Castlevania Critters...

DnDChick

Demon Queen of Templates
3.5’ed!

SWORD LORD
Large Construct
Hit dice: 8d10+30 (74 hp)
Initiative: +2 (Dex)
Speed: 20 ft. (4 squares)
Armor Class: 19 (-1 size, +2 Dex, +8 natural), touch 11, flat-footed 17
Base Attack: +6/+15
Attack: Large +2 greatsword +12 melee (Large +2 greatsword 3d6+9)
Full Attack: Large +2 greatsword +12/+7 melee (Large +2 greatsword 3d6+9)
Space/reach: 10 ft. by 10 ft.
Special attacks: Bane strike
Special qualities: Construct traits, magic immunity, damage reduction 15/+1, rust vulnerability
Saves: Fort +6, ref +8, will +7
Abilities: Str 20, Dex 14, Con ---, Int ---, Wis 12, Cha 10
Skills: ---
Feats: ---
Climate/terrain: Any land and underground
Organization: Solitary
Challenge rating: 10
Treasure: Standard
Alignment: Always neutral
Advancement: 9-18HD (large), 19-24HD (huge)

A sword lord is a humanoid golem that is created for use as a guardian.
A sword lord looks a large 10ft tall suit of green plate mail with gold trim that wields a large magical greatsword.
Sword lords usually act as bodyguards for powerful wizards or as guards to a wizards home.
Sword lords do not speak, but can understand common and any other language that their maker could speak at the time of their creation.

COMBAT
Sword lords enter combat with methodical fury. They attack with their greatsword until either it or the opponents are destroyed.

Bane Strike (Su): A sword lord can imbue his greatsword with powerful magic that enables it to act as a bane weapon for 1d4+1 rounds. The weapon acts as a bane weapon to all types creatures, not any one type in particular, allowing the sword lord to cause +2d6 points of damage per hit. This ability can be used once per day.

Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, sub-dual damage, energy drain, or death from massive damage. Sword lords have darkvision with a range of 60 feet.

Magic Vulnerability (Ex): A sword lord is immune to all spells, spell-like abilities, and supernatural effects, except as follows. A heat metal spell cast upon it will cause 2d4 points of damage to it, while a chill metal spell will slow the golem as the spell for 3 rounds, no save. Any electrical based attack will negate the slow effect, and heals the sword lord 1 hit point for every 3 points it would otherwise deal. For example, a sword lord hit by a lightning bolt spell by a 5th level caster gain back 6hp if the damage total is 18. The sword lord rolls no saving throw versus electrical effects.

Rust Vulnerability (Ex): A sword lord is affected normally by rust attacks, such as that of a rust monster, or a rusting grasp spell.

Construction: A sword lord costs 50,000 gp to create. The cost includes the constructs physical body and all the material and spell components that are consumed or become a permanent part of them. The first task is forming a body out of plate mail, which requires a craft (armorsmithing) check of 15 to accomplish. The construct’s master can assemble the body himself or hire someone else to do the job.
After the body is completed, the construct must be animated through an extended magical ritual that requires a week to complete. Understanding the ritual requires a 12th level caster with the craft wondrous item feat. The creator must labor for 8 hours each day in a specially prepared lab or workroom. The chamber is similar to both an alchemist’s lab and a smithy and costs 1,000 gp to create.

Erica's notes: Constructs get bonus HP in 3.5e, but as before I don't have easy access to my MM right now, and I don't know what the bonus HP amount should be.
 
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Clifford

First Post
WOAH! D&D chick like posted on a thread with me on it! 'Swoon' Hehehehehe JK. Anyway thanks for the help and input. Saves me allot of time. Comming soon More monsters!

Cliff
>=)
 



Clifford

First Post
here is a template for all those plast flinging monsters you see in castlevenia.

NETHERWORLD
Creatures of the neterworld are quite monsterous though creature which more normaly resemble creature of our world are also present. these creature though cosmeticaly similar are more evil and often posess strange abilitys not like their mundain counterbparts
Creating A Netherworld Creature
Netherworld is a template which can be added to any corporeal creature. The creatures type changes to outsider (Evil) with the exception of Undead and constructs which retain their normal types.
Hit dice: Increase the dice type by one die (I.e. d6 becomes d8) D12 being the maxamum dice type.

Speed: Same as base creature

Ac: Netherworld creature enjoy a +2 increase in natural armor.

Damage: AS per base creature. donot recalculate Base attack bonus for its new type.

Special Attacks: Same as base creature. In adition pick one of the listed special attacks listed below.

Ray attack (Su) as an attack action a Netherworld creature may make a ranged touch attack with a range incrament of 20 feet. This attack delivers 1d6 points of energy damage (Fire cold Excetera) for each 2 hit dice the base creature has.

