Pseudonatural Creature (5e Template)
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Pseudonatural creatures dwell between the stars, beyond the planes as we know them, or nestled in far realms of insanity. When summoned to the Material Plane they often take the form of and emulate the abilities of familiar creatures, though such a creature is more gruesome in appearance than its normal earthly counterparts.
This template may be applied to any beast, celestial, dragon, fey, fiend, giant, humanoid, monstrosity, or plant.
Alter the creature's statistics as follows:
Type. The creature's type changes to aberration.
Hit Points. The pseudonatural creature has the maximum number of hit points for its hit dice, instead of the average hit points. Its hit points also increase as a result of its Constitution score increasing.
Ability Scores. The creature's Strength score increases by 6, and its Dexterity, Constitution, and Wisdom scores all increase by 4, all to a maximum of 30 in a single score. Additionally, if the creature has less than 3 Intelligence, its Intelligence score becomes 3.
Armor Class. The creature's Armor Class becomes 13 + the creature's Dexterity score, or the Armor Class of the base creature, whichever is higher.
Damage Resistances. The creature has resistance to acid, lightning, and bludgeoning, piercing, and slashing from nonmagical weapons.
Speed. All the base creature's speeds double.
Languages. If the base creature understands at least one language, it adds Deep Speech to its list of languages known.
Innate Spellcasting. The creature can cast blur, dimension door, and misty step at will, expending no material components. If the base creature does not have the Innate Spellcasting trait, the pseudonatural creature's innate spellcasting ability is Charisma.
Magic Resistance. The pseudonatural creature has advantage on saving throws against spells and other magical effects.
Multiattack. If the base creature does not have Multiattack, the pseudonatural creature may make two weapon attacks. If the base creature has Multiattack, the pseudonatural creature may make one additional weapon attack.
Tentacle. The creature gains one or more tentacles which it can use as natural weapons. If the creature already has natural weapons (for example, a bite or claw attack), the damage dice of its tentacle attack equals the damage dice of its other natural weapons, or the damage value shown on the table below for the creature's size, whichever is higher. If the base creature does not have any natural weapons, its tentacle attack does damage based on the creature's size, as shown on the table below. The creature adds its Strength modifier to the damage of its tentacle attacks. The tentacle attack deals bludgeoning damage.
The attack bonus of the creature's tentacle equals its Strength modifier plus its proficiency bonus.
When the pseudonatural creature hits another creature with a tentacle attack, the target is grappled by the pseudonatural creature. The escape DC for this grapple equals 10 + the pseudonatural creature's Strength modifier.
The pseudonatural creature's tentacle attack is magical.