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

Vuthamaurgix
Large Dragon (Aquatic)
Hit Dice: 16d10+96 (184 hp)
Initiative: +7
Speed: 30 ft. (6 squares), swim 20 ft., fly 60 ft. (average)
AC: 28 (-1 size, +3 Dex, +16 natural), touch 12, flat-footed 25
Base Attack/Grapple: +12/+26
Attack: +21 melee (2d6+10, claw)
Full Attack: +17 melee (2d6+10, 2 claws) and +12 melee (1d8+5, bite)
Space/Reach: 10 ft. / 5 ft.
Special Attacks: Breath weapon, constrict 3d6+10, improved grab, paralytic tentacles
Special Qualities: Amphibious, darkvision 60 ft., immunities, low-light vision
Saves: Fort +9, Ref +6, Will +9
Abilities: Str 30 (+10), Dex 16 (+3), Con 22 (+6), Int 12 (+1), Wis 14 (+2), Cha 11 (+0)
Skills: Climb +14, Diplomacy +3, Gather Information +3, Hide +18, Intimidate +21, Jump +13, Listen +21, Move Silently +6, Sense Motive +5, Spot +23, Swim +29
Feats: Alertness, Blind-Fight, Combat Reflexes, Improved Initiative, Improved Natural Armor, Power Attack

Environment: Temperate or warm marshes
Organization: Unique
Challenge Rating: 11
Treasure: Double standard
Alignment: Chaotic evil
Advancement:
Level Adjustment:

Once in a while, a draconic chuul will lair near a swamp-dwelling black dragon, feeling a strange kinship to the creature. Most black dragons respond by killing or chasing away the draconic chuul. Black dragons might align themselves with a draconic chuul, however, and if the relationship goes well then a half-black dragon-chuul crossbreed might be the result.

Vuthamaurgix is one of these half-dragons. Born of a union between a chuul and a female black dragon of mature adult age. His father didn’t last beyond his birth, as his mother killed the chuul and fed it to her newborn half-dragon child.

As a result, Vuthamaurgix has a taste for chuuls and believes that for every chuul he eats he gains increased strength and longevity. Vuthamaurgix has ranged far and wide to find additional chuuls to devour working with various cults that have arose around his very existence and infamous deeds. Vuthamaurgix is also fond of humanoids, monstrous humanoids, and fey as additional food sources.

Vuthamaurgix looks like a strange hybrid of chuul and black dragon. His armored, scaly body has the coloration of a black dragon, but the colors are mottled like on a chuul. (Vuthamaurgix’s scales are an aberrant mixture of chitinous carapace and draconic scales.) His chuul-shaped head has all the distinguishing features of a black dragon’s head including its forward curing horns, hornlets, and neck frills, which extends down his back.

Vuthamaurgix’s tentacles are dark purple in color and his dark eyes are embedded in sunken, skull-like eye sockets. Vuthamaurgix’s body, legs, and clawed arms are heavily muscled and its chuul-shaped feet are webbed like that of a black dragon. Mottled black, draconic wings extend from Vuthamaurgix’s back where it forelegs and clawed arms attach to his body.

Vuthamaurgix speaks Common and Draconic.

Combat
Vuthamaurgix is a straightforward combatant with a wide range of attack options. He always uses the terrain to his best advantage, but prefers to attack from underwater in marsh-like environments. He prefers to hide his appearance in murky waters and darkness, so that their opponents don’t know exactly what they are fighting.

Vuthamaurgix saves his breath weapon for tougher opponents, instead relying on his natural attacks, paralytic tentacles, and other special attacks to bring down most opponents. (To make Vuthamaurgix an even nastier opponent capable of taking on Epic characters, add 10 levels of sorcerer, make sure to give him the Leadership feat, and give him a number of cohorts, as well as cultists under his sway.)

Breath Weapon (Su): 30-foot line; once per day; damage 6d8 acid; Reflex DC 24 half. The save DC is Constitution-based.

Constrict (Ex): On a successful grapple check, Vuthamaurgix deals 3d6+10 points of damage.

Improved Grab (Ex): To use this ability, Vuthamaurgix must hit with a claw attack. He can then attempt to start a grapple as a free action without provoking an attack of opportunity. If he wins the grapple check, he establishes a hold and can constrict or on its next turn transfer a grabbed opponent to his tentacles.

Paralytic Tentacles (Ex): Vuthamaurgix can transfer grabbed victims from a claw to his 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 24 Fortitude save each round on Vuthamaurgix'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+5 points of damage each round from his mandibles.