Improved Critical (Ex): The creature natural threat range for one of its attacks increases to 18-20 and it delivers x 3 damage on a sucessful critical.

Special Qualities: As per base creature.

DR: 10/magic or good

Saves: As base creature

Abilities: Cha +2, intelegence always at least 3.

Skills: As base creature

Feats: As base creature

Climate/terrain: As base creature

Organization: As base creature

Challenge Ratting: As base creature +1

Treasure: standard

Alignment: Always Evil (any)

Advancement: As base creature

Sample Netherworld Creature. (Uses dire bat)

Black Bat
Laege Outsider
Hit dice: 4d10+12 (34 hp)
Initiative: +6
Speed: 20 ft. (4 squares), fly 40 ft. (good)
Armor Class: 22 (–1 size, +6 Dex, +7 natural), touch 15, flat-footed 16
Base Attack: +3/+10
Attack: Bite +5 melee (1d8+4) or ray +8 ranged touch (2d6 fire damage)
Full Attack: Bite +5 melee (1d8+4) or ray +8 ranged touch (2d6 fire damage)
Space/reach: 10 ft./5 ft.
Special attacks: Fire ray
Special qualities: Dr 5/ magic or good
Saves: Fort +7, Ref +10, Will +6
Abilities: Str 17, Dex 22, Con 17, Int 3, Wis 14, Cha 8
Skills: Hide +4, Listen +12*, Move Silently +11, Spot +8*
Feats: Alertness, Stealthy
Climate/terrain: Temperate deserts
Organization: Solitary or colony (5–8)
Challenge rating: 3
Treasure: None
Alignment: Always Neutral Evil
Advancement: 5–12 HD (Large)

A monsterous form blots out the light from the candlibrum above Two Horific burning orbs peer their hungry gaze upon you the creature shreaks exposing its glistening blood hungry fangs.

Flock of thes hellish dire bats frit around the netherworld thursty for blood and pain. Only the wills of exceptionaly strong individuals may sway the Black bat to their side.
Combat
Dire bats Brefer to burn their oponents into submission before swooping down upon terified prey from above.
Blindsense (Ex): A dire bat uses echolocation to pinpoint creatures within 40 feet. Opponents still have total concealment against the bat unless it can actually see them.
Skills: Dire bats have a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated.
 

DnDChick

Demon Queen of Templates
3.5'ed!

Also ... correct me if I am wrong, but wasn't the petrification from the medusa heads only a temporary state?

MEDUSA HEAD
Tiny undead
Hit dice: 3d12 (19 hp)
Initiative: +4 (Dex)
Speed: Fly 40 ft. (8 squares) (good)
AC: 18 (+2 size, +4 dex, +2 natural), touch 16, flat-footed 14
Base AttackL +1/-3
Attack: Bite +3 melee (1d2), or stone touch +3 melee touch (see below)
FullAttack: Bite +3 melee (1d2), or stone touch +3 melee touch (see below)
Space/reach: 2 1/2 ft./0 ft.
Special attacks: Stone touch
Special qualities: Undead traits, petrification immunity
Saves: Fort +1, Ref +5, Will +5
Abilities: Str 10, Dex 18, Con ---, Int 5, Wis 14, Cha 12
Skills: Hide +13, Intimidate +3, Move Silently +5, Listen +5, Spot +5
Feats: Alertness, Dodge
Climate/terrain: Any land and underground
Organization: Solitary, pair, cluster (3-5), or swarm (6-20)
Challenge rating: 3
Treasure: None
Alignment: Always chaotic evil
Advancement: 4-9HD (tiny)

A medusa head is the reanimated head of a medusa that had been beheaded.
They look just like a normal medusa’s head, with a pain-wrecked expression upon their face.
Unlike a normal medusa, medusa heads do not turn creatures to stone with a gaze, instead the ability is delivered through a touch, which makes them more dangerous in that aspect.
A medusa head does not speak except for unearthly screams and howls, but it can understand any language it knew in life.

COMBAT
Medusa heads attack by dive-bombing opponents in an attempt to touch them so that they can turn then to stone.

Stone Touch (Su): A medusa head can turn a creature to stone with just a touch, similar to the spell flesh to stone. As a attack action, the medusa head can makes a melee touch attack, and if successful, the target must immediately succeed at a fortitude save (DC 12), or be turned to stone. There is no limit to the number of times a medusa head may use this ability per day. The save DC is Charisma-based.

Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, sub-dual damage, energy drain, ability damage, or death from massive damage.
 
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Clifford

First Post
Alrighty no rush or anything i am just glad someone is beating me to it so i can concentrate on converting new monsters from castlevenia.

CLiff
 

DnDChick

Demon Queen of Templates
3.5'ed!

