Knightfall
World of Kulan DM
This thread is dedicated to my ongoing fascination with Templates. Where possible, I will be using 3.5E changes that has gleaned from the Internet. Hopefully this will make these creations somewhat compatible with both 3E and 3.5E.
Note: If you want to contribute feel free, but within these guidelines:
Here's my list:
Monster Manual
Humanoids
Monstrous Humanoids
Humanoid-Like Shapechangers
Doppelganger, Feral + Reptilian *
Savage Species
Anthropomorphs
Monstrous Humanoids
- Thri-Kreen (see below)
Homebrew Campaign Specific Creations
World of Kulan
Those marked with an asterisk are finished.
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First up, a half-dwarven fiend...
Dwarf, Half-Fiend [Go’lok (Planetouched)]
Medium-Size Outsider (Evil, Lawful)
Hit Dice: 1d8+2 (6 hp)
Initiative: +2 (Dex)
Speed: 15ft. (scale mail); base 20ft.
AC: 17 (+4 scale mail, +2 large shield, +1 natural)
Attacks: 2 claws +2 melee and bite +2 melee; dwarven waraxe +2 melee; or shortbow +2 ranged
Damage: 2 claws 1d4+2 and bite 1d6+1; dwarven waraxe 1d10+2; shortbow 1d6
Face/Reach: 5ft. / 5ft.
Special Attacks: Racial traits, spell-like abilities.
Special Qualities: Racial traits
Saves: Fort +4, Ref +2, Will +0
Abilities: Str 15 (+2), Dex 14 (+2), Con 15 (+2), Int 14 (+2), Wis 10 (+0), Cha 10 (+0)
Skills: Appraise +7, Craft (metalworking) +7, Listen +2, Spot +2
Feats: Martial Weapon Proficiency (dwarven waraxe)
Climate/Terrain: 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 torture opponents using traditional dwarven weapons modified with jagged edges and fiendish engravings.
Racial Traits (Ex): See below.
Spell-Like Abilities: 3/day—darkness. This ability is as if the spell is cast by a 1st-level cleric.
Go’lok 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.)
-> Weapon Familiarity. (Treat dwarven waraxes and dwarven urgroshes as martial weapons.)
-> Base land speed is 20 feet.
-> Darkvision up to 60 feet.
-> +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.
-> +4 bonus to ability checks made to resist bull rush and trip attacks when standing on the ground.
-> +4 dodge bonus against giants, through special defensive training.
-> A go’lok is immune to poison and has acid, cold, electricity and fire resistance 20.
-> Spell-Like Abilities: As per the description under Combat.
-> Stonecunning (+2 racial bonus on Search checks to notice unusual stonework, can find stonework traps, can notice unusual stonework even when not actively searching, and can intuit depth beneath the surface.)
-> Skills: Go’loks receive a +2 racial bonus to Appraise checks and craft or Profession checks that are related to stone or metal.
-> 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.
Note: If you want to contribute feel free, but within these guidelines:
- The "Base Creature" should be Humanoid, Monstrous Humanoid, or Giant. Any bipedal Fey is open-game as well. What the Base Creature becomes, doen't matter.
- Anthropomorphs are fine (encouraged actually) on this thread as well. (As per the template in Savage Species.)
- When you use multiple templates or a non-canon source for templates and/or base creatures, please try to specify where it's from.
- Feel free to post new templates on this thread but it should be a COMPLETE template with all the proper headings, text descriptions, and at least one sample creature.
