Bestiary‎ > ‎(Bestiary) By Type‎ > ‎Templates‎ > ‎

Metal-Clad Creature (CR +Varies)

CONVERSION
Examples
Cladding with Other Materials

The metal-clad template is a simple idea that lends itself to many applications. By applying some creativity, you could create different gem-clad, wood-clad, stone-clad, or element-clad creatures. With the metal-clad template or a differently themed but similar template, you could make almost any creatures into constructs. Any creature that becomes a construct, however, loses its Constitution score.

Metal-clad creatures are bonded to metal either by birth or through magic. Shining metal shells coat their forms, armoring them against attacks but also burdening them with unwieldy weight.

A metal-clad creature can be born of metal-clad parents, and indeed whole races of metal-clad creatures can exist. Conversely, a magical ritual or a spell can cover a creature in metal, and sometimes the gods curse greedy individuals by covering them in the precious metals they most covet.

Creating a Metal-Clad Creature

“Metal-clad creature” is an acquired, inherited, or created template that can be added to any corporeal creature (referred to hereafter as the base creature) that does not already have the metal-clad template. A metal-clad creature uses all the base creature’s statistics and special abilities except as noted here.

Challenge Rating: The CR increases based on the metal. See Table: Metal Clad Creature Adjustments.

Table: Metal Clad-Creature Adjustments

Metal CR Increase Natural Armor
Bonus Increase
Abilities Racial Skill
Bonuses
Adamantine +6 +10 Str +4, Dex -6*, Con +6
Int +0, Wis +0, Cha +2
-
Brass +1 +3 Str +2, Dex -2*, Con +2
Int +0, Wis -2*, Cha +0
-
Bronze +2 +4 Str +2, Dex -2*, Con +2
Int +0, Wis +0, Cha +0
-
Copper +1 +3 Str +0, Dex +0, Con +0
Int +0, Wis +2, Cha -2*
+4 Craft (any)
Gold +1 +3 Str +0, Dex -6*, Con +0
Int +2, Wis -2*, Cha +6
+4 Profession (any)
Iron +3 +6 Str +2, Dex -4*, Con +2
Int +0, Wis -2*, Cha +0
-
Lead +1 +3 Str +0, Dex -6*, Con +4
Int -2*, Wis -2*, Cha -2*
+4 on Survival checks to avoid getting lost
Mithral +5 +8 Str +4, Dex +0, Con +2
Int +0, Wis +0, Cha +2
-4 on Swim checks
Platinum +3 +5 Str +2, Dex +4, Con +2
Int +2, Wis +0, Cha +4
-
Silver +3 +4 Str +0, Dex -2*, Con +0
Int +2, Wis +2, Cha +4
+4 on Bluff and Diplomacy
Steel +4 +8 Str +4, Dex -4*, Con +2
Int +0, Wis +0, Cha +0
-

*Minimum 1

Armor Class: The metal-clad creature’s natural armor bonus improves over that of the base creature by an amount that depends on the kind of metal that covers it. See Table: Metal Clad Creature Adjustments.

Defensive Abilities: A metal-clad creature retains all the base creature’s defensive abilities and gains those described here.

Metallic Quality

The exact metallic quality bestowed depends on the kind of metal that covers the metal-clad creature’s body, as follows.

Adamantine

  • Damage Reduction (Ex): An adamantine-clad creature gains damage reduction 10/adamantine.
  • Heavy Fortification (Ex): The adamantine-clad creature is immune to sneak attacks and critical hits.
  • Resistances (Ex): An adamantine-clad creature has electricity resistance 15 and fire resistance 20.

Brass

  • Light Fortification (Ex): Whenever a sneak attack or critical hit is scored against a brass-clad creature, there is a 25% chance that the extra damage is negated and damage is rolled normally.
  • Resistance to Fire (Ex): A brass-clad creature has fire resistance 5.

Bronze

  • Medium Fortification (Ex): Whenever a sneak attack or critical hit is scored against a bronze-clad creature, there is a 75% chance that the extra damage is negated and damage is rolled normally.
  • Resistance to Fire (Ex): A bronze-clad creature has fire resistance 10.

Copper

  • Light Fortification (Ex): Whenever a sneak attack or critical hit is scored against a copper-clad creature, there is a 25% chance that the extra damage is negated and damage is rolled normally.
  • Resistance to Fire (Ex): A copper-clad creature has fire resistance 10.

Gold

  • Light Fortification (Ex): Whenever a sneak attack or critical hit is scored against a gold-clad creature, there is a 25% chance that the extra damage is negated and damage is rolled normally.
  • Resistance to Fire (Ex): A gold-clad creature has fire resistance 10.

