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Foo Creature (CR +5)

Creatures with this Template

Foo creatures are extraplanar creatures that serve as guardians to those of good alignments. They are rarely encountered on the Material Plane, but when they are, they are always in the employ of a good-aligned creature, acting as either a companion or guardian. A foo creature never associates with creatures of evil alignment. It tolerates those of neutral alignments.

A foo creature appears as a normal animal of its type with large bulging eyes. Most foo creatures range in color from black to deep gold, though a few have been encountered that were white in color. A foo creature speaks Celestial and a number of additional languages equal to its Intelligence modifier.

Creating a Foo Creature

“Foo Creature” is an inherited template that can be added to any normal animal (referred to hereafter as the base creature). A foo creature retains all the base creature’s statistics and special abilities except as noted here.

CR: Same as the base creature +5.

Alignment: Always good (usually chaotic).

Size and Type: The base creature’s type changes to magical beast. It gains the extraplanar subtype. It does not gain the augmented subtype. Creatures who are Small or smaller increase their size to Medium; otherwise size does not change.

Senses: A foo creature has darkvision 60 ft.

AC: The base creature’s natural armor improves by +4 (this stacks with any existing natural armor bonus the base creature has).

Hit Dice: Increase all current and future Hit Dice to d10s. Additionally, increase the base creature’s Hit Dice by +6. Recalculate its saves, skill points, feats, and base attack bonus based on its new type and increased Hit Dice.

Defensive Abilities: A foo creature gains spell resistance equal to 11 + CR (maximum 25).

Aura: A foo creature is protected by an aura of goodness. An evil-aligned creature that attacks a foo creature takes a –1 penalty on attack and damage rolls. This supernatural ability is always active but can be dispelled. A foo creature can restart it as a free action on its next turn.

Special Attacks: A foo creature retains all the base creature’s special attacks and also gains those listed below.

Strike Evil (Su)

Foo creatures have a +2 morale bonus on attack and damage rolls when fighting evil-aligned creatures. This ability is always active and cannot be negated or dispelled.

Summon Foo Creatures (Sp)

Once per day, by barking, roaring, or making any other sound common to its type, a foo creature can summon 1d4 additional foo creatures of its same type with a 25% chance of success. This ability is the equivalent of a 6th-level spell.

Abilities: Str +4, Dex +2, Con +2, Int +4 (minimum 10), Wis +2, Cha +4.

Special Qualities: A foo creature has all the special qualities of the base creature, plus the following three abilities:

Invisibility (Su)

A foo creature can become invisible at will. This ability functions as the spell of the same name with a caster level equal to the foo creature’s HD + 3.

Ethereal Jaunt (Su)

A foo creature can shift from the Ethereal to the Material Plane as a free action and shift back again as a move action. The ability is otherwise similar to the spell of the same name.

Plane Shift (Sp)

A foo creature can enter the Astral Plane or the Material Plane. This ability transports the foo creature and up to eight other creatures, provided they are all within 5 feet of the foo creature. It is otherwise similar to the spell of the same name.

Environment: Any good-aligned outer plane.