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


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Devon

First Post
Dark Medusa
(Quickened Winged Feral Medusa)
Medium-Size Monstrous Humanoid
Hit Dice: 6d10 +18 (51 hp)
Initiative: +7 (Dex)
Speed: 60 ft., Fly 75 ft. (good)
AC: 23 (+7 Dex, +6 natural)
BAB/Grapple: +6/+8
Standard Attack: Claw +13 melee
Full-round Attack:
2 claws +13 melee, snakes +11 melee
Damage: Claw 1d8+2; snakes 1d4+1 and poison
Face/Reach: 5 ft./ 5 ft.
Special Attacks: Petrifying gaze, poison
Special Qualities: Improved grab, pounce, haste, darkvision 60 ft., fast healing 3
Saves: Fort +5, Ref +12, Will +9
Abilities: Str 14 (+2), Dex 25 (+7), Con 16 (+3), Int 8 (-1), Wis 17 (+3), Cha 15 (+2)
Skills: Bluff +5, Disguise +4, Hide +12, Listen +8, Move Silently +13, Spot +8
Feats: Combat Reflexes (b), Dodge (b), Flyby attack, Mobility (b), Multiattack, Weapon finesse (claws, snakes)
Climate/Terrain: Any land and underground
Organization: Solitary, pair, gang (3-5), or tribe (61+).
Challenge Rating: 11 (9)
Treasure: 50% coins, standard goods and items, no scrolls.
Alignment: Usually lawful evil
Advancement: By character class

Dark medusas are a feral type of medusa, muscular, with prominent brow ridges, a dark gray coloration, black snakes for hair, and a pair of scaly wings. Despite their impressive musculatore, they are supernaturally quick and dextrous, moving with a catlike grace -- they hit quick and they hit hard. They are not as bright as other medusas, but are still every bit as compelling.

Combat
Dark medusas are primitive in their tactics, although their supernatural quickness and flight abilities give them many combat advantages.


Petrifying Gaze (Su): Turn to stone permanently, 30 feet, Fortitude save (DC 15). Save based on Charisma.

Poison (Ex): Snakes, Fortitude save (DC 16); initial damage 1d6 temporary Strength, secondary damage 2d6 temporary Strength. Saves based on Constitution.

Haste (Ex): Once a day, as a standard action, a dark medusa can haste herself as an extraordinary ability, as the spell cast by a 6th-level sorceror. When this happens, her eyes glow blue and dark veins begin to appear across her body.

Improved Grab (Ex): If a dark medusa hits an opponent that is at least one size category smaller than itself with a claw attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Alternatively, it has the option to conduct the grapple normally, or simply use its claw to hold the opponent (-20 penalty on grapple check, but the dark medusa is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals claw damage. See the Monster Manual for additional rules.

Pounce (Ex): If a dark medusa leaps upon a foe during the first round of combat, it can make a full attack even though it has already moved.

DARK MEDUSA CHARACTERS
Dark medusas with class levels usually have levels of barbarian, and barbarian is their preferred class. Some multiclass to cleric, druid, or ranger. Few ever become bards, paladins, wizards, or sorcerors.
 
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Takeda

First Post
Here's my take on a few examples of strangeness!

WINGED TIGER
Large Magical Beast
Hit Dice: 6d10+18 (51 hp)
Initiative: +4
Speed: 40 ft. (8 squares), Fly 80 ft. (16 squares) (Perfect)
Armor Class: 16 (–1 size, +4 Dex, +3 natural), touch 13, flat-footed 12
Base Attack/Grapple: +4/+14
Attack: Claw +9 melee (1d8+6)
Full Attack: 2 claws +9 melee (1d8+6) and bite +4 melee (2d6+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, pounce, rake 1d8+3
Special Qualities: Low-light vision, scent
Saves: Fort +8, Ref +9, Will +4
Abilities: Str 23, Dex 19, Con 17, Int 2, Wis 14, Cha 6
Skills: Balance +7, Hide +4*, Listen +4, Move Silently +10, Spot +4, Swim +11
Feats: Alertness, Improved Natural Attack (bite), Improved Natural Attack (claw)
Environment: Warm forests
Organization: Solitary
Challenge Rating: 5
Treasure: Standard
Alignment: Usually Neutral
Advancement: 7–12 HD (Large); 13–18 HD (Huge)
Level Adjustment: —
These winged great cats stand more than 3 feet tall at the shoulder and are about 9 feet long, with a wingspan of 19 feet. They weigh from 400 to 600 pounds.
Combat
Improved Grab (Ex): To use this ability, a tiger must hit with a claw or 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 a tiger charges a foe, it can make a full attack, including two rake attacks.
Rake (Ex): Attack bonus +9 melee, damage 1d8+3.
Skills: Tigers have a +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.

