feet |
| 6-10 | 10 (3d6) | 15 feet |
| 11-15 | 14 (4d6) | 20 feet |
| 16+ | 21 (6d6) | 25 feet |
This elemental template increases a monster's challenge rating by 1 or 2.
Dire monsters are particularly large and dangerous versions of typical monsters, and can be created using the following guidelines:
Infernal or abyssal variants of existing monsters are endlessly spawned across the Lower Planes. This template can turn any monster into a fiendish variant:
Some monsters can innately cast magical spells. Spell-infused monsters typically have a spell attack bonus of 3 + one-half the monster's challenge rating, and a spell save DC of 12 + one-half the monster's challenge rating (rounded down in both cases).
Spell-infused creatures do not require components to cast their spells. They typically use each of their spells once, recovering the ability to do so when they finish a long rest. Roll for or choose from the table to determine which spells a creature can use. Spells that deal high damage can affect a creature's challenge rating.
Roll on the table below to determine the spell:
| d20 | Spell |
|---|---|
| 1 | Burning hands |
| 2 | Magic missile |
| 3 | Disguise self |
| 4 | Fog cloud |
| 5 | Shield |
| 6 | Inflict wounds |
| 7 | Faerie fire |
| 8 | Thunderwave |
| 9 | Blur |
| 10 | Darkness |
| 11 | Invisibility |
| 12 | Misty step |
| 13 | Scorching ray |
| 14 | Shatter |
| 15 | Spirit guardians |
| 16 | Dispel magic |
| 17 | Fly |
| 18 | Gaseous form |
| 19 | Lightning bolt |
| 20 | Fireball |