Planetouched, Go’lok Medium Outsider (Evil, Lawful) Hit Dice: 1d8+2 (6 hp) Initiative: +2 (Dex) Speed: 20ft. in scale mail (4 squares); base speed 20ft. AC: 19 (+2 Dex, +4 scale mail, +2 heavy shield, +1 natural), touch 12, flat-footed 17 Base Attack/Grapple: +1/+4 Attack: Claw +4 melee (1d4+3) or dwarven waraxe +5 melee (1d10+2) or composite shortbow (+3) +3 ranged (1d6+3) Full Attack: 2 claws +4 melee (1d4+2) and bite -1 melee (1d6+1) or dwarven waraxe +5 melee (1d10+2) and bite -1 melee (1d6+1) and claw -1 melee (1d4+1) or composite shortbow (+3) +3 ranged (1d6+3) Space/Reach: 5ft./5ft. Special Attacks: Smite good Special Qualities: Damage reduction 5/magic, spell-like abilities, stability, stonecunning, weapon familiarity, plus other racial traits (see below) Saves: Fort +5*, Ref +2*, Will -1* Abilities: Str 17 (+3), Dex 15 (+2), Con 16 (+3), Int 14 (+2), Wis 9 (-1), Cha 8 (-1) Skills: Appraise +6**, Concentration +5, Craft (blacksmithing) +6**, Craft (stonemasonry) +6**, Knowledge (arcana) +4, Knowledge (the planes) +4, Listen +3, Search +4, Spellcraft +4, Spot +3 Feats: Weapon Focus (dwarven waraxe)
Environment: Any hill, mountains, and underground Organization: Team (2–4), squad (11–20 plus 2 3rd-level sergeants and 1 leader of 3rd to 6th-level), or clan (30–100 plus 30% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains) Challenge Rating: 2 Treasure: Standard coins; double goods; standard items Alignment: Always lawful evil Advancement: By character class Level Adjustment: +4
Dwarves are known for their vigilance against evil even so much as to take the fight to it. This often leads to dwarven warriors dying or being taken prisoner. Those unfortunate dwarven souls that are captured by fiends are often dragged backed to the Nine Hells or the Abyss. Those taken by demons don’t last long in the chaos of the Abyss. However, dwarves adapt better to the lawful nature of the Hells, regardless of the horrors that exist there.
Go’loks are children of dwarven slaves that adapted to living within the lawful and evil society of the devils in the Nine Hells. They appear to be dwarves but with mottled skin, which ranged from blood red to pitch black. They have long, black claws and jagged teeth, as well as milky-white eyes filled with malevolence.
Go’loks speak Dwarven and Infernal.
Combat
Go’loks use tactics like normal dwarves but without honor or mercy. They battle to kill, maim, and smite good opponents using traditional dwarven weapons modified with jagged edges and fiendish engravings.
Smite Good (Su): Once per day a go’lok can make a normal melee attack to deal extra damage equal to its Hit Dice against a good foe. This ability doesn’t stack with the Smite Good class ability of the Blackguard prestige class.
Spell-Like Abilities: 3/day—darkness. This ability is as if the spell is cast by a 1st-level cleric.
Stability: A go'lok gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
Stonecunning: This ability grants a go'lok a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but that is disguised as stone also counts as unusual stonework. A go'lok who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a go'lok can use the Search skill to find stonework traps as a rogue can. A go'lok can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
Weapon Familiarity: Go’loks may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
Go’loks as Characters
Go’loks favor the fighter class.
Go’lok Traits
Go’loks benefit from a number of racial traits:
— +4 to Strength, +4 to Dexterity, +4 to Constitution, +4 Intelligence.
— Medium-sized. (Use dwarf height and weight. See the PHB in Chapter 6: Description.)
— Base land speed is 20 feet. However, go’loks can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
— Darkvision up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
— A go’lok is immune to poison and has acid, cold, electricity and fire resistance 20.
— +1 racial bonus to attack rolls against orcs and goblinoids, through special combat training.
— +2 racial bonus to Will saves against spells and spell-like abilities. *Not reflected in the saving throw numbers given here.
— +4 dodge bonus against giants, through special defensive training. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
— Special Attacks: Smite good.
— Special Qualities: DR 5/magic, spell-like abilities.
— Skills: Go’loks receive a +2 racial bonus to Appraise checks and Craft or Profession checks that are related to stone or metal. **Not reflected in the skill numbers given here.
— Automatic Languages: Dwarven and Infernal. Bonus Languages: Giant, Goblin, Orc, Terran, and Undercommon.
— Favored Class: Fighter. A multiclass go’lok's fighter class does not count when determining whether he suffers an XP penalty for multiclassing.
Base Creature: Dwarf Template(s): Half-Fiend (D&D Monster Manual v.3.0), converted to v.3.5
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Planetouched, Scalefolk Medium Outsider (Native, Reptilian) Hit Dice: 2d8+6 (15 hp) Initiative: +1 Speed: 30 ft. (6 squares); fly 60 ft. (good) AC: 17 (+1 Dex, +6 natural) or 19 (+1 Dex, +6 natural, +2 heavy shield), touch 11, flat-footed 16 or 18 Base Attack/Grapple: +1/+4 Attack: +4 melee (1d4+3, claw) or +4 melee (1d6+3, club) or +2 ranged (1d6+3, javelin) Full Attack: +4 melee (1d4+3, 2 claws) and +2 melee (1d4+1, bite); or +4 melee (1d6+3, club) and +2 melee (1d4+1, bite); or +2 ranged (1d6+3, javelin) Special Attacks: Daylight, smite evil, spell-like abilities Special Qualities: +4 racial bonus on Fortitude saves against poison, damage reduction 5/magic, darkvision 60 ft., hold breath, immunity to disease, resistance to acid 10, cold 10, and electricity 10, spell resistance 12 Space/Reach: 5 ft. / 5 ft. Saves: Fort +3, Ref +4, Will +2 Abilities: Str 17 (+3), Dex 12 (+1), Con 17 (+3), Int 11 (+0), Wis 14 (+2), Cha 14 (+2) Skills: Balance +7, Concentration +6, Diplomacy +6, Heal +6, Jump +9, Knowledge (religion) +5, Listen +6, Sense Motive +6, Spot +6, Swim +7 Feats: Multiattack
Environment: Temperate marshes Organization: Gang (2–3), band (6–10 plus 50% noncombatants plus 1 leader of 3rd-6th-level), or tribe (30–60 plus 2 lieutenants of 3rd-6th-level and 1 leader of 4th-10th-level) Challenge Rating: 2 Treasure: 50% coins; 50% goods; 50% items Alignment: Always neutral good Advancement: By character class Level Adjustment: +5
The race of native outsiders known as the scalefolk is an enigma throughout the world. The race is, obviously, related to lizardfolk and can be found in the same regions as those reptilian humanoids. However, while lizardfolk tend towards neutrality and are known for fiercely protecting their territory from other, scalefolk are actually friendly towards others, as long as their intentions are not malign.
Scholars argue about how scalefolk could come to exist as an actual race and not just as isolated half-celestial lizardfolk. Some believe that a particularly large tribe of lizardfolk was blessed by one of the Five Companions of Talisad (scholars believe Manath is the most likely culprit).
A scalefolk has emerald, silver, or copper scales and dark feathered wings (its feathers are similar to that of waterfowl). A scalefolk weighs from 200 to 250 pounds, like a lizardfolk, but is taller (usually 7 to 8 feet) with a longer tail (4 to 5 feet).
Scalefolk speak Celestial and Draconic.
Combat
Scalefolk prefer diplomacy to conflict when dealing with non-evil opponents. However, they will fight fiercely if provoked and will often use their ability to fly to throw javelins from above. Scalefolk will concentrate their attacks on opponents they know to be evil first, using their smite ability.
A scalefolk’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Daylight (Su): Scalefolk can use a daylight effect (as the spell) at will.
Hold Breath: A scalefolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.
Smite Evil (Su): Once per day a scalefolk can make a normal melee attack to deal 2 point of extra damage against an evil foe.
Spell-like Abilities: Scalefolk can use the following as a 2nd-level cleric: 3/day—protection from evil (DC 13, harmless); 1/day—bless. The save DC is Charisma-based.
Skills: Because of their tails, scalefolk have a +4 racial bonus on Jump, Swim, and Balance checks. The skill modifiers given in the statistics block include a -2 armor check penalty (-4 on Swim checks) for carrying a heavy shield.
Scalefolk as Characters
Scalefolk favor the cleric class. Unlike lizardfolk, scalefolk do not worship the deity known as Semuanya. Instead scalefolk clerics worship the goddess known as Ehlonna, although they more often refer to her as the Lady of the Marshlands. Scalefolk clerics can choose any two of the following domains: Animal, Good, Plant, and Sun.