ANTHROMORPHIC TIGER
Medium Sized Monstrous Humanoid
Hit Dice: 2d8+2 (11 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 14 (+3 Dex, +1 natural), touch 13, flat-footed 11
Base Attack/Grapple: +2/+4
Attack: Claw +4 melee (1d4+2)
Full Attack: 2 claws +4 melee (1d4+2) and bite -1 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, pounce, rake 1d4+1
Special Qualities: Low-light vision, Darkvision 60 ft., scent
Saves: Fort +1, Ref +5, Will +4
Abilities: Str 15, Dex 17, Con 13, Int 11, Wis 14, Cha 10
Skills: Balance +7, Climb +8, Hide +10*, Jump +2, Listen +4, Move Silently +10, Spot +4, Swim +2
Feats: Alertness
Environment: Warm forests
Organization: Solitary, pair, patrol (5–20), or clan (30–300)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually Neutral
Advancement: By Character Class
Level Adjustment: +1
Looking like a bipedal humanoid tiger these humanoids average 6½ in height and 250 lbs.

Combat
Improved Grab (Ex): To use this ability, an anthromorphic tiger must hit with a claw or 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 anthromorphic tiger charges a foe, it can make a full attack, including two rake attacks.
Rake (Ex): Attack bonus +4 melee, damage 1d4+1.
Skills: Anthromorphic Tigers have a +2 racial bonus on Climb checks from the use of their claws (always considered to be using a climbing kit) and a +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.

TAURIC ANTHROMORPHIC TIGER/WINGED TIGER
Large Monstrous Humanoid
Hit Dice: 8d8+24 (60 hp)
Initiative: +4
Speed: 40 ft. (8 squares), Fly 80 ft. (16 squares) (Perfect)
Armor Class: 16 (–1 size, +4 Dex, +3 natural), touch 13, flat-footed 12
Base Attack/Grapple: +8/+18
Attack: Masterwork Greatsword +15 Melee (2d6+9)
Full Attack: Masterwork Greatsword +15/+10 Melee (2d6+9), and 2 claws +14 melee (1d8+6) (main body) and bite +12 melee (1d6+3), or 2 claws +12 melee (1d8+6) (main body) and 2 claws +12 melee (1d4+3) (arms) and bite +10 melee (1d6+3), or Masterwork Mighty (+4) Composite Longbow +13/+8 ) (1d8+4).
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, pounce, rake 1d8+3
Special Qualities: Darkvision 60 ft., Low-light vision, scent
Saves: Fort +5, Ref +10, Will +8
Abilities: Str 23, Dex 19, Con 17, Int 11, Wis 14, Cha 10
Skills: Balance +7, Climb +10, Hide +6*, Listen +7, Move Silently +10, Spot +7, Swim +11
Feats: Alertness, Improved Natural Attack (bite), Improved Natural Attack (claw), Multiattack
Environment: Warm forests
Organization: Solitary
Challenge Rating: 6
Treasure: Standard
Alignment: Usually Neutral
Advancement: 9–12 HD (Large); 13–18 HD (Huge)
Level Adjustment: +4
These tauric combination of anthromorphic tigers and winged tigers stand more than 7 feet tall and are about 9 feet long, with a wingspan of 19 feet. They weigh from 500 to 700 pounds.
Combat
Improved Grab (Ex): To use this ability, the creature must hit with a claw or 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 a tiger charges a foe, it can make a full attack, including two rake attacks.
Rake (Ex): Attack bonus +14 melee, damage 1d8+3.
Skills: Tigers have a +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.
 
