Infused Creature (3.5e Template)

Infused Creature
==Infused Creature==

Summary::One of the most common ways to give a creature a boost of power is to infuse it with some other form of energy. This isn't usually very healthy for it, especially if done by a mad wizard (as it often is), but some creatures take to it really well and have the benefits stick for the rest of their lives.  Others are just infused for a short time, and then have to deal with parts of their organs having been charred, liquified, or turned to stone for the rest of their lives. Some creatures can also become infused with energy by living on an inner plane for a really long time, whatever. Occasionally a creature born on the elemental planes, usually one whose mother lives in a particularly powerful spot, will be born infused. Those are usually the lucky ones, since their bodies are most able to adapt to their infusion so that it doesn't have nasty consequences for them (and, if it did, they'd have been dead already). Most of them also have another advantage, in that their powers almost always stick around their whole life, instead of departing.

Creating an Infused Creature
"Infused" is an acquired template that can be applied to any corporeal creature native to the Material Plane not of the Plant or Undead type, and without the (air), (cold), (earth), (fire), or (water) subtypes. An inner plane must be selected when creating this creature. Available options include Air, Earth, Ice, Fire, Negative, Positive, Water, and Wood.

Type and Subtypes
Type is unchanged. Creatures infused with air, earth, ice, fire, or water gain the appropriate subtype. An Infused creature is considered to be native to both the Material Plane and the appropriate inner plane, and does not have the (Extraplanar) subtype on either plane.

Speed
An Infused creature gains an ability to move in their new environment. Air-infused creatures have a Fly speed of twice their best speed (except for other Fly speeds), with Good maneuverability; if they already had a Fly speed it instead improves by 20 feet and one maneuverability class. They also gain the ability to breathe air if they lack it. Earth-infused creatures gain a Burrow speed equal to their base land speed. Fire-infused creatures gain an increase to their land speed of 10'. Water-infused creatures gain a Swim speed of twice their base land speed, and the ability to breathe water, if they lack it. Wood-infused creatures gain a Climb speed equal to their base land speed. Negative or Positive-infused creatures gain no speed change.

Special Attacks
Infused creatures gain spell-like abilities and a special attack based on their type and hit dice. All saving throw DCs are based on Charisma, all caster levels are equal to hit dice: Spell-like Abilities:
 * Air: Gust of Wind at will, Levitate 1/day; Telekinesis 1/day (8 hit dice or more only).
 * Earth: Bear's Endurance and Bull's Strength 3/day total; Stoneskin 1/day (8 hit dice or more only).
 * Ice: Polar Ray at-will, Cone of Cold 3/day; Wall of Ice 2/day (8 hit dice or more only).
 * Fire: Fireball 5/day; Fire Shield (warm shield only) 1/day (8 hit dice or more only).
 * Negative: Chill Touch 5/day, Ghoul Touch 1/day; Slay Living 1/day (8 hit dice or more only).
 * Positive: Cure Moderate Wounds 5/day, Animate Objects 1/day; Heal 1/day (8 hit dice or more only).
 * Water: Create Water at will, Fog Cloud 3/day; Black Tentacles 1/day (8 hit dice or more only).
 * Wood: Entangle 5/day; Wall of Thorns 1/day (8 hit dice or more only).

Crushing Strength Air, Earth, Water, and Wood-Infused creatures' melee attacks are endowed with crushing strength. The first time in a round that they hit a creature, they may attempt a Bull Rush on it as an attack of opportunity. They have the edge for this attempt, and need not move to carry it out.

Bodily Energy Fire, Ice, Negative, and Positive-infused creatures bodies vibrate with energy. They may add 1d6 points of damage, plus 1d6 more damage per four hit dice, of the appropriate energy type to their melee attacks, and inflict it as a free action to a creature grappling them. They may only damage each creature that grapples them once per round. Positive-infused creatures' energy has no effect on the living, and negative-infused energy has no effect on the undead.

Special Qualities
Depends on type:
 * Fire: Sheds light out to 30' (Shadowy Illumination to 60') when not wearing medium or heavy armor or particularly concealing clothing.
 * Negative: Darkvision 60', or existing darkvision improves by 30', whichever is better. Healed by negative energy and harmed by positive energy, like an undead.
 * Positive: Fast Healing equal to hit dice, sheds light out to 30' (shadowy illumination to 60'), when not wearing medium or heavy armor or particularly concealing clothing. Some Positive-Infused creatures, including all of at least 12 hit dice, are immune to energy traits of the Positive Energy Plane.

Environment
As the base creature and appropriate inner plane (except energy planes)

Challenge Rating
As the base creature +1.