Base Creature: Lizardfolk Template(s): Half-Celestial, plus added additional class skills
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Rut-Kin Large Fey Hit Dice: 6d6+18 (39 hp) Initiative: +1 Speed: 40 ft. (8 squares) AC: 17 (-1 size, +1 Dex, +7 natural), touch 10, flat-footed – (see text) Base Attack/Grapple: +6/+14 Attack: +9 melee (3d6+6/x3, greataxe) or +9 melee (1d8+4, gore) Full Attack: +9/+4 melee (3d6+6/x3, greataxe) and +4 melee (1d8+2, gore) Space/Reach: 10 ft. / 10 ft. Special Attacks: Powerful charge 4d6+6 Special Qualities: Darkvision 60 ft., immunities, low-light vision, natural cunning, pipes, scent Saves: Fort +10, Ref +6, Will +6 Abilities: Str 19 (+4), Dex 12 (+1), Con 17 (+3), Int 9 (-1), Wis 12 (+1), Cha 10 (+0) Skills: Hide +10, Intimidate +9, Listen +8, Move Silently +8, Perform (drums) +10, Perform (panpipes) +10, Search +10, Spot +10 Feats: Alertness B, Great Fortitude, Power Attack, Track
Environment: Underground Organization: Solitary, pair, or gang (3–4) Challenge Rating: 5 (+2 with pipes) Treasure: Standard Alignment: Usually chaotic evil Advancement: By character class Level Adjustment: +3
Rut-kin are a strange crossbreed that combines the power and ferocity of a minotaur with the lustful heart and insatiability of a satyr. It is believed that this crossbreed cannot be natural, although some sages believe the existence of rut-kin proves the existence of cursed female minotaurs. Others scoff at such an idea. They believe the rut-kin are the result of some sick, twisted joke unleashed on the world by a mad archmage or cleric of a trickster god.
Regardless, rut-kin are a nasty nuisance (and danger) when encountered near humanoid lands, as they lust after females of all races and are prone to violence if they don’t get what they want. Rut-kin have none of the charm and wit of true satyrs and can be quite dense. However, they can be placated with good food and wine.
Rut-kin stand nearly as tall as minotaurs and they have the head of a satyr. The rut-kins body looks much like that of a minotaur from the neck down, A rut-kins shaggy hair is red, chestnut, or black. The creature is covered from head to toe with this course hair, much like a minotaur, but it is a great deal shorter than that creature’s fur. Its overall body is sleeker than a minotaur, but the creature is just as powerful.
Rut-kins are smarter and wiser than minotaurs, as well as being less hideous, yet they are still not the brightest beast and pale in comparison to true satyrs in their appearance. This fact tends to make rut-kin moody and unpredictable.
Rut-kins speak Giant and Sylvan.
Combat
Rut-kins are more intelligent, cunning and fast than minotaurs, but they use most of the same tactic those monsters do. The one main difference is a rut-kins use of panpipes. Most often they use such pipes to cause the fear effect.
Powerful Charge (Ex): A rut-kin typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack with a +9 attack bonus that deals 4d6+6 points of damage.
Immunities (Ex): A rut-kin is immune to pipes played by full-blooded satyrs, as well as other half-satyrs.
Natural Cunning (Ex): Although rut-kins are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed.
Pipes (Su): Rut-kins can play haunting melodies on a set of panpipes. All creatures within a 60-ft. radius must make a Will save (DC 10) or fall under a charm person, sleep, or fear spell, as cast by a 6th-level sorcerer.
Skills: Rut-kins gain a +2 racial bonus to Hide, Move Silently, and Perform checks. Rut-kins receive a +4 racial bonus to Search, and a +6 racial bonus to Listen and Spot checks. In addition to their Perform racial bonus, all rut-kins gain 2 ranks in Perform with the following performances: drums and panpipes.
Rut-Kins as Characters
Rut-kins can choose either bard or fighter as their favored class. Rut-kins dual nature tends to divide them regarding which deities they pay homage to. Many rut-kin prefer to worship the Demon Prince of Minotaurs, Baphomet, while other less evil-inclined rut-kin worship one of the many sylvan deities. The most common of these they revere are Oberon, Puck, and the Queen of Air and Darkness.
Base Creature: Minotaur Template(s): Half-Satyr, by Kitsunekaboom (Templates-from-the-Internet.doc)
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Scorpogle Medium Monstrous Humanoid Hit Dice: 6d8+12 (33 hp) Initiative: +4 Speed: 40 ft. (8 squares) AC: 15 (+4 natural, +1 light shield), touch 10, flat-footed 15 Base Attack/Grapple: +6/+7 Attack: +6 melee (1d4+1, pincer claw) or +6 melee (1d4+1, claw) Full Attack: +6 melee (1d4+1, 2 pincer claws) and +1 melee (1d4, claw) and +1 melee (1d4, bite) and +1 melee (1d4 plus poison, sting) Space/Reach: 5 ft. / 5 ft. Special Attacks: Constrict 1d4+1, improved grab, poison, rend 2d4 Special Qualities: Damage reduction 5/magic, darkvision 60 ft., dimension door, fire resistance 5, grease, scent, tremorsense 60 ft. Saves: Fort +5, Ref +4, Will +3 Abilities: Str 13 (+1), Dex 10 (+0), Con 14 (+2), Int 5 (-3), Wis 8 (-1), Cha 6 (-2) Skills: Climb +5, Escape Artist +10, Hide +6, Move Silently +6, Sleight of Hand +4, Spot +4 Feats: Heat Endurance *, Improved Initiative, Stealthy
Environment: Warm deserts Organization: Solitary or colony (2–5) Challenge Rating: 2 Treasure: 50% coins; 50% goods; no items Alignment: Usually chaotic neutral Advancement: By character class Level Adjustment: +5
*A new feat described in D&D Sandstorm: Mastering the Perils of Fire and Sand.
Scorpogles are strange tauric creatures that have the body, claws, legs, and tail of a monstrous scorpion and the upper torso, arms, and head of a boggle (D&D monster Manual II). The creature’s chitinous lower body and humanoid torso are colored blue, making the creature’s appearance even more bizarre.
Scorpogles are the creation of the goddess Lolth, a failed experiment to create a loyal scorpion-like drider race. The creature’s boggle half was too chaotic and dominant for the drow priestesses of Lolth to control. They loosened the scorpogles into the Underdark to wreak havoc upon their enemies, hoping the tauric creature’s hybrid nature would eventually drive them insane and evil. So far, scorpogles have withstood the test of time, often allying themselves with boggles or humanoids with similar mindsets.
Scorpogles speak the same language as boggles and can understand some drow sign language signals.
Combat
Scorpogles are as bright and rational as boggles, which isn’t saying much. They are stronger and tougher than boggles but are no where near as quick in a fight. They are less cowardly than boggles, as they can inflict more damage overall on a full attack action.
Constrict (Ex): A scorpogle deals automatic pincer claw damage on a successful grapple check.
Improved Grab (Ex): To use this ability, a scorpogle must hit with a claw attack. A scorpogle can use either its Strength modifier or Dexterity modifier for grapple checks whichever is better.
Poison (Ex): 1d3 Con initial and 1d3 Con secondary damage, Fortitude save DC 13. The save DCs are Constitution-based.
Rend (Ex): If a scorpogle hits a single target with both claws, it latches onto the opponent’s body and tears the flesh. This attack deals 2d4 points of damage.
Dimension Door (Sp): A scorpogle can use dimension door up to six times per day. Caster level: 7th.
Grease (Su): At will, a scorpogle can secrete an oily, viscous, nonflammable substance from its skin. This ability functions like the spell grease except that the range is touch, the duration is 1 round per Hit Dice of the scorpogle (6 rounds for the typical creature), and the Reflex save DC is 12. This oily fluid also makes the scorpogle tougher to hold onto (see Skills, below). Scorpogles are immune to the effects of this substance.
Skills: A scorpogle receives a +4 racial bonus to Climb, Hide, and Spot checks. Because of its perpetually oily skin, a scorpogle gains a +10 racial bonus on Escape Artist checks.
Scorpogles as Characters
Scorpogles favor the fighter class. Scorpogles never worship Lolth, as they consider the drow to be their mortal enemies. They prefer to worship deities of the waste and often choose to worship Zoser. Scorpogle clerics of Zoser have access to two of the following domains: Air, Chaos, Destruction, Sand †, and Summer †. Favored Weapon: Spiked chain.
† A new domain described in D&D Sandstorm: Mastering the Perils of Fire and Sand.