Iron

  • Medium Fortification (Ex): Whenever a sneak attack or critical hit is scored against an iron-clad creature, there is a 75% chance that the extra damage is negated and damage is rolled normally.
  • Resistance to Fire (Ex): An iron-clad creature has fire resistance 15.
  • Rust Vulnerability (Ex): An iron-clad creature counts as ferrous for the purpose of rusting attacks such as rusting grasp.

Lead

  • Divination Immunity (Ex): A lead-clad creature is immune to divination spells and effects cast to derive information about it. Detect magic, detect poison, detect thoughts, and detect alignment spells fail to reveal any information about the lead-clad creature or the objects it carries. Furthermore, a lead-clad creature is invisible and inaudible to scrying, arcane eyes, and clairaudience/clairvoyance. Lead-clad creatures and their equipment cannot be located by discern location, nor can locate object find objects they carry.
  • Light Fortification (Ex): Whenever a sneak attack or critical hit is scored against a lead-clad creature, there is a 25% chance that the extra damage is negated and damage is rolled normally.
  • Resistance to Electricity (Ex): A lead-clad creature has electricity resistance 5.

Mithral

  • Medium Fortification (Ex): Whenever a sneak attack or critical hit is scored against a mithral-clad creature, there is a 75% chance that the extra damage is negated and damage is rolled normally.
  • Resistance to Fire (Ex): A mithral-clad creature has fire resistance 15.

Platinum

  • Light Fortification (Ex): Whenever a sneak attack or critical hit is scored against a platinum-clad creature, there is a 25% chance that the extra damage is negated and damage is rolled normally.
  • Resistances (Ex): A platinum-clad creature has electricity resistance 5 and fire resistance 20.

Silver

  • Light Fortification (Ex): Whenever a sneak attack or critical hit is scored against a silver-clad creature, there is a 25% chance that the extra damage is negated and damage is rolled normally.
  • Mirrored Finish (Su): A silver-clad creature is immune to gaze attacks. Furthermore, its finish reflects such attacks. Thus, a creature with a gaze attack that actively gazes at the silver-clad creature must save against its own gaze attack, suffering the consequences of a failed save even if it would normally be immune.
  • Resistance to Fire (Ex): A silver-clad creature has fire resistance 5.

Steel

  • Medium Fortification (Ex): Whenever a sneak attack or critical hit is scored against a steel-clad creature, there is a 75% chance that the extra damage is negated and damage is rolled normally.
  • Resistance to Fire (Ex): A steel-clad creature has fire resistance 15.
  • Rust Vulnerability (Ex): A steel-clad creature counts as ferrous for the purpose of rusting attacks such as rusting grasp.

Weakness: A metal-clad creature gains the following weakness.

Vulnerability to Electricity (Ex)

A metal-clad creature takes half again as much damage as normal (+50%) from electricity, regardless of whether a saving throw is allowed, and whether the save is a success or failure.

Speed: Except in the case of a mithral-clad creature, each of a metal-clad creature’s speeds is slower by 10 feet than the corresponding speed of the base creature (minimum 5 feet). The mithral-clad creature has no reduction in speed.

Melee Attacks: The metal-clad creature retains all the base creature’s attacks, and its weapon and armor proficiencies. These attacks retain the same primary or secondary status they had for the base creature. The metal-clad creature gains a primary slam attack if it has no other natural attacks.

Special Attacks: A metal-clad creature retains all the base creature’s special attacks and gains those described here.

Metallic Attack

The exact metallic attack bestowed depends on the kind of metal that covers the metal-clad creature’s body, as follows.

Adamantine

  • Adamantine Limbs (Ex): An adamantine-clad creature’s natural attacks and grapple deal damage as adamantine weapons, overcoming hardness and damage reduction just as an adamantine weapon would.

Iron

Lead

  • Virulent Poison (Ex): If the metal-clad creature possesses a natural poison attack, its DC increases by +1.

Silver

  • Silver Limbs (Ex): A silver-clad creature’s natural attacks and grapple deal damage as silver weapons, overcoming damage reduction just as a silver weapon would.

Abilities: Change from the base creature. See Table: Metal Clad Creature Adjustments.

Skills: Each metal-clad creature (except a mithral-clad creature) takes a –4 penalty on Acrobatics, Climb, Escape Artist, Fly, Perception, Sleight of Hand, Stealth, and Swim checks. Additional racial bonuses and penalties apply to certain skill checks based on the kind of metal that covers the creature’s body. See Table: Metal Clad Creature Adjustments.