Rite Publishing Presents: 101 Not So Simple Monster Templates

Our Monsters are Different (Original Designer, Layout, and Publisher): Steven D. Russell Our Giants are Bigger (Additional Design, Layout, Development, and Conversion): Patryk Adamski Our Banshees are Louder (Editor): David Paul Our Ghouls are Creepier (Cover Artists): Eva Marie Toker, Ian Greenlee, Juan Diego Dianderas Our Ogres are Hungrier (Interior Artwork): Julia Metzger, Dallas Williams, Rick Hershey, Eva Marie Toker, Taregh D. Saber, Esmerra, Devin Night, Fadly Romdhani, Lee Anthony Moten, Tarakanovich, “Raphael041”, Henry Toogood, Viktor Vasnetsov, Juan Diego Dianderas, John Wigley, JoeSample Calkins, Felipe file Gaona, Evgeny Averin, Jennifer Bone, Ian Greenlee, Johnny Morrow, Kamil Jadczak, Delphine,

Dedication: To Owen K.C. Stephens —for his guidance through dark and troubled waters.

Special Thanks to , Simon Rogers, Will McCardell, Ben McFarland, Bill Collins, and Michael Tumey.

Compatibility with the 13th Age Roleplaying Game requires the 13th Age Roleplaying Game from Fire Opal Media Inc. and Pelgrane Press Ltd. See 13thAge.com for more information on the 13th Age Roleplaying Game. Fire Opal Media does not guarantee compatibility, and does not endorse this product.

101 Not So Simple Monster Tempaltes © 2011 Steven D. Russell, License Copyright © 2007 . All rights reserved, 13th Age is a registered trademark of Fire Opal Media Inc., and the 13th Age Roleplaying Game and the 13th Age Roleplaying Game Compatibility Logo are trademarks of Fire Opal Media Inc. under exclusive license to Pelgrane Press Ltd., and are used under the 13th Age Roleplaying Game Compatibility License. See 13thAge.com for more information on the compatibility license.Some rights reserved. Some artwork is licensed under a Creative Commons Attribution-No Derivative Works 3.0 License. http://creativecommons.org/licenses/by- nd/3.0/ Some artwork is licensed under a Creative Commons Attribution 3.0 License. http://creativecommons.org/licenses/by/3.0/

Introduction

The 13th Age Roleplaying Game is a fast-paced version of . Therefore, all templates are built in such a way as to be applied on the fly after a single reading. Secondly, The 13th Age Roleplaying Game emphasizes the rule that every lock must come with a key – the templates that would require use of magic to overcome their effects, have been altered so that every situation should be resolvable using guts, skill and ingenuity. Thirdly, spell references and certain effects have been replaced with open-ended descriptions to encourage interpretation and creative use. In other words, let your imagination go wild. For example, you may be required to improvise using ritual magic to throw effects of a terrifying magical disease – the players need to come up with props, and it is up to GM to adjudicate the result (see The 13th Age Roleplaying Game core book, RITUALS section). Finally, have fun. templates on the same creature, you may end up with a creature of which “lvl adj.” exceeds its actual capability. Therefore please take care while stacking templates.

Reading Stats Melee Attack vs. AC/PD/MD (number of creatures affected)—Damage and/or effect. As the vanilla version of The 13th Age Roleplaying Game does not come with templates, and because Note that there is no attack bonus nor damage some of d20 rules are not easily translatable into listed above. Use attack bonus and damage concepts agreeable with Archmage Engine, here is a parameters from the basic creature or, if you Sample filedeem it good enough, from The 13th Age short primer on how to read and make templates. Note that at least one convention is not present in Roleplaying Game corebook, DIY MONSTERS. vanilla version of the rules, and that some uses of “AC/PD/MD” – pick one. statblock parts may differ from books you've already “(number of creatures affected)” - this is optional. read. If not present, assume a single creature as a target.