Base Creature: Monstrous Scorpion, Medium Base Humanoid: Boggle Template(s): Tauric Creature (D&D Savage Species)
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For the rut-kin, instead of having flat-footed AC be "-", it should be the same listed as its normal AC. Instead of giving it "immunity to flat-footed", I'd suggest the Improved Uncanny Dodge ability.
For the rut-kin, instead of having flat-footed AC be "-", it should be the same listed as its normal AC. Instead of giving it "immunity to flat-footed", I'd suggest the Improved Uncanny Dodge ability.
Demiurge out.
The thing is, that is what they give minotaurs in v.3.5 and the rut-kin is basically just a templated minotaur. Thus, it will stay the way it is, but that doesn't mean you can't tweak it for your own purposes.
Anyway, here's my v.3.5 version of a dire sahuagin.
Son of Sekolah Large Monstrous Humanoid (Aquatic, Dire) Hit Dice: 4d8+16 (34 hp) Initiative: +1 Speed: 30 ft. (6 squares), swim 60 ft. AC: 18 (-1 size, +1 Dex, +8 natural), touch 10, flat-footed 17 Base Attack/Grapple: +4/+15 Attack: +10 melee (1d8+9, talon) or +10 melee (2d6+10, Large trident) or +5 ranged (2d8/19-20/x2, Large heavy crossbow) Full Attack: +10 melee (2d6+12, Large trident) and +8 melee (1d6+5, bite) or +10 melee (1d8+9, 2 talons) and +8 melee (1d6+5, bite) or +5 ranged (2d8/19-20/x2, Large heavy crossbow) Space/Reach: 10 ft. / 10 ft. Special Attacks: Blood frenzy, rake 1d6+3, tusk 2d4+10 Special Qualities: Blindsense 30 ft., darkvision 60 ft., freshwater sensitivity, light blindness, speak with sharks, water dependent Saves: Fort +8, Ref +5, Will +5 Abilities: Str 24 (+7), Dex 13 (+1), Con 18 (+4), Int 12 (+1), Wis 13 (+1), Cha 9 (-1) Skills: Handle Animal +2, Hide -1*, Jump +10, Listen +3*, Profession (hunter) +3, Ride +4, Spot +3*, Survival +3, Swim +9. Feats: Great Fortitude, Improved Natural Attack (talon), Multiattack B, Track B
Environment: Warm aquatic Organization: Solitary or pair Challenge Rating: 4 Treasure: No coins; standard goods; crude items Alignment: Usually lawful evil
Advancement: 5–10 HD (Large), 11–12 (Huge) or by character class Level Adjustment: +3 (+4 if four-armed)
Sekolah, God of the Sahuagin, rarely shows favor to his people but once in a while a strong male stands out from the rest of the tribe so much that the sahuagin god blesses him with increased strength and vitality. These males often lead a tribe’s patrols on raids against coastal cities and large sailing ships.
An adult son of Sekolah stands roughly 12 feet tall and weighs about 500 pounds. A son of Sekolah looks exactly like a Large-sized sahuagin except that its stripes, bands, or spots are pitch black and its sin is blue-green in color.
Sons of Sekolah speak Sahuagin and Aquan.
Combat
Sons of Sekolah are frightening combatants that never show mercy to their enemies. They prefer to attack foes with their enlarged tridents, but tend to fight with their talons while underwater, so they can use their rake special attack.
A son of Sekolah rarely uses its tusk attack, but will use the attack while grappling (considered a light weapon for grappling purposes).
Blindsense (Ex): A son of Sekolah can locate creatures underwater within a 30-foot radius. This ability works only when the son of Sekolah is underwater.
Blood Frenzy: Once per day a son of Sekolah that takes damage in combat can fly into a frenzy in the following round, clawing and biting madly until either it or its opponent is dead. It gains +2 Constitution and +2 Strength, and takes a -2 penalty to Armor Class. A son of Sekolah cannot end its frenzy voluntarily.
Rake (Ex): Attack bonus +2 melee, damage 1d6+3. A son of Sekolah also gains two rake attacks when it attacks while swimming.
Tusk (Ex): A son of Sekolah can deliver a tusk attack that does 2d4+10 damage. This is a standard action.
Freshwater Sensitivity (Ex): A son of Sekolah fully immersed in fresh water must succeed at a DC 15 Fortitude save or become fatigued. Even on a success, it must repeat the save attempt every 10 minutes it remains immersed.
Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds sons of Sekolah for 1 round. On subsequent rounds, they are dazzled while operating in bright light.
Scent (Ex): A son of Sekolah can detect approaching enemies, sniff out hidden foes, and track by sense of smell. Range is 30 ft. If upwind, the range increases to 60 ft.; if downwind, it drops to 15 ft.
Speak with Sharks (Ex): Sons of Sekolah can communicate telepathically with sharks up to 150 feet away. The communication is limited to fairly simple concepts such as "food," "danger," and "enemy." Sons of Sekolah can use the Handle Animal skill to befriend and train sharks.
Water Dependent (Ex): Sons of Sekolah can survive out of the water for 1 hour per 2 points of Constitution (after that, refer to the drowning rules on page 304 of the D&D Dungeon Master’s Guide v.3.5).
Skills: A son of Sekolah gains a +1 racial bonus to Jump attacks and +2 racial bonus to Hide checks. A son of Sekolah has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *Underwater, a son of Sekolah has a +4 racial bonus on Hide, Listen, and Spot checks.
Sons of Sekolah as Characters
Sons of Sekolah favor the fighter class, and are always male. (Sons of Sekolah always mate with normal female sahuagin.) A son of Sekolah cleric has access to two of the following domains: Evil, Law, Strength, or War. Favored Weapon: Trident.
Base Creature: Sahuagin Template(s): Dire-Bipedal, by Anime Freak & Knightfall1972 (Templates-from-the-Internet.doc)
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Sea Unicorn Large Magical Beast (Aquatic) Hit Dice: 4d10+24 (46 hp) Initiative: +5 Speed: 60 ft. (12 squares), swim 40 ft. AC: 22 (-1 size, +5 Dex, +8 natural), touch 14, flat-footed 17 Base Attack/Grapple: +4/+13 Attack: +11 melee (1d8+8, horn) Full Attack: +11 melee (1d8+8, horn) and +3 melee (1d4+2, 2 hooves) Space/Reach: 10 ft. / 5 ft. Special Attacks: — Special Qualities: Darkvision 60 ft., magic circle against evil, spell-like abilities, immunity to poison, charm, and compulsion, low-light vision, scent, wild empathy Saves: Fort +9, Ref +9, Will +7 Abilities: Str 20 (+5), Dex 21 (+5), Con 23 (+6), Int 10 (+0), Wis 23 (+6), Cha 24 (+7) Skills: Jump +21, Listen +12, Move Silently +11, Spot +12, Survival +9 *, Swim +13 Feats: Alertness, Skill Focus (Survival)
Environment: Temperate aquatic Organization: Solitary, pair, or pod (3–6) Challenge Rating: 4 Treasure: None Alignment: Always chaotic good Advancement: 5–8 HD (Large) Level Adjustment: +6 (cohort)
An aquatic relative to unicorns, sea unicorns have the front body of a horse including its head, legs, and hooves, while the back part of their bodies are like that of a large fish. The sea unicorn has a long, straight horn protruding from its forehead like that of a narwhale.
Many a fisherman has confused the two creatures when seen from above, as the sea unicorn’s legs are often hidden under the creature when it swims. A sea unicorn also has skin like that of a whale except that it is white and the sea unicorn has no hair.
Merfolk consider it a good omen to spot a pod of sea unicorns, while sea elves and tritons have been known to use sea unicorns as mounts during times of crisis.
Sea unicorns have a home region, which is loosely defined three-dimensional area of water. This home region is often located in the most remote places such as well as pristine coral reefs.
Sea unicorns speak Aquan and Sylvan.
Combat
Sea unicorns prefer to avoid fights when possible but are more then capable than dealing out serious damage with their horn and hooves. They will often protect innocents that are being threatened. The horn is a +3 magic weapon, though its power fades if removed from the sea unicorn.
Magic Circle against Evil (Su): This ability continuously duplicates the effect of the spell. A sea unicorn cannot suppress this ability.
Spell-Like Abilities: Sea unicorns can use detect evil at will as a free action.
Once per day a sea unicorn can use greater teleport to move anywhere within its undersea home. It cannot teleport beyond the region’s boundary, nor back from outside.
A sea unicorn can use cure light wounds three times per day and cure moderate wounds once per day (caster level 5th) by touching a wounded creature with its horn. Once per day it can use neutralize poison (DC 21, caster level 8th) with a touch of its horn. The save DC is Charisma-based.
