D&D 3E/3.5 Knightfall's "Humanoids + Templates = Fun" Thread (Retired)

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:

  • 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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Knightfall

World of Kulan DM
I love Savage Species! :D If you don't have it yet, you don't know what you're missing. The templates are the coolest part, IMO.

Check this out...

Elf, Reptilian
Medium-Size Humanoid (Elf, Reptilian)
Hit Dice: 1d8 (4 hp)
Initiative: +1 (Dex)
Speed: 30ft.
AC: 15 (+1 Dex, +2 small shield, +2 natural)
Attacks: 2 claws +2 melee; or light flail +3 melee; or light crossbow +2 ranged
Damage: Claw 1d6+1; or light flail 1d8+1; or light crossbow 1d8
Face/Reach: 5ft. / 5ft.
Special Qualities: Racial traits, scent
Saves: Fort +2, Ref +1, Will +1
Abilities: Str 12 (+1), Dex 13 (+1), Con 10 (+0), Int 11 (+0), Wis 13 (+1), Cha 11 (+0)
Skills: Balance +4, Hide +1, Jump +4, Listen +3, Search +3, Spot +2
Feats: Weapon Focus (light flail)

Climate/Terrain: Temperate or warm forest
Organization: Company (2–4), squad (11–20 plus 2 3rd-level sergeants and 1 leader of 3rd to 6th-level, or band (30–100 plus 20% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually chaotic good
Advancement: By character class
Level Adjustment: +2

Elves and dragons are two of the longest-lived races in the D&D world. The two species have shared a kinship over the centuries whether as allies with the metallics or as adversaries against the chromatics. It is logical, therefore, that elves and dragons have shared an even closer kinship, often leading to elven half-dragons. Reptilian elves are the result of similar relationships between elves and dragons except that the kinship is more developed over longer periods of time.

Reptilian elves have green and brown scales covering their strong, muscular bodies and long sinuous tails, although elven heritage still dominates their facial features with long tapering ears and deep green eyes. Reptilian elves are just as intelligent as normal elves, but are also wiser than them, due to the dragon blood running through their veins. They are also more likely to eat meat than normal elves but are still considered omnivores.

Reptilian elves prefer clothing that blends well with the forest and their scaled skin – earth-tone brown, deep green, and stone gray. They are more inclined to work with stone and metal like dwarves than wood and metal like normal elves, although the forest is still the heart of their heritage. They are more at one with the raw forces of nature then the beauty of the woodland surroundings.

Reptilian elves speak Draconic and Elven.

Combat
Reptilian elven warriors are as cautious as normal ones and are even more analytical. However, they prefer more aggressive attacks once they do enter combat using their increased strength to take the fight to their opponents. They prefer crossbows, flails, hand and throwing axes, scimitars, and warhammers. In melee, reptilian elves are just as graceful as normal elves regardless of their increased strength and bulk, but are less beautiful to observe.

Racial Traits (Ex): See below.

Scent (Ex): A reptilian elf can detect approaching enemies, sniff out hidden foes, and track by sense of smell. If upwind, the range increases to 60 ft.; if downwind, it drops to 15 ft.

Reptilian Elf Characters
Reptilian elves favor the ranger class.

Reptilian Elven Traits
Reptilian elves benefit from a number of racial traits:
-> +2 to Strength, +2 to Dexterity, +2 to Wisdom.
-> Medium-sized. (Use elf height and weight. See the PHB in Chapter 6: Description.)
-> Proficient with longsword, rapier, longbow, composite longbow, shortbow, and composite shortbow, regardless of character class.
-> Base land speed is 30 feet.
-> Keen Vision (Ex): Reptilian elves have low-light vision that allows them see twice as far as a human can in starlight, moonlight, torchlight, and similar conditions of low illumination. Reptilian elves have darkvision up to 60 ft.
-> Immunity to magic sleep spells and effects, and a +2 racial bonus to saves against Enchantment spells or effects.
-> Scent (Ex): As per the description under Combat above.
-> Skills: A reptilian elf gets a +2 racial bonus to Search, Spot, and Listen checks and a +4 racial bonus to Balance and Jump checks. A reptilian elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check as though actively looking for it.
-> Automatic Languages: Draconic and Elven. Bonus Languages: Gnoll, Gnome, Goblin, Orc, and Sylvan.
-> Favored Class: Ranger. A multiclass reptile elf's ranger class does not count when determining whether he suffers an XP penalty for multiclassing.
---------------------------------

Just imagine the looks on your players' faces when they run into a tribe of reptilian elves. Heh! Heh!

Cheers!

KF72

p.s. More tomorrow.
 