KARASUMAN
Large Outsider (Chaotic, Demon, Evil, Extraplanar)
Hit dice: 15d8+45 (112 hp)
Initiative: +9
Speed: 30 ft. (6 squares). fly 80 ft. (good)
AC: 19 (-1 size, +5 Dex, +5 natural), touch 14, flat-footed 14
Base Attack/Grapple: +15/+23
Attack: Claw +18 melee (2d4+4); or wing +19 melee (1d4+2)
Full Attack: 2 claw +18 melee (2d4+4) and bite +16 melee )1d8+2); or 2 wings +19 melee (1d4+2)
Face/reach: 5 ft. by 10 ft.
Special attacks: Wing blades, spell-like abilities, summon demon, summon raven
Special qualities: Raven empathy, demon qualities, damage reduction 20/+2, SR 20
Saves: Fort +12, Ref +14, Will +12
Abilities: Str 18, Dex 20, Con 16, Int 16, Wis 16, Cha 14
Skills: Bluff +16, Concentration +17, Diplomacy +18, Hide +15, Intimidate +18, Knowledge (Arcana) +18, Knowledge (The Planes) +18, Knowledge (Religion) +17, Listen +19, Move Silently +19, Search +17, Sense Motive +17, Sleight of Hand +7, Spellcraft +19, Spot +19, Survival +3 (+5 on other planes, +5 following tracks)
Feats: Alertness, Combat Reflexes, Flyby Attack, Improved Initiative, Multi-Attack, Weapon Focus (Wing)
Climate/terrain: Any land and underground
Organization: Solitary or flock (2-4 karasuman plus 5-20 ravens)
Challenge rating: 15
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 16-25HD (large), 26-30HD (huge)

Karasuman, or raven demon, is from the 68th layer of the Abyss, and frequently travels to the material plane to torment intelligent beings.
A karasuman looks like a cross between a humanoid and a raven. It has the body of a humanoid, but with long, talon-like claws for hands. The head is a mix of a ravens and a humans, with the face of a man, but the beak of a raven. It has two large bird-like wings that, along with the rest of its body, are covered with black feathers.
Karasuman live to torment mortals. They love to swoop down and snatch unsuspecting victims in their claws, fly high into the sky, and drop them to the ground. They frequently command ravens to attack and torment travelers on lonely highways just for the enjoyment of seeing their terror ridden faces.
Karasuman can speak and understand common, abyssal, infernal, and celestial.

COMBAT
Karasuman usually attack by swooping down at foes and slashing at them with their claws. If there is a large group of opponents or if an enemy proves too powerful, it will use its wing blade attack and spell-like abilities while staying out of harms way.

Summon Demon (Sp): A karasuman can attempt to summon 4d10 dretches or 1d2 vrocks with a 50% chance of success, or another karasuman with a 20% chance of success.

Summon Ravens (Sp): A karasuman can automatically summon 3d6+2 ravens or 1d4 dire ravens. This ability works just like Summon Demon.

Demon Qualities:
Immunities: Demons are immune to poison and electricity.
Resistances: Demons have cold, fire, and acid resistances of 20.
Telepathy (Su): Demons can communicate telepathically with any creature within 100ft that has a language.

Wing Blades (Su): As a full round action, a karasuman can shoot blade like energy bolts from its wings that are shaped like feathers. The barrage travels in a 50 ft. cone, and deals 10d6 points of damage; Reflex (DC 20) for half damage. The save DC is Constitution-based.

Spell-like Abilities: At will - burning hands, chaos hammer, charm person, confusion, death knell, deeper darkness, desecrate, detect good, dispel magic, enlarge, mirror image, reverse gravity, shatter and unholy blight. 7/day - lightning bolt, and flame arrow. These abilities are as the spells cast by a 10th level sorcerer. Save DC = 12 + spell level.

A karasuman can also use greater teleport (self plus 50lbs of objects only) at will as the spell cast by a 12th level sorcerer.


Erica's note: Remember that demons and devils got a power boost in 3.5e, at least as far as ability scores go. You might want to compare the karasuman's stats to other 15HD demons to see if it needs such a boost as well.

The wing-blades are pretty powerful as written and should have either a set number of times per day (I'd say 1 ... 10d6 is a LOT of damage!), or, if you want to keep it that it can use the ability at will, drop the damage down to at least half.
 
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Clifford

First Post
well considering its a full round action to basicaly use a crappy ranged sort of cone of cold. It dosent seem to tough. AS far as feats i would say ability focus Wing blade And Fly by attack.

Medusa heads.

Yeah the petrafacation is temporary from a medusa head in the video game but seeing as how its a dnd conversion it makes more sense to make it perminent.

Another note I made the netherworld template to sort of flesh out lots of monsters. Many of which are normal monster with some sort of elementa attack. dident see the need to write up each and every one of them when a hand dandy template would work just as good.

Cliff
>=)
 

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