Wild Empathy (Ex): This power works like the druid's wild empathy class feature, except that a sea unicorn has a +6 racial bonus on the check.
Skills: Sea unicorns have a +4 racial bonus on Move Silently checks and a +8 racial bonus on Swim checks. *Sea unicorns receive a +3 competence bonus to Survival checks within the boundaries of their home region.
Base Creature: Unicorn Template(s): Aquatic Creature (D&D Savage Species errata)
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The attached Word document file (zipped) details a group of elemental planetouched races, with a twist. Here is the introductory text...
------------------------------ Planetouched, Elemental Children of the Waves
Elemental Children of the Waves are aquatic dwelling outsiders native to the Material Plane. They are descended from merfolk and are considered half-elemental beings. There are four types of Elemental Children: Rainchildren, Mudchildren, Steamchildren, and Waterchildren.
Rainchildren prefer to live in warm seas, lakes, and rivers. Mudchildren prefer to live in temperate marshes. Steamchildren prefer to live in warm lakes and rivers. Waterchildren prefer to live in deep water, and can be found in any aquatic environment, regardless of temperature.
All Elemental Children are about 8 feet long from the top of the head to the end of the tail, and weigh about 400 pounds. They look and behave much like their merfolk ancestors but are quite different, emotionally, based on their elemental heritage (see below).
All Elemental Children speak Common plus either Auran, Terran, Ignan, or Aquan.
------------------------------
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Cheers!
KF72
__________________ Robert Blezard I write; therefore, I am!
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Hey Knightfall 1972, this is a cool thread so far- you've got some very cool names for things (scarpogle indeed! ) I like your children of the waves as a concept, too- haven't yet checked out the .doc, but then I just finished reading the thread.
Hey Knightfall 1972, this is a cool thread so far- you've got some very cool names for things (scarpogle indeed! ) I like your children of the waves as a concept, too- haven't yet checked out the .doc, but then I just finished reading the thread.
Thanks, J. I like creating new creatures in different ways. The Scorpogle is one of my many experimentations using templates. The Children of the Wave, as well. I'm planning on adding more to this thread and the Codex of Maddness thread this week.
However, I have more Real LifeTM concerns to deal with today. Maybe tomorrow.
Cheers!
KF72
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Big Bovine Large Animal Hit Dice: 4d8+8 (26 hp) Initiative: +3 (Dex, Improved Initiative) Speed: 30 ft. (6 squares) AC: 12 (–1 size, +3 natural), touch 9, flat-footed 12 Base Attack/Grapple: +3/+10 Attack: Gore +5 melee (1d8+4) Full Attack: Gore +5 melee (1d8+4) Space/Reach: 10 ft. / 5 ft. Special Attacks: Stampede Special Qualities: Low-light vision, scent Saves: Fort +6, Ref +3, Will -1 Abilities: Str 17 (+3), Dex 8 (-1), Con 14 (+2), Int 2 (-4), Wis 7 (-2), Cha 5 (-3) Skills: Listen +6, Spot +5 Feats: Alertness, Improved Initiative
Environment: Temperate plains Organization: Solitary or herd (6–30); or domesticated Challenge Rating: 2 Advancement: 5–7 HD (Large) Level Adjustment: —
This strange crossbred bovine animal is the result of magically mating a bison with a standard cow. The creature has shaggy brown or black hair and sometimes will be black and white like a milk cow. A big bovine has the head of a bison, but isn’t as large. It does have some of a bison’s temperament, but if bred too be domesticated then the creature is less temperamental, as long as it has grown up near humanoids.
Combat
These skittish animals will only fight to protect calves or if cornered. Strangely they will defend any type of bovine calf, even those of normal cows. They will stampede when frightened.
Stampede (Ex): A frightened herd of big bovines flees as a group in a random direction (but always away from the perceived source of danger). They literally run over anything of Large size or smaller that gets in their way, dealing 1d12 points of damage for each five animals in the herd (Reflex DC 15 half). The save DC is Strength-based.
Big Bovine (Advanced) Large Animal Hit Dice: 7d8+14 (45 hp) Initiative: +3 (Dex, Improved Initiative) Speed: 30 ft. (6 squares) AC: 12 (–1 size, +3 natural), touch 9, flat-footed 12 Base Attack/Grapple: +5/+12 Attack: Gore +7 melee (1d8+4) Full Attack: Gore +7 melee (1d8+4) Space/Reach: 10 ft. / 5 ft. Special Attacks: Stampede Special Qualities: Low-light vision, scent Saves: Fort +7, Ref +4, Will +0 Abilities: Str 17 (+3), Dex 8 (-1), Con 14 (+2), Int 2 (-4), Wis 7 (-2), Cha 5 (-3) Skills: Listen +7, Spot +7 Feats: Alertness, Endurance, Improved Initiative
One in a while a crossbred big bovine will grow to be much larger. These tough animals are almost always bulls, but rarely a larger big bovine female will be born. These tough animals tend to dominate others of their kind and are near impossible to domesticate. Humanoids will either slaughter the animal for is fine meat or release it into the wild, if they can’t break them.
Combat
This tougher big bovine is more often a solitary creature. If the animal finds itself in the wild it will often join a herd of bison, when possible. They cannot stampede when alone.
Stampede (Ex): A frightened herd of big bovines flees as a group in a random direction (but always away from the perceived source of danger). They literally run over anything of Large size or smaller that gets in their way, dealing 1d12 points of damage for each five animals in the herd (Reflex DC 16 half). The save DC is Strength-based.
Base Creatures: Bison and Cow Template(s): None, custom modifications
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Bovinotaur Medium Monstrous Humanoid Hit Dice: 2d8 (9 hp) Initiative: +0 Speed: 30 ft. (6 squares) AC: 16 (+1 natural, +4 chain shirt, +1 light shield), touch 10, flat-footed 15 Base Attack/Grapple: +3/+2 Attack: Gore +2 melee (1d6-1) or short sword +2 melee (1d6-1/19–20/x2) or light crossbow +3 ranged (1d8/19–20/x2) Full Attack: Short sword +2 melee (1d6-1/19–20/x2) and gore -3 melee (1d6-1) or light crossbow +3 ranged (1d8/19–20/x2) Space/Reach: 5 ft. / 5 ft. Special Attacks: — Special Qualities: Darkvision 60 ft, low-light vision, scent Saves: Fort +0, Ref +3, Will +2 Abilities: Str 9 (-1), Dex 10 (+0), Con 10 (+0), Int 12 (+1), Wis 9 (-1), Cha 9 (-1) Skills: Listen +7, Spot +7, Survival +5 Feats: Alertness
Environment: Temperate plains Organization: Solitary, pair, family (2–5), or herd (6–30 plus 50% noncombatants plus 3 1st-level sergeants, 2 3rd-level lieutenants, 1 5th-level leader, and 1 3rd-level shaman) Challenge Rating: 2 Treasure: Standard Alignment: Usually neutral Advancement: By character class Level Adjustment: +0
Bovinotaurs, often called “moootaurs” laughingly by other minotaur-like creatures, are a race of anthropomorphic bovines known for their study of arcane magic. Bovinotaurs are thought to be the result of the original attempt of magical crossbred cows gone wrong, before big bovines were finally created. Others, including the bovinotaurs themselves, believe they are the result of some sort of divine creation by an unknown deity. Bovinotaurs worship this unnamed deity, but they rarely have true clerics.
A bovinotaur is an odd bipedal, minotaur-like creature with a head similar to that of a big bovine, which means the creature has both cow and bison-like features. It is only Medium in size and looks like a short, scrawny minotaur from a distance. It’s shaggy fur is often brown, black, or white. Rarely a bovinotaur will be black with white splotches. A bovinotaur has three fingers and one opposable thumb on its hands and four toes on its feet.
Bovinotaurs speak Common.
Combat
Bovinotaurs aren’t known for their combat prowess, but they are smart enough to trick other races into thinking they are minotaurs. Thus, in melee, they try to look as menacing as possible, but usually come off as comical. However, they are decent combatants with ranged weapons and know how to use a short sword properly.
A bovinotaurs real talents lie in magical training as a wizard, and a group of bovinotaurs led by a bovinotaur wizard will fight longer and better organized. If that wizard falls, however, bovinotaurs will often choose retreat as their first option.
Bovinotaurs as Characters
Bovinotaurs favor the wizard class, but most bovinotaurs encountered with be warriors or adepts. Bovinotaurs rarely multiclass but when they do they often become adept/wizards, rogue/wizards, or warrior/wizards. A bovinotaur cleric has access to two of the following domains: Animal, Earth, Knowledge, Magic, and Plant.