Here's my list:
Monster Manual
Humanoids
- Dwarf, Half-Fiend (Go'lok) *
- Elf, Reptilian *
- Gnoll, Insectile *
- Gnome, Yuan-Ti Tainted One (Nom-Ti) *
- Goblin, Winged (see below)
- Halfling, Tauric Wolf (Lupitaur) *
- Hobgoblin, Two-headed (Hogbor) *
- Kobold, Feral *
- Lizardfolk, Half-Celestial (Scalefolk) *
- Locathah, Half-Elemental, Water (Waterchild)
- Merfolk, Half-Elemental, Fire (Steamchild) *
- Orc of Legend (Chosen of Gruumsh) *
- Sahuagin, Dire Humanoid (Son of Sekolah) *
- Troglodyte, Clay Half-Golem *
Monstrous Humanoids
- Centaur (see below)
- Minotaur, Half-Satyr (Minotyr) *
Humanoid-Like Shapechangers
Doppelganger, Feral + Reptilian *
Savage Species
Anthropomorphs
- Camel (Bactrian) *
- Badger (Badder) *
- Cat (see below)
- Cloud Wolf (Cloud-Lupis) *
- Crocodile (Croc-Man) *
- Deinonychus (Trooda) *
- Elephant (Titanite) *
- Horse, Heavy War w/ Psionic Template (Equinan) *
- Kainkutho [Tsar Rising]
- Lion (see below)
- Panda, Giant (Pando) *
- Mouse (Roden) *
- Psovyaslan [Tsar Rising]
- Sea Wolf (Sea-Lupis) *
- Senmurv [Tsar Rising]
- Skunk (Sconse) *
- Squirrel (Chitter) [Dragon 280] *
- Tiger (see below)
- War Ape (Ape Lord) [Dragon 292] *
- Wolf (see below)
Monstrous Humanoids
- Thri-Kreen (see below)
Homebrew Campaign Specific Creations
World of Kulan
- Bakemono, Fallenlanden (Goblin, Dire Humanoid) *
- Baklath (Goblin w/ Winged Template) *
- Centaur of Harqual (Arctic-templated Centaurs) *
- Dragon-Kin (Medium-size Chromithian Half-Dragon (Blue) *
- Elves of the Expanse (Desert-templated Wild Elves) *
- Gnome, Star (Star-Borne Gnomes) *
- Griff (Anthro-Griffon) *
- Kenku (Anthro-Eagle/Hawk/Raven/Owl Fusion) *
- Kitt (Anthro-Cat) *
- Lizard Man, Xanth (Anthro-Monitor Lizard) *
- Lupin (Anthro-Wolf) *
- Minotaur, Son of the Horn (Anthro-Bision/Camel Fusion) *
- Nagpa (Anthro-Vulture) *
- Phanaton (Anthro-Raccoon/Monkey Fusion) *
- Rakasta (Anthro-Lion I) *
- Rockwood Gnome (Magic-templated Forest Gnomes) *
- Simbasta (Anthro-Lion II) *
- Tabaxi (Anthro-Tiger) *
- Tabaxi, Warrior of Tu (Anthro-Dire Tiger) *
- Throkr (Thri-Kreen, Dire Humanoid) *
- Zebranaur (Wild-templated Centaurs) *
Those marked with an asterisk are finished.
===============================
First up, a half-dwarven fiend...
Dwarf, Half-Fiend [Go’lok (Planetouched)]
Medium-Size Outsider (Evil, Lawful)
Hit Dice: 1d8+2 (6 hp)
Initiative: +2 (Dex)
Speed: 15ft. (scale mail); base 20ft.
AC: 17 (+4 scale mail, +2 large shield, +1 natural)
Attacks: 2 claws +2 melee and bite +2 melee; dwarven waraxe +2 melee; or shortbow +2 ranged
Damage: 2 claws 1d4+2 and bite 1d6+1; dwarven waraxe 1d10+2; shortbow 1d6
Face/Reach: 5ft. / 5ft.
Special Attacks: Racial traits, spell-like abilities.
Special Qualities: Racial traits
Saves: Fort +4, Ref +2, Will +0
Abilities: Str 15 (+2), Dex 14 (+2), Con 15 (+2), Int 14 (+2), Wis 10 (+0), Cha 10 (+0)
Skills: Appraise +7, Craft (metalworking) +7, Listen +2, Spot +2
Feats: Martial Weapon Proficiency (dwarven waraxe)
Climate/Terrain: 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 torture opponents using traditional dwarven weapons modified with jagged edges and fiendish engravings.
Racial Traits (Ex): See below.
Spell-Like Abilities: 3/day—darkness. This ability is as if the spell is cast by a 1st-level cleric.
Go’lok 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.)
-> Weapon Familiarity. (Treat dwarven waraxes and dwarven urgroshes as martial weapons.)
-> Base land speed is 20 feet.
-> Darkvision up to 60 feet.
-> +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.
-> +4 bonus to ability checks made to resist bull rush and trip attacks when standing on the ground.
-> +4 dodge bonus against giants, through special defensive training.
-> A go’lok is immune to poison and has acid, cold, electricity and fire resistance 20.
-> Spell-Like Abilities: As per the description under Combat.
-> Stonecunning (+2 racial bonus on Search checks to notice unusual stonework, can find stonework traps, can notice unusual stonework even when not actively searching, and can intuit depth beneath the surface.)
-> Skills: Go’loks receive a +2 racial bonus to Appraise checks and craft or Profession checks that are related to stone or metal.
-> 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.
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