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Ferret

Explorer
Cross posting is wrong, don't try this at home kids.

Janiltih Quarterblood
Medium-sized Dragon
Hit dice: 7d10+7 (51 hp)
Initiative: 5 (+1 dex, +4 Improved initiative)
Speed: 30ft
AC: 24 (+1 dex, +9 natural, +2 leather, +2 Masterwork large shield)
Attacks: Masterwork Scimitar +10/+5, +4 bite, Claw 1d4+1
Damage: Masterwork Scimitar 1d6+2, bite 1d6+1 and poison, Claw 1d4+1
Space/reach: 5ft/5ft
Special attacks: Psionics, Breath weapon, poison
Special Qualities: SR 18, Lightning immunities, Low-light and Dark vision
Saves: Fort +3, Refl +6, Will +9
Abilities: Str 23, Dex 13, Con 15, Int 20, Wis 18, Cha 18
Skills: Concentration +11, Hide +8, Intimidate +8, Knowledge (Arcana) +9, Listen +15 Spot +15
Feat: Alertness, Blind-fight, Dodge, Expertise, Improved Initiative

Climate/Terrain: 4th layer of the evil artefact tower
Organization: Himself
Challenge rating: 7
Treasure: Stuff
Alignment: Chaotic evil
Advancement: Character class

Psionics (Ex): Janiltih can us the ordinary psionic powers that all Yuan-ti, they are: Detect poison (6th), Alternate Form (Viper tiny to large, 19th), Chameleon power (+8 to hide), Produce acid (1d6), Aversion (Sympathy, snakes, 16th).

Poison (Ex): Janiltih has large retractable fangs that exude poison that deal 1d6 constitution damage (Fort DC 17)

Breath weapon (Ex): But once per day Janiltih can use a breath attack of lightning that deals 6d8 points in a line, unless they save (reflex 18) for half.

Skill: When he uses chameleon power he gain a +8 bonus to his hide checks.
 

Ferret

Explorer
Double posting on perpuse is also evil kids, Do as I say not as I do!

NarlethDrider said:


It will hopefully be up in the next couple of days---right now I'm having to redo Ian's Athatch drider because my 3-yr old daughter thought it would look pretty colored blue:rolleyes:

And so it would! I like blue why not post it? For the hell of it?
 

Knightfall

World of Kulan DM
Sea-lupis (Anthropomorphic Sea Wolf)
Medium-Size Monstrous Humanoid (Aquatic)
Hit Dice: 2d8+2 (11 hp)
Initiative: +3 (Dex)
Speed: 30 ft., swim 50 ft.
AC: 13 (+3 Dex)
Attacks: Bite +5 melee; or by weapon
Damage: Bite 1d6; or by weapon
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Breath weapon
Special Qualities: Darkvision 60 ft., cold resistance 5, scent
Saves: Fort +1, Ref +6, Will +5
Abilities: Str 10 (+0), Dex 17 (+3), Con 12 (+1), Int 11 (+0), Wis 15 (+2), Cha 18 (+4)
Skills: Listen +5, Spot +5
Feats: Weapon Finesse

Climate/Terrain: Any aquatic
Organization: Solitary, pair, or pack (2–12)
Challenge Rating: 3
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class
Level Adjustment: +4

Combat

Breath Weapon (Su): Wave of water and supernatural terror, 5 ft. wide and 5 ft. high that travels 20 ft. in a straight line, every 1d4 rounds. Creatures in the area must make a Reflex save (DC 12) or be caught in the wave. Creatures of Small size or smaller that are caught in the wave are knocked prone.

Any creature caught in the wave must also make a Will saving throw (DC 15) or be frozen in fear (Cowering; see condition description in the Dungeon Master’s Guide). This is a mind-affecting, fear effect.

Scent (Ex): A sea-lupis 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.
 


Knightfall

World of Kulan DM
RhoxandRoll said:
:confused: Uhhhh...Knightfall1972, where did you get the dire humanoid!!??