A bovinotaur adventurer is rare, but not impossible. Bovinotaurs make excellent traveling companions, as they are taught the basics of survival from a young age. They also tend to be fairly alert, a holdover from their ancestry. Bovinotaurs can become surly if they go without food for too long, however.
Bovinotaur Racial Traits
— -2 to Strength, +2 to Intelligence, -2 to Wisdom, -2 to Charisma.
— Medium-size.
— A bovinotaur’s base land speed is 30 feet.
— A bovinotaur has both darkvision (out to a range of 60 ft.) and low-light vision.
— Racial Hit Dice: A bovinotaur begins with two levels of monstrous humanoid, which provide 2d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +0, Ref +3, and Will +3.
— Racial Skills: A bovinotaur’s monstrous humanoid levels give it skill points equal to 5 x (2 + Int modifier, minimum 1). Its class skills are Listen, Spot, and Survival.
— Racial Feats: A bovinotaur’s monstrous humanoid levels give it one feat.
— Weapon Proficiency: A bovinotaur is proficient with the short sword, light crossbow, and all simple weapons.
— +1 natural armor bonus.
— Natural Weapons: Gore (1d6).
— Special Qualities: Scent.
— Automatic Languages: Common. Bonus Languages: Draconic, Goblin, Gnoll, Gnome, and Halfling.
— Favored Class: Wizard. A multiclass bovinotaur’s wizard class does not count when determining whether it suffers an XP penalty for multiclassing.
Base Creatures: Big Bovine (Advanced) Template(s): Anthropomorphic Animals (D&D Savage Species), made Int 12 instead of 11
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Camputaur Large Monstrous Humanoid (Aquatic) Hit Dice: 4d8+12 (30 hp) Initiative: +2 (Dex) Speed: Swim 50 ft. (10 squares) AC: 16 (-1 size, +2 Dex, +3 natural, +2 leather), touch 11, flat-footed 14 Base Attack/Grapple: +4/+11 Attack: Tail slap +6 melee (1d6+3) or trident +7 melee (2d6+4) Full Attack: Tail slap +6 melee (1d6+3) or trident +7 melee (2d6+4) Space/Reach: 10 ft. / 5 ft. Special Attacks: — Special Qualities: Darkvision 60 ft., gills, immunities, superior low-light vision, weapon proficiencies Saves: Fort +4, Ref +6, Will +5 (+1 against enchantments) Abilities: Str 16 (+3), Dex 15 (+2), Con 16 (+3), Int 8 (-1), Wis 9 (-1), Cha 8 (-1) Skills: Handle Animal +1, Hide -2, Jump +11, Listen +3, Search +1, Spot +3, Swim +11 Feats: Iron Will, Weapon Focus (trident)
Environment: Temperate aquatic Organization: Solitary, pair, or pod (5–12) Challenge Rating: 3 Treasure: Standard Alignment: Usually chaotic good Advancement: By character class Level Adjustment: +3
Camputaurs are strange aquatic tauric creatures. A camputaur has the body of a hippocampus and the upper torso, arms, and head of an aquatic elf where a hippocampus’s neck and head would be. It is rumored amongst the aquatic races that camputaurs are the result of a mating between camputaurs and druids that go feral within a hippocampus pod. More likely this creature resulted due to some sort of magical effects in ages past.
Camputaurs speak Aquan and Elven.
Combat
Camputaurs are strong, swift, and sturdy in combat, but they aren’t as intelligent as aquatic elves. Still they will often attack with manufactured weapons, usually with a Large-sized trident. They can also deliver a powerful tail slap attack, but will usually use that attack to surprise foes trying to outmaneuver them.
Gills: A camputaur can survive out of the water for 1 hour per point of Constitution. After that it risks suffocation (See Suffocation, page 304 of the D&D Dungeon Master’s Guide v.3.5).
Immunities: A camputaur is immune to sleep spells and effects, and have a +2 racial bonus on saves against enchantment spells or effects.
Superior Low-Light Vision (Ex): Camputaurs can see four times as far as a human in starlight, moonlight, torchlight, and similar conditions of low illumination.
Weapon Proficiencies: Camputaurs are automatically proficient with the net, spear, trident, and aquatic crossbow (see pg. 107 of D&D Stormwrack).
Skills: +2 racial bonus on Listen, Search, and Spot checks. A camputaur that merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if it were actively looking for it. A camputaur has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Camputaurs as Characters
Camputaurs favor the ranger class. Camputaurs often choose to multiclass as cleric/fighters, cleric/rangers, fighter/rogues, or ranger/rogues. Camputaurs prefer to worship a deity of the sea such as Eadro, but their patron deity is Deep Sashelas. An unaligned camputaur cleric has access to two of the following domains: Animal, Chaos, Good, Plant, Travel, and Water.
Base Humanoid: Elf, Aquatic (D&D Stormwrack) Base Creature: Hippocampus (D&D Stormwrack) Template(s): Tauric Creature (D&D Savage Species)
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Chulataur Large Monstrous Humanoid Hit Dice: 17d8+68 (144 hp) Initiative: +7 (+3 Dex, +4 Improved Initiative) Speed: 30 ft. (6 squares), swim 20 ft. AC: 22 (-1 size, +3 Dex, +10 natural), touch 12, flat-footed 19 Base Attack/Grapple: +17/+26 Attack: Claw +21 melee (2d6+5) or Large greataxe +21 melee (3d6+5) Full Attack: 2 claws +21 melee (2d6+5) and gore +21 melee (1d8+2) or Large greataxe +21 melee (3d6+5) Space/Reach: 10 ft. / 10 ft. Special Attacks: Charge 4d6+6, improved grab, squeeze Special Qualities: Darkvision 60 ft., natural cunning, poison immunity, scent Saves: Fort +10, Ref +8, Will +7 Abilities: Str 20 (+5), Dex 16 (+3), Con 18 (+4), Int 7 (-2), Wis 10 (+0), Cha 8 (-1) Skills: Hide +6, Intimidate +2, Jump +8, Listen +11, Search +6, Spot +11 Feats: Alertness, Great Fortitude, Improved Initiative, Improved Multiattack*, Multiattack, Multigrab*
Environment: Any underground Organization: Solitary Challenge Rating: 14 Treasure: Standard Alignment: Usually chaotic evil Advancement: By character class Level Adjustment: +5
Chulataurs are a magical hybrid that combines the worst aspects of a chuul and a minotaur. The creature’s lower body is like that of a chuul including pincer-like claws, four webbed legs, and a wide tail. The upper portion of the creature has the torso of a minotaur including a bull-like head. The creature’s fur and chitin are roughly the same color, a sickly combination of black and burnt orange. The main difference is that the chuul-like part of the body is burnt orange with mottled black splotches, while the minotaur-like part of the body is black with burnt orange spots.
Chulataurs, like chuuls, are known to collect trophies from their kills. However, unlike chuuls they do have the ability to use these items and are often encountered using manufactured weapons and any items that will fit their minotaur-like torso (i.e. rings, necklace, etc.). However, they cannot use full armor such a full plate or chainmail (a breastplate or chain shirt would be fine if it was large enough). If a victim hasn’t any interesting possessions, the chulataur takes its skull. Chulataurs wear these skulls around their necks and torso.
While chuuls most often live in marshes or jungles, chulataurs live underground. It is their minotaur heritage that drives them to live in the Underdark and these evil tauric creatures often subjugate entire tribes of Underdark-dwelling humanoids such as goblinoids, grimlocks, and orcs.
Chulataurs speak Giant.
Combat
A chulataur is a naturally cunning creature with powerful natural attacks – its two clawed lower appendages and its ability to gore opponents with its large horns. Chulataurs fight to kill in melee, hoping to turn their victims into their next meal.
Chulataurs will often attack with huge greataxes if cornered in an environment where they cannot charge or use their claws and gore attack effectively. *See pages 36 and 37 of D&D Savage Species for more information on these two feats.
Charge (Ex): A chulataur typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack that deals 4d6+6 points of damage.
Improved Grab (Ex): To use this ability, the chulataur must hit with a claw attack. (Only takes a -10 penalty on grapple checks to maintain the hold due to Multigrab feat.)
Natural Cunning (Ex): Although chulataurs are not especially intelligent, they possess innate cunning and logical ability. This makes them immune to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed.
Squeeze (Ex): A chulataur that gets a hold automatically deals two claw damage, with an additional 1d6 points of bludgeoning damage from the crushing force, each round the hold is maintained.
Skills: Chulataurs receive +4 racial bonus to Listen, Search, and Spot checks.