Amphibious (Ex): Although Vuthamaurgix is an aquatic creature, he can survive indefinitely on land.

Immunities (Ex): Vuthamaurgix is immune to acid, poison, sleep, and paralysis.

Skills: Vuthamaurgix has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. He can always choose to take 10 on a Swim check, even if distracted or endangered. He can use the run action while swimming, provided he swims in a straight line. Vuthamaurgix has a +2 racial bonus on Intimidate and Spot checks.

Base Creature: Draconic Chuul (Advanced to 16 HD)
Template(s): Half-Dragon, Black (D&D Monster Manual v.3.5) plus changed Treasure entry
 

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What's more terrifying than a Chimera? A MULTIHEADED Chimera. Picture a gooey Chimera with six heads, two black Dragon heads, two goat heads, and two maneless lion heads and you've got the Great Gelimera.

Gelatinous Multiheaded Chimera
Large Aberration
Hit Dice:
15d10 + 90 (250 hp)
Initiative: +3
Speed: 20 ft
AC: 18 (-1 size, -1 Dex, +10 natural), touch 8, flat-footed 18
Base Attack/Grapple: +15/+24
Attack: Bite +19 melee (2d6+5/19-20 +1d6 acid)
Full Attack: 2 Bites +19 melee (2d6+5/19-20 +1d6 acid), 2 Bites +19 melee (1d8+5/19-20 +1d6 acid), 2 Gores +19 melee (1d8+5 +1d6 acid), 2 Claws +17 melee (1d6+2 +1d6 acid)
Space/Reach: 10 ft. / 5 ft.
Special Attacks: Breath Weapon
Special Qualities: Blindsight 60 ft, Darkvision 90ft, Immune to polymorphing and stunning, Low-light vision, Scent
Saves: Fort +14, Ref +4, Will +4
Abilities: Str 20 (+5), Dex 9 (-1), Con 29 (+9), Int 1 (-5), Wis 9 (-1), Cha 6 (-2)
Skills: Hide +3, Listen +19, Spot +16
Feats: Ability Focus (Breath Weapon), Alertness, Combat Reflexes (Bonus), Improved Critical (Bite), Improved Initiative (Bonus), Power Attack, Skill Focus (Listen)
Environment: Temperate Hills
Organization: Solitary
Challenge Rating: 12
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: 10–13 HD (Large); 14-27 HD (Huge)
Level Adjustment:

Heads are Black: 1/1d4 rounds: 3d8 from each of the two heads. Reflex DC 28 for half.

Skills: Chimera gets +2 racial bonus on Spot and Listen. Multiheaded gives it an additional +6 on Spot and Listen checks. Gelatinous gives +4 on Hide checks due to its translucentness.

Resilient(Ex): Gelatinous creatures have less defined shapes than the normal creatures they resemble. As as result, it is more difficult to score crippling or killing blows against them. A gelatinous creature:
-Cannot be flanked
-Takes 1d6 less damage from a successful sneak attack.
-Takes one-half the additional damage dealt by a critical hit.

Saving Throw Bonuses(Ex): A gelatinous creature gains a +4 racial bonus on saves agaisnt mind-affecting effects, poison, sleep, and paralysis.

Base Creature: Chimera from MM.
Templates: Multiheaded from Savage Species and Gelatinous from Savage Species.
 
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Dog_Moon: Eeewww! :D

Knightfall: like the draconic chuul, but I love Vuthamaurgix, very flavorful.

Jester: One word: AWESOME! There is no other description to make.
 

So, um, exactly what percentage of the Chuul is a dragon if it's both Draconic and Half-Dragon? I think a Chuulish template added to a Dragon would be funny, definitely an interesting sight, I am sure. Chuul rhymes with Ghoul, right?
 

All my chull rhymes feature Hulls, and seagulls. But each to their own.

What is lurking below the surface?
Might it be the dreaded Chuul?
I could not hide on shore,
or behind my boats Hull,
What prey I might become,
Unless it's already Full....

And now for something completly different.....