The Dire Humanoid was originally created by someone called AnimeFreak. It is posted on the Homebrew Creature Site, which is associated with the Creature Catalog. Here's the URL:

http://www.blacksway.net/cc/

Now, MY verison of that template is part of a compiled 'Template' resouce I put together and posted on another thread, which has now fallen off the page.

Send me an e-mail if you want a copy of my compiled Templates from the Web document.

Cheers!

KF72
 

RhoxandRoll

First Post
Knightfall1972 said:
The Dire Humanoid was originally created by someone called AnimeFreak. It is posted on the Homebrew Creature Site, which is associated with the Creature Catalog. Here's the URL:

http://www.blacksway.net/cc/

Now, MY verison of that template is part of a compiled 'Template' resouce I put together and posted on another thread, which has now fallen off the page.

Send me an e-mail if you want a copy of my compiled Templates from the Web document.

Cheers!

KF72

I KNEW IT!!! I am that very same animefreak. I thought my template was soooooo bad that NO one would want to use it!! I feel good now...

Otherwise known as: pearljamman110, RhoxandRoll, artistrory, and the such. :D :D :D I am honored.
 

Knightfall

World of Kulan DM
RhoxandRoll said:
I KNEW IT!!! I am that very same animefreak. I thought my template was soooooo bad that NO one would want to use it!! I feel good now...

Otherwise known as: pearljamman110, RhoxandRoll, artistrory, and the such. :D :D :D I am honored.

Well, the infamous animefreak! Nice to meet you. Here's the template, as edited/revised by me, for my purposes.

DIRE HUMANOID TEMPLATE
By Anime Freak, Edited by Knightfall1972

The dire humanoid template turns humanoids and other types of humanoid-like creatures into monstrous humanoids. All dire humanoids have a prehistoric look that reveals their dire heritage, yet they retain the same alignment. They have simple, crude cultures.

Sample Dire Humanoid
This sample creature uses a sahuagin as the base creature.

Dire Sahuagin
Large Monstrous Humanoid (Aquatic)
Hit Dice: 4d8+8 (26 hp)
Initiative: +2 (Dex)
Speed: 30 ft., swim 60 ft.
AC: 17 (-1 size, +2 Dex, +6 natural)
Attacks: Trident +7 melee or 2 rakes +5 melee (or 2 rakes +7 melee, 2 claws +5 melee), bite +5 melee; or heavy crossbow +5 ranged
Damage: Trident 1d8+4, rake 1d6+4 (1d6+3 when a secondary attack), claw 1d4+3, bite 1d6+3; or heavy crossbow 1d10
Face/Reach: 10 ft. / 10 ft.
Special Attacks: Blood frenzy, tusk 2d4+2
Special Qualities: Speak with sharks, underwater sense, light blindness, amphibious, freshwater sensitivity, improved scent
Saves: Fort +4, Ref +6, Will +5
Abilities: Str 15, Dex 15, Con 14, Int 12, Wis 13, Cha 9
Skills: Animal Empathy +5, Hide +10*, Jump +5, Listen +8, Profession (hunter) +4*, Spot +8*, Survival +5*
Feats: Improved Scent, Multiattack, Track (B)
Climate/Terrain: Warm aquatic
Organization: Solitary or pair
Challenge Rating: 5
Treasure: No coins; standard goods; crude items
Alignment: Always lawful evil
Advancement: By character class
Level Adjustment: +3