Base Humanoid: Minotaur Base Creature: Chuul Template(s): Tauric Creature (D&D Savage Species)
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Ember Lion Large Elemental (Extraplanar, Fire) Hit Dice: 8d8+24 (60 hp) Initiative: +2 (Dex) Speed: 40 ft. (8 squares) AC: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13 Base Attack/Grapple: +6/+17 Attack: Claw +13 melee (1d6+7 plus 1d6 fire) Full Attack: 2 claws +13 melee (1d6+7 plus 1d6 fire) and bite +7 melee (1d8+3 plus 1d6 fire) Space/Reach: 10 ft. / 5 ft. Special Attacks: Burn, heat, improved grab, pounce, rake 1d6+3 Special Qualities: Darkvision 60 ft., DR 5/magic, elemental traits, fire immunity, low-light vision, scent Saves: Fort +9, Ref +8, Will +7 Abilities: Str 25 (+7), Dex 15 (+2), Con 17 (+3), Int 2 (-4), Wis 12 (+1), Cha 10 (+0) Skills: Hide +2*, Listen +7, Move Silently +5, Spot +7 Feats: Alertness, Run, Weapon Focus (claw)
Environment: Elemental Plane of Fire Organization: Solitary, pair, or pride (6–10) Challenge Rating: 8 Treasure: None Alignment: Usually neutral Advancement: 9–16 HD (Large); 17–24 HD (Huge) Level Adjustment: —
Ember lions are native to the Elemental Plane of Fire and are often kept as pets and guards by noble efreet. An ember lion is shaped like a lion but is made up of elemental fire. Its elemental body flickers red and black along its head and back.
Combat
Ember lions attack first with their claws and bite, attempting to grapple with opponents and rake with its hind legs. If hard pressed then they will use their breath weapon.
Breath Weapon (Su): An ember lion can breathe a 30-foot cone of fire for 2d8 points of fire damage (Reflex half DC). Once it has used its breath weapon, it must wait 2d4 rounds before it can do so again.
Burn (Ex): Those hit by the natural weapons of an ember lion must succeed at a Reflex save (DC 15) or catch fire. The flame burns for 1d4 rounds (see Catching on Fire in Chapter 8 of the Dungeon Master’s Guide v.3.5).
Creatures hitting an ember lion with natural weapons or unarmed attacks take fire damage as though hit by its attack, and also catch fire unless they succeed at a Reflex save.
Heat (Ex): In addition to the damage from its attacks, an ember lion deals an additional 1d6 points of fire damage with its claw and bite attacks.
Improved Grab (Ex): To use this ability, an ember lion must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
Pounce (Ex): If an ember lion charges, it can make a full attack, including two rake attacks.
Rake (Ex): Attack bonus +12 melee, damage 1d6+3.
Skills: Ember lions have a +4 racial bonus on Hide and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.
Base Creature: Dire Lion Template(s): Monstrous Beast (D&D Savage Species) and Fire Element Creature (D&D Manual of the Planes).
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Epascro Large Monstrous Humanoid Hit Dice: 5d8+10 (32 hp) Initiative: +4 (Dex) Speed: 30 ft. (6 squares), climb 30 ft., fly 50 ft. (perfect) AC: 18 (-1 size, +4 Dex, +3 natural, +2 leather armor), touch 13, flat-footed 14 Base Attack/Grapple: +5/+14 Attack: Large falchion +9 melee (2d6+5/18–20/x2) or claw +9 melee (1d6+5) or Large javelin +8 ranged (1d8+5/x2) Full Attack: Large falchion +9 melee (2d6+5/18–20/x2) and 2 claws +7 melee (1d6+2) or Large javelin +8 ranged (1d8+5/x2) Space/Reach: 10 ft. / 10 ft. Special Attacks: — Special Qualities: Darkvision 60 ft., light sensitivity, low-light vision, scent Saves: Fort +6, Ref +8, Will +0 Abilities: Str 21 (+5), Dex 19 (+4), Con 14 (+2), Int 8 (-1), Wis 9 (-1), Cha 6 (-2) Skills: Climb +15, Listen +4, Spot +4 Feats: Alertness, Multiattack
Environment: Warm forests or mountains Organization: Solitary, pair, or company (3–5) Challenge Rating: 4 Treasure: Standard Alignment: Often chaotic evil Advancement: By character class Level Adjustment: +4
An epascro is an odd tauric creature with the lower body of an ape, the upper torso, arms, and head of an orc, and two strong, large wings, growing out of its ape-like body, which allows the creature to fly. The creature most often walk on all four of its ape-like limbs but can walk upright on its two rear limbs for short distances. It folds its wings over its back when not in flight.
Epascros are found in more tropical regions, nowhere near orcs. (Luckily for adventurers everywhere.) No one is sure how this tauric species came into being, and most scholars and monster hunters believe they are the result of magical experiments. Truly learned scholars roll their eyes at such nonsense believing instead that epascros are to apes what centaurs are to horses. Others say if that was so then epascros would have the upper torso, arms, and head of a human. Of course, most of said scholars are arrogant humans.
What is known is that epascros are known to have the same temperament as orcs and hated for elves, even if an epascro has never seen an elf before in its life. Something in the creatures mental makeup sees elves as hated enemies, as well as tasty meals. For while epascros are omnivores they prefer too eat meat, and lots of it.
Epascros speak Orc. Some know Goblin or Giant as well.
Combat
An epascro may attack with its two front ape-like limb’s claws or with manufactured weapons, and it will often choose to attack with its claws and an enlarged falchion, as a full attack action. The creature prefers to use such enlarged weapons in melee but it also will throw enlarged javelins. An epascro is a ferocious opponent in combat with a taste for the flesh of its victims.
Light Sensitivity (Ex): Epascros are dazzled in bright sunlight or within the radius of a daylight spell.
Skills: Epascros have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
Epascros as Characters
Epascros favor the barbarian class. Epascros can multiclass as barbarian/clerics, barbarian/druids, cleric/fighters, fighter/rogues, but they rarely do so. Epascros often worship deities that venerate apes, savagery, or air mastery. These epascro clerics can choose any two of the following domains: Air, Animal, Destruction, Evil, or War.
However, an epascro will often convert to worship Gruumsh if exposed too that deities teachings. Some have also turned towards worshipping Erythnul. The rare good or neutral-aligned epascro will often turn towards worshipping of any of the following: Ehlonna, Kord, Obad-Hai, Olidammara, and Pelor.
Base Humanoid: Orc, 1st-Level Warrior Base Creature: Ape Template(s): Tauric Creature (D&D Savage Species) and Winged Creature (D&D Savage Species)
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Ethereal Dreadnought Dragon Gargantuan Dragon (Extraplanar) Hit Dice: 18d10+252 (307 hp) Initiative: +2 (-2 Dex, +4 Improved Initiative) Speed: 60 ft. (12 squares), fly 120 ft. (average) AC: 24 (-4 size, -2 Dex, +20 natural), touch 8, flat-footed 24 Base Attack/Grapple: +18/+50 Attack: Claw +34 melee (2d6+20) Full Attack: 2 claws +34 melee (2d6+20) and bite +32 melee (3d6+10) Space/Reach: 20 ft. / 15 ft. Special Attacks: Sever silver cord, breath weapon, improved grab, swallow whole, rend 4d6+30 Special Qualities: SR 28, antimagic cone, darkvision 60 ft., frightful presence, immunity to sleep and paralysis, low-light vision Saves: Fort +25, Ref +8, Will +13 Abilities: Str 50 (+20), Dex 7 (-2), Con 39 (+14), Int 7 (-2), Wis 14 (+2), Cha 20 (+5) Skills: Hide -7, Jump +32, Listen +12.5, Move Silently +5, Search +19, Spot +23, Survival +9 Feats: Improved Bull Rush, Improved Critical (bite), Improved Critical (claw), Improved Initiative, Improved Sunder, Multiattack, Power Attack, Track (B)
Environment: Astral Plane, Ethereal Plane, or Material Plane Organization: Solitary Challenge Rating: 19 Treasure: Standard, but double magical items Alignment: Always neutral Advancement: 19-32 HD (Gargantuan); 33-54 HD (Colossal)
While the Ethereal Plane and the Astral Plane rarely have the same creatures in common, once in a while boundaries are crossed between the two Transitive planes. Most often the result is conflict and death between the two planes’ unique denizens. However, this is not always the case.
The ethereal dreadnought dragon, a very rare crossbred between an astral dreadnought and a ethereal dragon, is one of those cases. This rare half-dragon hybrid looks similar to an ethereal dragon of Wyrm age or older, but with telltale signs of its dreadnought heritage. This half-dragon creature is most often found on the Astral Plane, as it craves the souls of astral travelers. However, the creature is also drawn to the Ethereal and Material Planes, and it also craves physical sustenance and magical trinkets as well.