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Knightfall

World of Kulan DM
:D

Gnoll, Insectile
Medium-Size Aberration
Hit Dice: 2d8+2 (11 hp)
Initiative: +2 (Dex)
Speed: 30ft., climb 30ft.
AC: 21 (+2 Dex, +3 natural, +4 scale mail, +2 large shield)
Attacks: Battleaxe +3 melee; or shortbow +3 ranged
Damage: Battleaxe 1d8+2; or shortbow 1d6+2
Face/Reach: 5ft. / 5ft.
Special Attacks: See text
Special Qualities: Darkvision 60 ft., tremorsense, wide vision
Saves: Fort +4, Ref +2, Will +1
Abilities: Str 15 (+2), Dex 14 (+2), Con 13 (+1), Int 8 (-1), Wis 13 (+1), Cha 8 (-1)
Skills: Listen +4, Spot +8
Feats: Power Attack

Climate/Terrain: Temperate or warm land and underground
Organization: Solitary, pair, gang (2–5), band (10–100 plus 50% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th to 6th-level), or tribe (20–200 plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th-level, and 1 leader of 6th to 8th-level)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +3

Insectile gnolls are strange aberrations that have been magically altered by priestesses of Lolth to be slave warriors in her armies throughout the Underdark. As a result of their transformation, insectile gnolls have become completely loyal servants to the drow and Lolth. However, rarely these insectoids are orphaned and left to wander and fend for themselves in the Underdark by the untimely death and/or destruction of their drow masters. Many of these insectile gnolls have migrated to the surface world or found homes amongst the other races of the Underdark. Regardless of where they end up, insectile gnolls either continue to worship Lolth or turn to another dark god for protection.

These insectile versions of gnolls have six limbs, four of which are arms, which each end in blackened three-digit, hand-like claws. Their heads are superficially shaped like a canine’s head, but beyond that they look nothing like the gnolls they are descended from. An insectile gnolls body is chitinous from head to thorax and colored black with yellow spots and hard ridges scattered across their entire bodies. Their eyes are vermin-like and their mouth has insect-like mandibles, which they use to eat but not to attack with.

Insectile gnolls speak Gnoll and Undercommon. They have a tendency to keen and laugh the way a hyena would with clicking of their mandibles mixed in, which makes surface dwellers very uncomfortable speaking or dealing with them.

Combat
Despite their fearsome looking appearance, insectile gnolls cannot attack with their claws and mandibles, as they are merely functional for food and climbing. Instead they attack with manufactured weapons such as battleaxes and shortbows.

Insectile gnolls rarely go into combat without a drow leader unless they are of a band or tribe that has been orphaned from the drow. Regardless, their tactics are based on those taught to them by the priestesses of Lolth and then passed down through the generations. This includes the use of drow poisoned arrows (if they have access to it), as well as sneak attacks and trying to spread fear through their enemies. (See the Drow section of the Elf entry in the Monster Manual on the poisoned arrows that drow use.)

Tremorsense (Ex): Insectile gnolls can automatically sense the location of anything within 60 feet that is in contact with the same surface they are on.

Wide Vision (Ex): Because of their multiple eyes and wide angle of vision, insectile gnolls have a +4 racial bonus on Spot checks and cannot be flanked.

Insectile Gnoll Characters
Insectile gnolls favor the ranger class.

Up next... gnome.
 
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Knightfall

World of Kulan DM
Rules? I don't need no stinking rules!

Ok, imagine if you will, the yuan-ti tainted one template added on to another race besides human. Imagine the possibilities. Sure it's against the rules laid down in the template but like I wrote in the header... rules?

Thus, the Gnomish-Yuan-Ti Tainted One (now called Nom-Ti - named by Demiurge).

Nom-Ti
Small-Size Humanoid (Gnome)
Hit Dice: 1d8+2 (6 hp)
Initiative: +0
Speed: 20ft.
AC: 16 (+1 size, +4 chain shirt, +1 small shield)
Attacks: Short sword +2 melee; or light crossbow +2 ranged
Damage: Short sword 1d6-1; or light crossbow 1d8
Face/Reach: 5ft. / 5ft.
Special Attacks: Poison bite, psionics, racial traits, spells
Special Qualities: Poison immunity, racial traits, speak with animals, spell resistance 12
Saves: Fort +4, Ref +0, Will +0
Abilities: Str 8 (-1), Dex 10 (+0), Con 15 (+2), Int 11 (+0), Wis 11 (+0), Cha 11 (+0)
Skills: Craft (alchemy) + 2.5, Listen +3, Spot +2
Feats: Alertness (B), Weapon Focus (short sword)

Climate/Terrain: Warm land
Organization: Solitary
Challenge Rating: 3
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +2

Nom-Ti Traits (Ex): Nom-Ti tainted ones benefit from a number of racial traits. (For racial skill bonuses, see under Skills below.)

-> Small-sized
-> Low-light vision
-> +1 racial bonus to attack rolls against kobolds and goblinoids
-> +2 racial bonus to saves against illusions
-> +4 dodge bonus against giants

Poison Bite (Ex): The saliva of a nom-ti is poisonous when ingested or introduced into the blood. A nom-ti can only inject its venom while grappling a foe with exposed skin (Fort save to resist – DC of 13). Victims who fail this save take 1d4 points of Con damage. A nom-ti’s kiss is also poisonous, though in this case the save DC is only 11.

Poison Immunity (Ex): Nom-ti are immune to all forms of snake venom, including their own poison.

Psionics (Sp): A nom-ti can create the following effects through the power of its mind as a sorcerer of its character/HD level: poison (Fort save, DC 15) and polymorph self (into snake or snake-like forms only).

