Anarchic creatures dwell in planes of chaos, the realms of disorder. Although they may resemble creatures from the Material plane, they appear less finished, their features more rough and uneven, their fur or scales blotched and tattered, their appearance more ragged and horrific. They are also called the Unfinished, and some say they were first drafts, abandoned to the roiling planes of chaos by forgotten creators.
Creating An Anarchic Creature
“Anarchic” is an inherited template that can be added to any corporeal aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin of nonlawful alignment.
An anarchic creature uses all the base creature’s statistics and abilities except as noted here. Do not recalculate the creature’s Hit Dice, base attack bonus, saves, or skill points if its type changes.
Size and Type: animals or vermin with this template become magical beasts, but otherwise the creature type is unchanged. Size is unchanged. Anarchic creatures encountered on the Material Plane have the extraplanar subtype.
Special Attacks: An anarchic creature retains all the special attacks of the base creature and also gains the following special attack.
Smite Law (Su): Once per day, an anarchic creature can make a normal attack to deal extra damage equal to its Hit Dice (maximum 20 points) against a lawful opponent.
Special Qualities: An anarchic creature retains all the special qualities of the base creature and also gains the following special qualities:
- Darkvision out to 60 feet.
- Damage reduction (see the table below).
- Resistance to acid 5, cold 5, electricity 5, fire 5, and sonic 5.
- Immunity to polymorph and petrification.
- Fast healing (see the table below).
|Hit Dice||Fast Healing||Damage Reduction|
|12 or more||5||5/magic|
* If the base creature already has one or more of these special qualities, use the better value.
* If an anarchic creature gains damage reduction, its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Abilities: Same as the base creature, but Intelligence is at least 3.
Environment: Any land and underground.
Challenge Rating: Up to 3 HD, same as the base creature; 4 HD to 7 HD, same as the base creature +1; 8 or more HD, same as the base creature +2.
Alignment: Always chaotic (any).
Level Adjustment: +5.