Often an ethereal dreadnought dragon will gains an unusual sense of duality, and create lairs in both planes, connected by a planar gate. These half-dragons are less inclined to gather as much treasure, as true dragons do, but they do collect treasure out of a sense of draconic instinct, especially magic. They are naturally curious about intelligent creatures, but their hunger for souls, meat, and magic often gets in the way.
An ethereal dreadnought dragon’s coloration is grayish brown and its body is overtly draconic in design including the appropriate appendages, including wings and a serpentine tail. Its body is covered in layers of thick, spiked plates, like an astral dreadnought, and its claws and teeth are more dreadnought-like than dragon-like. It’s most distinguishing dreadnought-like feature is its single glassy, black eye that shimmers in the dark.
Ethereal dreadnought dragons understand and can speak draconic, but they rarely do so.
Combat
An ethereal dreadnought dragon fights almost exactly as an astral dreadnought would. However, as they are more intelligent they use better tactics such as terrain (although they almost never Hide from opponents) and will bargain with powerful opponents if it feels its life is in danger. The creature uses its unusual appearance to confuse opponents that think they are simply facing some unknown dragon species, surprising them with their antimagic cone one round then their breath weapon the next. They are less likely to sever an opponent’s silver cord outside the Astral Plane, in order to gather food and magic.
Sever Silver Cord (Ex): If the ethereal dreadnought dragon can attack an astral traveler’s back (by flanking it, catching it flat-footed, or panicked and fleeing), it can attack the silver cord that connects the astral form to its material counterpart. The normally insubstantial cord is treated as a tangible object with the owner’s AC, hardness 10, and 20 hit points (see Sunder in Chapter 8 of the Player’s Handbook v.3.5). A silver cord visibly trails 5 feet behind an astral traveler before fading into the astral medium.
When the cord is damaged, the astral traveler must succeed at a Fortitude save (DC 13) or be immediately forced to return to is body. Severing the sever cord destroys both the astral form and the body on the Material Plane.
Breath Weapon (Su): 30-foot cone, once per day, damage 6d8 force, Reflex DC 33 half. The save DC is Constitution-based.
Improved Grab (Ex): To use this ability, the ethereal dreadnought dragon must hit with its bite attack. If it gets a hold, it automatically deals bite damage and can try to swallow the opponent, beginning in the next round.
An ethereal dreadnought dragon that hits with a claw attack grabs as above. If it gets a hold, it picks up the opponent and transfers it to the mouth as a move-equivalent action, automatically dealing bite damage as above.
Swallow Whole (Ex): The round after it grabs an opponent, an ethereal dreadnought dragon can try to swallow it by making a successful grapple check. Once inside, the opponent takes 2d8+16 points of crushing damage plus 2d8 points of acid damage every round. A swallowed creature can crawl out of the gullet by making a successful grapple check. This returns it to the ethereal dreadnought dragon’s maw, where another successful grapple check is needed to get free. A swallowed creature can also cut its way out by using claws or a light, slashing weapon to deal 35 points of damage to the gullet (AC 24). Once the creature exits, muscular action closes the hole; another swallowed creature must cut its own way out.
The ethereal dreadnought dragon’s gullet can hold two Huge, four Large, eight Medium, sixteen Small, or thirty-two Tiny or smaller creatures.
Rend (Ex): If an ethereal dreadnought dragon hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 4d6+30 points of damage.
Antimagic Cone (Su): An ethereal dreadnought dragon’s single eye continually produces a 150-foot antimagic cone extending straight ahead from the creature’s front. This functions just like antimagic field cast by an 18th-level sorcerer, with the exception noted below. Once each round, during its turn, the ethereal dreadnought dragon decides which way its eye faces. The ethereal dreadnought dragon can only make bite attacks against creatures to its front.
All magical, spell-like, and supernatural effects within the cone are suppressed, except for those that brought the subjects to the Astral Plane in the first place (the astral projection spell, for example). Those effects are locked in place while the subjects are in the cone and cannot be dismissed, trapping the subjects on the Astral Plane while under its effect.
Frightful Presence (Ex): The mere sight of an ethereal dreadnought dragon can unsettle or even panic opponents. The ability takes effect automatically whenever the ethereal dreadnought dragon attacks or moves within 200 feet of a foe. Those within range must succeed at a Will save (DC 24) or be affected. Creatures with 4 HD or fewer become panicked for 4d6 rounds, and those with 5 HD or more become shaken for 4d6 rounds. Those who succeed at the Will save are immune to the ethereal dreadnought dragon’s frightful presence for one day. The save DC is Charisma-based.
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Lacertatoise Large Monstrous Humanoid (Aquatic) Hit Dice: 6d12+18 (57 hp) Initiative: +1 (Dex) Speed: 10 ft. (2 squares), swim 20 ft. AC: 18 (-1 size, +1 Dex, +8 natural), touch 10, flat-footed 17 Base Attack/Grapple: +6/+14 Attack: Bite +9 melee (1d8+4) or Large trident +10 melee (2d6+4) Full Attack: Bite +9 melee (1d8+4) and 2 claws +4 melee (1d6+2) or Large trident +10/+5 melee (2d6+4) Space/Reach: 10 ft. / 10 ft. Special Attacks: Breath weapon, snatch, capsize Special Qualities: Darkvision, immunity to fire, sleep, and paralysis, low-light vision, scent Saves: Fort +5, Ref +6, Will +6 Abilities: Str 19 (+4), Dex 12 (+1), Con 17 (+3), Int 12 (+1), Wis 13 (+1), Cha 12 (+1) Skills: Hide +6*, Intimidate +6, Jump -8, Listen +5, Search +5, Spot +5, Survival +6, Swim +12 Feats: Blind-Fight, Power Attack, Weapon Focus (trident)
Environment: Temperate aquatic Organization: Solitary Challenge Rating: 7 Treasure: Standard Alignment: Often chaotic neutral Advancement: By character class
Lacertatoise are a strange magical crossbreed of humans and dragon turtles. They are never born naturally and are thought to be the result of twisted experiments by evil druids or sorcerers.
These half-dragons are very rare and are known for their strange temperament, which is a direct result of their creation. Prone to fits of violence and whimsy, lacertatoise are nothing like their dragon turtle kin in mindset.
Lacertatoise stand 14 to 15 feet in height and weigh nearly 3,000 to 4,000 pounds. Like dragon turtles they have turtle-like shells that are 10 feet diameter. Their skin and shells are a deep, marine green in color and their skin is both tough and scaly. Unlike dragon turtles, their skin is uniform in color without any highlights. Their hands and feet are webbed and have tough claws and they are often bald with a spiny ridge running down the center of their head.
Lacertatoise speak Aquan, Draconic, and Common.
Combat
Lacertatoise are most at home in deep water and can handle almost any opponent, even other dragons, as they often have character class levels. Needless, to say they are powerful opponents whether they attack with claws, breath weapon, or any class abilities a particular lacertatoise might have.
When angered by seafarers they will capsize boats and small ships just as a dragon turtle would, snatching up a ship’s crewmembers and destroying anything left over. An evil lacertatoise would have no compunctions about eating other sentient creatures.
Blood Type (Ex): For all special abilities and effects, lacertatoise are considered both human and dragon.
Breath Weapon (Su): Cloud of superheated steam 10 feet high, 10 feet wide, and 25 feet long, every 1d4 rounds; 6d6 points of fire damage, Reflex half DC 16; effective both on the surface and underwater.
Capsize (Ex): A submerged lacertatoise that surfaces under a boat or ship less than 10 feet long capsizes the vessel 45% of the time. It has a 25% chance to capsize a vessel from 10 to 30 feet long and a 10% chance to capsize one over 30 feet long.
Skills: A lacertatoise has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *Lacertatoise receive a +4 racial bonus to Hide checks when submerged.
Lacertatoise as Characters
Lacertatoise favor the sorcerer class. A lacertatoise that takes levels in cleric can choose any two of the following domains: Animal, Evil (or Good) *, Magic, and Water. *Depending on alignment.
