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D&D 3E/3.5 Knightfall's "Codex of Madness" Templated Aberrations Thread (Updated: May 19/05)


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demiurge1138

Inventor of Super-Toast
Kaiju. Noun. 1) Japanese for "monster". 2) A giant monster, of the sort seen in Japanese movies; see Godzilla et al. 3) A template from Dragon Magazine turning a monster into a giant, Japanese-movie-style creature.

Demiurge out.
 



Knightfall

World of Kulan DM
Sorry I haven't posted a templated chuul yet. Both last night and tonight are game night. I was a player last night and I'm DM tonight.

Later,

KF72
 

Frilf

Explorer
Aren't chuuls that gum with the liquid inside? ;) Hmmm... Goes off to write "liquid-filled" template (applicable only to "chewy" creatures).
 

the Jester

Legend
This is the best... thread... EVAR.

You want a chuul? Here you go. This thing perpetrated the first 2/3 of a tpk against my epic-level group.

Advanced Bile Corrupted Four-Headed Chuul
Huge Aberration
Hit Dice: 33d8+429
Initiative: +7
Speed: 30’, swim 20’
Armor Class: 39 (-2 size, +2 dex, +29 natural)
Base Attack/Grapple: +24/+45
Attack: Claw +36 melee (6d6+13 plus 16 vile)
Full Attack: 2 claws +36 melee (6d6+13 plus 16 vile)
Space/Reach: 15'/10'
Special Attacks: Disruptive attack, enhanced power, improved grab, paralysis, spit bile, squeeze
Special Qualities: Agonized existence (immune to pain-based effects, shake off enchantments in 1d4 rounds), DR 10/good, darkvision 90’, fast healing 10, immune to acid, paralysis and poison
Saves: Fort +24, Ref +19, Will +19
Abilities: Str 36, Dex 14, Con 36, Int 10, Wis 12, Cha 3
Skills: Hide +18, Listen +33, Search +6, Spot +33, Swim +21
Feats: Alertness, Blind-Fight, Cleave, Combat Reflexes, Epic Reflexes, Great Cleave, Hold the Line, Improved Initiative, Improved Natural Attack (claw), Improved Sunder, Lightning Reflexes, Power Attack, Weapon Focus (claw)
Environment: Any aquatic
Organization: Unique
Challenge Rating: 19
Treasure: Double standard
Alignment: Neutral evil


Disruptive Attack (Su): The chuul's physical attacks deal 16 points of vile damage.

Enhanced Power (Su): The dark powers running through this terrible chuul have increased the save DCs of its special abilities.

Improved Grab (Ex): If the chuul hits with a claw it may attempt to initiate a grapple without taking an attack of opportunity. If it gets a hold it may squeeze each round, or it may alternatively choose to transfer a victim to its tentacles as a standard action. The victim must make a Fort save, DC 43, or be paralyzed for 6 rounds, suffering 3d6+6 plus 16 vile damage per round while in the chuul's tentacles.

Spit Bile (Su): Each head of the chuul may spit bile to a range of 60’, exploding in a 15’ radius spread; this inflicts 6d6 acid damage and deals 2d6 con damage to all creatures within the area. A Fort save, DC 43, is allowed for half damage and no con damage.

Squeeze (Ex): Every round that the chuul maintains a hold it can squeeze its victim, inflicting 6d6+16 plus 16 vile points of damage.

Agonized Existence (Ex): This chuul is immune to pain-based effects, and the agony it constantly lives in allows it to shake off enchantment effects that affect it in no more than 1d4 rounds.
 



Knightfall

World of Kulan DM
the Jester said:
Homebrewed... I'll hunt up and post a link for you. :)

Cool. I want to add that template to my Templates from the Internet word document. Nice bile-flavored chuul, BTW. And now, for my templated chuul -- two of them, actually. Here is the first one, while the next post has a unique extension of this creature.

Cheers!

KF72
----------------

Draconic Chuul
Large Aberration (Aquatic)
Hit Dice: 11d8+55 (104 hp)
Initiative: +7
Speed: 30 ft. (6 squares), swim 20 ft.
AC: 23 (-1 size, +3 Dex, +11 natural), touch 12, flat-footed 20
Base Attack/Grapple: +8/+18
Attack: +13 melee (2d6+6, claw)
Full Attack: +13 melee (2d6+6, 2 claws)
Space/Reach: 10 ft. / 5 ft.
Special Attacks: Constrict 3d6+6, improved grab, paralytic tentacles
Special Qualities: Amphibious, darkvision 60 ft., immunity to poison, low-light vision, save bonuses
Saves: Fort +8, Ref +6, Will +9
Abilities: Str 22 (+6), Dex 16 (+3), Con 20 (+5), Int 10 (+0), Wis 14 (+2), Cha 7 (-2)
Skills: Hide +13, Intimidate +0, Listen +11, Spot +13, Swim +14
Feats: Alertness, Blind-Fight, Combat Reflexes, Improved Initiative

Environment: Temperate marshes
Organization: Solitary
Challenge Rating: 8
Treasure: 1/10th coins; 50% goods; standard items
Alignment: Usually chaotic evil
Advancement: 12-16 HD (Large); 17-33 HD (Huge)
Level Adjustment:

A horrible mix of crustacean, insect, and dragon, the draconic chuul is an abomination that lurks submerged or partially submerged, in fetid swamps, awaiting intelligent prey to devour.

A draconic chuul’s body is often multihued, sometimes even prismatic. Some believe that draconic chuuls are descended from chuuls that mated with evil chromatic dragons, while others say such a thing is impossible, instead believing that draconic chuuls are the result of experimentation by the chuuls, themselves.

Regardless of their true heritage, draconic chuuls are slightly larger and stronger than the standard chuuls, being around 9 feet long and weighing around 730 pounds. They are strictly solitary creatures and do not associate with other non-draconic chuuls. Draconic chuuls never live underground, always being found in marsh or swamp-like terrain.

Draconic chuuls speak Common and sometimes speak Draconic as well.

Combat
A draconic chuul prefers to wait by the shore, submerged in murky water, until it hears nearby prey (in or out of the water) that it can attack with surprise.

A draconic chuul fights like a standard chuul trusting its strength, paralytic tentacles, and ability to resist against magical sleep and paralysis to see it through almost any combat situation.

Constrict (Ex): On a successful grapple check, a draconic chuul deals 3d6+6 points of damage.

Improved Grab (Ex): To use this ability, a draconic chuul must hit with a claw 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 constrict or on its next turn transfer a grabbed opponent to its tentacles.

Paralytic Tentacles (Ex): A draconic chuul can transfer grabbed victims from a claw to its tentacles as a move action. The tentacles grapple with the same strength as the claw but deal no damage. However, they exude a paralytic secretion. Anyone held in the tentacles must succeed on a DC 20 Fortitude save each round on the draconic chuul's turn or be paralyzed for 6 rounds. The save DC is Constitution-based. While held in the tentacles, paralyzed or not, a victim automatically takes 1d8+3 points of damage each round from the creature's mandibles.

Amphibious (Ex): Although draconic chuuls are aquatic, they can survive indefinitely on land.

Save Bonuses (Ex): A draconic chuul has a +4 bonus on saves against magic sleep and paralysis effects.

Skills: A draconic chuul 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. Draconic chuuls have a +2 racial bonus on Intimidate and Spot checks.

Base Creature: Chuul
Template(s): Draconic Creature (D&D Draconomicon: The Book of Dragons)
 

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