Speak with Animals (Sp): Once per day a nom-ti can use speak with animal as a 1st – level druid to communicate with a snake or snake-like reptile.

Spell Resistance (Ex): A nom-ti gains spell resistance of 12 +1 per 3 levels.

Spells: Nom-ti with Intelligence scores of 10 or higher may cast dancing lights, ghost sound, and prestidigitation, each once per day as a 1st – level wizard (spell failure penalties for armor apply).

Skills: Nom-ti receive a +2 racial bonus to Listen checks for their keen hearing, and to Craft (alchemy) checks because their sensitive noses allow them to monitor alchemical processes by smell.

Up next... goblin.
 
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Knightfall

World of Kulan DM
Duck and cover... goblins from above!

Baklath (Winged Goblin)
Small-Size Monstrous Humanoid
Hit Dice: 1d8 (4 hp)
Initiative: +3 (Dex)
Speed: 30ft., fly 50ft (perfect)
AC: 17 (+1 size, +3 Dex, +3 studded leather)
Attacks: Morningstar +1 melee; or dart +5 ranged
Damage: Morningstar 1d8-1; or dart 1d4-1
Face/Reach: 5ft. / 5ft.
Special Qualities: Darkvision 60ft.
Saves: Fort +2, Ref +3, Will +1
Abilities: Str 8 (-1), Dex 17 (+3), Con 11 (+0), Int 10 (+0), Wis 13 (+1), Cha 8 (-1)
Skills: Hide +6, Listen +3, Move Silently +4, Spot +3
Feats: Alertness

Climate/Terrain: Any mountain or forest
Organization: Gang (4–9), band (10–100 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th – 6th-level), warband (10–24 with hippogriff mounts), or tribe (40–400 plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th-level, 1 leader of 6th – 8th-level, 4–18 hippogriffs, and 2–4 winged wild dogs)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: +2

Baklath are a race of winged goblins that live on every continent on Kulan. They appear like normal goblins except that they are slightly slimmer and have black reptilian wings like those of dragons. Baklath aren’t related to dragons or half-dragons, however.

Baklath speak both Goblin and Auran.

Combat
Baklath are tricky opponents. They often pretend to be normal goblins until opponents get close enough, then they take to the air and drop sharp rocks and throw darts. If forced into melee, they will defend themselves with morningstars.

Skills: Baklath gain a +4 racial bonus to Move Silently checks. Baklath cavalry (mounted on hippogriffs) gain a +6 bonus to Ride checks and the Mounted Combat feat (neither of these benefits is included in the statistics block). Baklath must acquire these feats through class levels.

Baklath Characters
Baklath favor the rogue class. Baklath clerics may choose any two of the following domains: Air, Chaos, Evil, and Trickery.
 
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Knightfall

World of Kulan DM
Last one for today

Lupitaur (Tauric Halfling-Wolf)
Medium-Size Monstrous Humanoid
Hit Dice: 3d8+6 (19 hp)
Initiative: +2 (Dex)
Speed: 60ft.
AC: 24 (+9 Dex, +5 natural)
Attacks: Longsword +5 melee, or heavy crossbow +3 ranged
Damage: Longsword 1d8+2; or heavy crossbow 1d10
Face/Reach: 5ft. / 5ft.
Special Attacks: Racial traits
Special Qualities: Racial traits, scent
Saves: Fort +6, Ref +4, Will +4
Abilities: Str 13 (+1), Dex 15 (+2), Con 15 (+2), Int 11 (+0), Wis 11 (+0), Cha 11 (+0)
Skills: Climb +4, Hide +7, Jump +9, Listen +7, Move Silently +9, Spot +5, Survival +5*
Feats: Weapon Focus (longsword)

Climate/Terrain: Any forest, hill, plains, and mountains
Organization: Solitary, pair, or pack (7 – 16)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +2

Lupitaur Traits (Ex): Lupitaur benefit from a number of racial traits. (For racial skill bonuses, see under Skills below.)

-> +1 racial bonus to all saves.
-> +2 racial bonus with thrown weapons
-> +2 morale bonus to saves against fear (stacks with other general save bonus)

Scent (Ex): A lupitaur can detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Skills: Lupitaurs are agile, surefooted, and athletic. They receive a +2 racial bonus to Climb, Jump, and Move Silently checks. Their keen hearing bestows a +2 racial bonus to Listen checks.
*Lupitaurs receive a +4 racial bonus to Survival checks when tracking by scent.
 
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NarlethDrider

First Post
I love Savage Species! If you don't have it yet, you don't know what you're missing. The templates are the coolest part, IMO.

I agree---I've just started a pbem game & the players are gonna hate me when I put this book to full use:D
 


NarlethDrider

First Post
Krishnath said:
I have got to get my talons on savage species...

It & Plot & Poison may have finally gotten me out of my art doldrums----have to do(draw) some of these:D ---hmm, Drow+Feral+Insectoid(w/an additional set of non-combative arms) would make a nice 'stormtrooper' for that ol' spidery goddess:D
 


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