Base Creatures: Dragon Turtle Template(s): Half-Humanoid (Book of Templates: Deluxe Edition; updated to v.3.5; attacks, damage, saves, skills, and feats readjusted)
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Nymph, Coral Medium Fey (Aquatic) Hit Dice: 6d6+6 (27 hp) Initiative: +2 (Dex) Speed: 30 ft. (6 squares), swim 35 ft. AC: 17 (+3 Dex, +4 deflection), touch 17, flat-footed 14 Base Attack/Grapple: +3/+3 Attack: Dagger +5 melee (1d4/19–20/x2) Full Attack: Dagger +5 melee (1d4/19–20/x2) Space/Reach: 5 ft. / 5 ft. Special Attacks: Blinding beauty, spells, spell-like abilities, stunning glance Special Qualities: Amphibious, DR 10/cold iron, low-light vision, unearthly grace, wild empathy Saves: Fort +7, Ref +11, Will +12 Abilities: Str 10 (+0), Dex 15 (+2), Con 12 (+1), Int 16 (+3), Wis 17 (+3), Cha 19 (+4) Skills: Concentration +10, Diplomacy +6, Escape Artist +11, Handle Animal +13, Heal +12, Hide +11, Listen +12, Move Silently +11, Ride +5, Sense Motive +12, Spot +12, Swim +8, Use Rope +2 (+4 with bindings) Feats: Combat Casting, Rapid Swimming*, Weapon Finesse
Environment: Warm aquatic Organization: Solitary Challenge Rating: 7 Treasure: Standard Alignment: Usually chaotic good Advancement: 7–12 HD (Medium) Level Adjustment: +7
Coral nymphs are an amphibious version of the standard nymph. Instead of being guardians of sacred places in the wild, like standard nymphs, coral nymphs consider it their duty to protect the fragile ecosystem of the coral reefs of the world. Thus, they are found mainly living in warm seas, but a few have been encountered farther north. Like nymphs, coral nymphs hate evil with a passion, as well as those careless and heartless enough to damage coral reefs.
Coral nymphs look like nymphs with blue-tinged or sea green skin, dark green hair, and haunting blue or green eyes. While a coral nymph’s appearance is more alien than a standard nymph’s, their beauty is no less captivating and dangerous, especially to the aquatic races who desire coral nymphs like the landbound races desire standard nymphs. Coral nymphs aren’t as dexterous as standard nymphs, but make up for this by better swimmers, as well as being able to breath both air and water.
A coral nymph is about the height and weight of a female aquatic elf.
Coral nymphs speak Sylvan and Aquan.
Combat
A coral nymph is more likely to have contact with nonfey, as the open seas have less fey creatures living in close proximity. She will often make alliances with friendly humanoid sea races such as aquatic elves, wavecrest gnomes, and shoal halflings. A coral nymph will often use her druidic powers to aid such aquatic humanoids in return for their assistance against those that would defile coral reefs.
A coral nymphs sacred place is always a coral reef and she will protect it with her life, if she must. She uses her aquatic animal allies and druid spells to drive intruders away. However, she is more likely to use lethal force, as coral reefs are fragile places that don’t rebound back as, say, a forest glade would for a standard nymph.
Blinding Beauty (Su): This ability affects all humanoids within 30 feet of a coral nymph. Those who look directly at a coral nymph must succeed on a DC 17 Fortitude save or be blinded permanently as though by the blindness spell. A coral nymph can suppress or resume this ability as a free action. The save DC is Charisma-based.
Spells: A coral nymph casts divine spells as a 7th-level druid.
Typical Druid Spells Prepared (6/5/4/3/1, save DC 13 + spell level): 0th—cure minor wounds, detect magic, flare, guidance, light, resistance; 1st—calm animal, cure light wounds, entangle, quickswim*, speak with animals; 2nd—fins to feet*, lesser restoration, pressure sphere*, urchin’s spines*; 3rd—cure moderate wounds, protection from energy, scales of the sealord*; 4th—thalassemia*.
Stunning Glance (Su): As a standard action, a wrathful coral nymph can stun a creature within 30 feet with a look. The target creature must succeed on a Fortitude save (DC 17) or be stunned for 2d4 rounds. The save DC is Charisma-based.
Amphibious (Ex): A coral nymph can breathe air and water equally well.
Unearthly Grace (Su): A coral nymph adds her Charisma modifier as a bonus on all her saving throws, and as a deflection bonus to her Armor Class. (The statistics block already reflects these bonuses).
Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that a coral nymph has a +6 racial bonus on the check.
Skills: A coral nymph has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. She can move through water at her swim speed without making Swim checks. She can always choose to take 10 on a Swim check, even if distracted or endangered. She can use the run action while swimming, provided she swims in a straight line.
*The Rapid Swimming feat, as well as the changed druid spells, which are noted with an asterisk, are from D&D Stormwrack: Mastering the Perils of Wind and Wave.
Base Creature: Nymph Template(s): Amphibious Creature (D&D Stormwrack)
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Water-Horse Large Outsider (Evil, Native) Hit Dice: 6d8+30 (57 hp) Initiative: +8 (Dex, Improved Initiative) Speed: 40 ft. (8 squares), fly 90 ft. (good), swim 40 feet AC: 27 (–1 size, +2 Dex, +16 natural), touch 11, flat-footed 25 Base Attack/Grapple: +6/+15 Attack: Hoof +10 melee (1d8+5 plus 1d4 steam) Full Attack: 2 hooves +10 melee (1d8+5 plus 1d4 steam) and bite +5 melee (1d8+2) Space/Reach: 10 ft. / 5 ft. Special Attacks: Adhesive skin, spell-like abilities, steam 2d4, superheated hooves Special Qualities: Astral projection, darkvision 60 ft., etherealness, scent Saves: Fort +10, Ref +9, Will +8 Abilities: Str 20 (+5), Dex 19 (+4), Con 20 (+5), Int 15 (+2), Wis 17 (+3), Cha 14 (+2) Skills: Concentration +14, Diplomacy +4, Intimidate +11, Knowledge (local) +11, Listen +14, Move Silently +13, Search +11, Sense Motive +12, Spot +14, Survival +12, Swim +13 Feats: Alertness, Improved Initiative, Run
Environment: Any aquatic Organization: Solitary Challenge Rating: 9 Treasure: None Alignment: Always neutral evil Advancement: 7–10 HD (Large); 11–18 HD (Huge) Level Adjustment: +9 (cohort)
Water-horses are evil aquatic horses that are both beautiful and deadly. Their horsehair is jet black and their hides are blue-green in color. Water-horses are native to the Material Plane and they often live near coastal areas, but can be found in the deep sea as well. They are carnivorous and often come ashore to eat livestock and unwary travelers.
A water-horse will allow itself to be mounted, but once the rider is upon it will bolt for the sea to try to drown the rider. Its adhesive skin makes this attack hard to escape. However, it will often align itself to an evil rider who is a blackguard or a stormchaser. A water-horse prefers that this rider be of an aquatic race, but will bend to the will of a very strong landbound rider as well.
Water-horses cannot speak but they do understand Abyssal, Infernal and Common. A water-horse is about the size of a light warhorse.
Combat
Water-horses do battle by biting with their viper-like fangs and kicking with their powerful legs. A water-horse can fight while carrying a rider, but the rider cannot also fight unless he or she succeeds on a Ride check.
A water-horse’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.
Adhesive Skin (Ex): A water-horse can make its skin sticky to the touch, which will trap any victim that mounts it. The victim can escape upon making a successful opposed Strength check or a successful Reflex save (DC 17). Any magical item, the victim is wearing, that allows free actions will negate this ability. The save DC is Dexterity-based.
Astral Projection and Etherealness (Su): These abilities function just like the spells of the same names (caster level 20th); a water-horse can use either at will.
Spell-like Abilities (Sp): 1/day – fog cloud, obscuring mist, water breathing. These abilities are as the spells cast by a 6th-level cleric.
Steam (Su): During the excitement of battle, a water-horse often snorts and neighs with rage. This fills a 15-foot cone with a hot, boiling steam that burns and blinds opponents. Anyone in the cone must succeed at a Fortitude save (DC 18) or suffer 2d4 points of damage while in the steam cone and a -2 morale penalty to all attack and damage rolls until 1d6 minutes after leaving the cone. (Those that make their save take only half damage from the steam.)
The water-horse gains one-half concealment against creatures 5 feet away and total concealment against creatures 10 feet away. The steam does not obscure the water-horse’s vision at all. The cone lasts 1 round, and the water-horse uses it once as a free action during its turn each round. The save DC is Constitution-based.
Superheated Hooves (Su): A blow from a water-horse’s hooves sets combustible materials alight.
Skills: A water-horse’s Swim speed provides a +8 racial bonus on Swim checks.
Carrying Capacity: A light load for a water-horse is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds.
Base Creature: Nightmare Template(s): Aquatic Template (D&D Savage Species errata) and Half-Water Elemental (D&D Manual of the Planes) plus custom modifications – added Adhesive Skin special attack (+1 CR), changed nightmare attacks & special attacks to reflect aquatic nature, changed Knowledge skill to reflect Material Plane environment.
__________________ Robert Blezard I write; therefore, I am!
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