Evolved, Variant (3.5e Template)
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This variant of the 'evolved' template represents the evolutionary stage a species would reach after inhabiting in the worst environmental conditions for eons, making it much more powerful and adapted to its environment, though it also can be reached using powerful magic or an advanced genetic engineering.
Creating an Evolved, Variant
Evolved is an inherited/acquired template that can be added to any living creature (not to undeads, elementals or constructs) (referred to hereafter as the base creature). An evolved creature uses all the base creature’s statistics and special abilities except as noted here.
Physical Description: The appearance of an evolved creature is usually very different than this of the base creature, though sometimes the change in the appearance is minimal or even nonexistent.
Size and Type: The creature’s type is unchanged unless the one of the choice evolutions changes it. It acquires the subtype augmented and any other it gains from its choice evolutions. Don't recalculate base attack bonus, save, or skill points. Size is unchanged, though some choice evolutions may affect the creature’s size.
Hit Dice: Increase all racial Hit Dice to by one level (d4 into d6, d6 into d8 and etc.).
Speed: Fourfold all the speeds of the base creature. If the base creature possess a flight speed, increase the maneuverability by one level.
Armor Class: The base creature’s natural armor bonus improves by +6.
Attack: It retains all the attacks of the base creature and may gain some from the choice evolutions.
Full Attack: As the base creature, adapted with its new attacks, if have.
Damage: Increase the damage dices by one level.
Special Attacks: An evolved creature retains all the special attacks of the base creature and may gain some from the choice evolutions.
Special Qualities: An evolved creature retains all the special qualities of the base creature, gains those described below, and may gain some from the choice evolutions.
Extended Longevity: Fourfold the life expectancy of the base creature, and decrease the aging process' rate respectively.
Enhanced Senses: Blindsight 30 feet, Blindsense 300 feet, Advanced Scent (like Enhanced Scent, but within 300 feet), Low-Light Vision up to 600 feet, Darkvision up to 120 feet, micro vision and telescopic vision up to distance of 1 miles. If the base creature already possesses one or more of these qualities, double their range instead.
Damage Reduction (Ex): An evolved creature has Damage Reduction 10/epic. Its natural weapons are treated as epic weapons for the purpose of overcoming DR. If already have damage reduction, double the value and add 'epic' to the passing requirements.
Enhanced Healing Factor (Ex): An evolved creature has Accelerate Heling 1 HP per hour. If the base creature already possesses an enhanced healing factor, double the rate (for accelerate healing and rapid recovery), or double the value (for fast healing and regeneration).
Resistances (Ex): An evolved creature has resistance 10 to all elements, and are under the effect of permanent non-magical Endure Elements.
Abilities: Add +12 to all the physical ability scores and +4 to all the mental abiliy scores of the base creature (except the Intelligence score of an animal or a vermin, unless it has the choice evolution 'Sentient').
Skills: An evolved creature may acquire bonuses to skill checks from its choice evolution. Anyway, it has base saving throw bonuses of Fort +8, Ref +4, and Will +4
Feats: An evolved creature acquires Alertness, Combat Reflexes, Dodge, Improved Initiative and Lightning Reflexes, even if the base creature isn't meets the prerequisites.
Environment: Any, usually same as base creature. Some choice evolutions are based on environment.
Organization: As the base creature.
Challenge Rating: Same as the base creature +4.
Treasure: The standard for the base creature.
Advancement: By character class.
Level Adjustment: Same as the base creature +4.
An evolved creature may choose one or more of these evolutions, by its environment, social behavior or the common life forms in its environment.
Amphibious: The creature can live both on the land and underwater. It can breathe both water and air, has +10 bonus to swim checks, and can take 10 in swim checks even if it is distracted or threatened. It has swimming speed equal to its land speed. Acquire the aquatic subtype.
Aquatic: The creature has adapted completely to life underwater. It can breathe water, unable to breathe air, has +20 bonus to swim checks, and can take 20 in swim checks even if it is distracted or threatened. Its speeds are modified by one of two options: either its base land speed is halved, but is has swimming speed equal to eightfold its current base land speed, or its base land speed is untouched, but is has swimming speed equal to only twice its current base land speed. Acquire the aquatic subtype.
Arctic Inhabited: The creature lives in an arctic environment, and is immune to cold damage.
Depth Inhabited: The creature lives in lightless environment, and has perfect darkvision. However, it is also dazzled in bright sunlight or within the radius of a daylight spell.
Gigantic: The creature is bigger than its ancient ancestors were. Cannot be added to Colossal size creatures. The creature's size increases by one category. The creature gains +4 bonus to Strength and Constitution, -2 penalty to Dexterity, +3 bonus to its natural armor and its damage hit dices increase by one level.
Height Inhabited: The creature lives in exceptionally high environment, and can hold its breath for number of rounds equal to tenfold its Con score.
Miniature: The creature is smaller than its ancient ancestors were. Cannot be added to Fine sized creatures. The creature's size reduces by one category. The creature gains +4 bonus to Dexterity, -4 penalty to Strength and Constitution, -2 penalty to its natural armor (minimum +0) and its damage hit dices reduce by one level.
Sentient: The creature is much smarter than its ancient ancestors were. Can be added only to an animal or to a vermin. It gains +4 to its Int score, and its type changes into magical beast.
Swamp Inhabited: The creature lives in a very intoxicating and polluted environment. It is immune to diseases and toxins, and can hold its breath for number of rounds equal to fourfold its Con score.
Void Inhabited: The creature lives in an extremely harsh environment with no gravity or atmosphere, which is a subject to constant temperature changes. It has no need to breathe, has flight speed equal to its land speed (maneuverability perfect) and is immune to both fire and cold damage.
Volcanic Inhabited: The creature lives in a volcanic environment, and is immune to fire damage.