Combat
Amphibious (Ex): Dire sahuagin can survive out of the water for 1 hour per 2 points of Constitution.
Blood Frenzy: Once per day a dire sahuagin that takes damage in combat can fly into a frenzy the following round, clawing and biting madly until either it or its opponent is dead. It gains +2 Constitution and +2 Strength, and suffers a -2 AC penalty. The dire sahuagin cannot end its frenzy voluntarily.
Freshwater Sensitivity (Ex): A dire sahuagin fully immersed in freshwater must succeed at a Fortitude save (DC 15) or leave the water immediately. If the dire sahuagin fails and cannot escape, it suffers a -4 morale penalty to all attack rolls, saves, and checks. Even on a success, it must repeat the save attempt every 10 minutes it remains immersed.
Improved Scent (Ex): A dire sahuagin can detect approaching enemies, sniff out hidden foes, and track by sense of smell when out of the water. Range is 60 ft. If upwind, the range increases to 120 ft.; if downwind, it drops to 30 ft. Dire sahuagin use their Underwater Sense ability instead of this ability when tracking foes underwater.
Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds dire sahuagin for 1 round. In addition to temporary blindness, they suffer a -1 morale penalty to all attack rolls, saves, and checks while operating in bright light.
Tusk (Ex): A dire sahuagin can deliver a tusk attack that does 2d4+2 damage. This is a standard action.
Speak with Sharks (Ex): Dire sahuagin can communicate telepathically with sharks up to 150 feet away. The communication is limited to fairly simple concepts such as "food," "danger," and "enemy." Dire sahuagin can use Animal Empathy to befriend and train sharks.
Underwater Sense (Ex): A dire sahuagin can locate creatures underwater within a 30-foot radius. This ability negates the effects of invisibility and poor visibility. It is less effective against creatures without central nervous systems, such as undead, oozes, and constructs; a sahuagin can locate such creatures only within a 15-foot radius. Dire sahuagin are not fooled by figments when underwater.
Skills: Dire sahuagin receive a +4 racial bonus to Hide, Listen, and Spot checks. *Underwater, the bonus improves to +8. They receive a +8 bonus to Survival and Profession (hunter) checks within fifty miles of their homes.

Creating a Dire Humanoid Creature
“Dire Humanoid” is a template that can be added to any Humanoid, Monstrous Humanoid and humanoid-like Aberration or Fey of Tiny-size or larger.

Hit Dice: The creatures Hit Dice increases by 2.
Size and Type: A Tiny or Small base creature becomes Medium-sized while a Medium-sized base creature becomes Large. Large + creature’s heights only increases by 50%. However, a very tall Large + creature may need to increase to the next larger size category.
A base creature’s type changes to Monstrous Humanoid.
Initiative: Adjust based on changes to Abilities.
AC: Natural armor improves by +1. Also, adjust for any change in size.
Attacks: Adjust all attacks based on changes to type and size. +2 enhancement bonus on any Strength related attacks. This is in addition to adjustments based on the creature’s increase in Strength.
The creature also gains either 2 claw attacks or a slam attack, but not both. If the base creature already has one of those attacks then it gains no additional benefits.
Damage: Adjust natural attack damage based on changes to type and size. +2 enhancement bonus on any Strength related damage. This is in addition to adjustments based on the creature’s increase in Strength.
Face/Reach: Adjust for any change in size.
Special Attacks: The base creature retains all it's special attacks and also gains the following special attack.
-> Tusk (Ex): A dire humanoid can deliver a tusk attack that does 2d4 damage plus its adjusted Strength modifier. This is a standard action.
Special Qualities: The base creature retains all it's special attacks and also gains the following special quality.
-> Scent (Ex): A dire humanoid 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.
Saves: +1 to all Fortitude saves. Dire humanoids are hardy creatures. Also, adjust for change in type and size.
Abilities: +2 Strength, +2 Dexterity, +2 Constitution, -2 Intelligence, +0 Wisdom, +0 Charisma.
Skills: The creature gains a +1 bonus to Jump attacks and +2 bonus to Hide checks. Also, recalculate skill points based on the creature’s new type and size. The base creature’s skills are the new creations class skills.
Feats: The creature gains Track as a bonus feat. Also, recalculate feats based on the creature’s new type and size.
Climate: Same as the base creature; or any land.
Organization: Same as the base creature; or solitary or pair.
CR: Same as the base creature’s CR + 1; + 1 if size increases.
Treasure: Same as the base creature’ except no coins and items are crude.
Advancement: Add two to all numerical values and recalculate if the base creature has a range of advancement. If the base creature advances by character class then Advancement doesn’t change.
Level Adjustment: +1
 

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