Flame crawler (Half-Red Dragon Carrion crawler)
Huge Dragon (Augmented aberration)
Hit-Dice: 9d10+45 (85 hp)
Initiative: +1
Speed: 30ft. (6 squares), Climb 15ft., Flight 60ft. (Average)
Armour Class: 22 (-2 size, +1 dex, +13 natural), Touch 9, Flat-footed 21
Base Attack/Grapple: +6/ +24
Attack: Tentacle +19 melee (paralyse)
Full Attack: 8 tentacles +19 melee (paralyse) and Bite +8 melee (2d6+5)
Space/Reach: 15ft./10ft.
Special Attacks: Paralyse, Breath weapon
Special qualities: Darkvision 60ft. Lowlight vision, scent, Immunity to sleep, paralyse and Fire damage.
Saves: Fort +8, Refl +4, Will +8
Abilities: Str 30, Dex 13, Con 20, Int 3, Wis 15, Cha 8
Skills: Climb +16, Listen +7, Spot +7
Feats: Alertness, combat reflexes, Track
Environment: Underground
Organization: Solitary, pair, or cluster (3-5)
Challenge Rating: 8
Treasure: None
Alignment: Chaotic Evil
Advancement: --
Level Adjustment: --

No sane amount of greed or lust for an army of offspring would have been able to spawn such a vile creature, but it also seems unlikely that a red dragons hand could be forced. Whatever machinations created this being, it created a monster.

The thick puffy red wings stretch from an equally bloated body, both glistening with a scalded scarlet tint. The legs are short and a sickly yellow colour, and the tentacles are likewise sickly crimson.

The ‘creature’ as it is best known weighs in at nearly 3 tons, and has a complete length of about 20 foot, with a wing span approaching 30 foot.

Combat: Flame Crawlers aim to attack all possible prey with their tentacles to paralyse them first then attack the closest and weakest looking enemy with a bight. If they have paralysed enemies that are all close together the Flame crawler uses it’s breath attack.

Breath weapon (Su): Once a day the Flame crawler may project a 30 foot cone of fire dealing 6d8 points of damage. Opponents effected by the effect may save for half against a Reflex save of DC19

Paralysis (Ex): Those hit by a carrion crawler’s tentacle attack must succeed against DC 19 Fortitude save or be paralysed for 2d4 rounds.

Anyone thought about a Illithid-touched(right name?) Carrion crawler? It already has the tentacles...

Also so long as Sonika doesn't object....
 

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Corpse Cloaker (Evolved Undead)
Large Aberration
Hit Dice: 6d12 (39 hp)
Initiative: +6
Speed: 10 ft. (2 squares), fly 40 ft. (clumsy)
AC: 19 (-1 size, +2 Dex, +8 natural), touch 11, flat-footed 16
Base Attack/Grapple: +4/+16
Attack: +11 melee (1d6+8, tail slap) or +11 melee (1d8+8, slam)
Full Attack: +11 melee (1d6+8, tail slap) and +6 melee (1d4+4, bite) or +10 melee (1d8+8, slam)
Space/Reach: 10 ft. / 10 ft. (5 ft. with bite)
Special Attacks: Moan, engulf, creeping doom
Special Qualities: Darkvision 60 ft., fast healing 3, shadow shift, undead traits
Saves: Fort +2, Ref +4, Will +7
Abilities: Str 27 (+8), Dex 14 (+2), Con —, Int 14 (+2), Wis 15 (+2), Cha 17 (+3)
Skills: Hide +7, Listen +13, Move Silently +11, Spot +13
Feats: Alertness, Combat Reflexes, Improved Initiative

Environment: Underground
Organization: Solitary, mob (3–6), or flock (7–12)
Challenge Rating: 7
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 7–9 HD (Large); 10–18 HD (Huge)
Level Adjustment:

When resting or lying in wait, these undead cloakers are almost impossible to distinguish from tattered black cloaks (the corpse cloaker's ivory claws look very much like bone clasps). Only when it unfurls does the horrific nature of the creature become apparent.

A corpse cloaker has a wingspan of about 8 feet. It weighs about 100 pounds.

Corpse cloakers speak Undercommon.

Combat
Corpse cloakers usually lie still, watching and listening for prey. If facing a single opponent, a corpse cloaker uses its engulf attack. Against multiple foes, it lashes with its tail in concert with its moan and shadow shift abilities to reduce the opposition's numbers, then engulfs a survivor. Multiple corpse cloakers usually split up, leaving one or two behind to use special abilities while the rest make melee attacks.

Moan (Ex): A corpse cloaker can emit a dangerous subsonic moan as a standard action. By changing the frequency, the corpse cloaker can cause one of four effects. Corpse cloakers and living cloakers are immune to these sonic, mind-affecting attacks. Unless otherwise specified, a creature that successfully saves against one of these effects cannot be affected by the same moan effect from the same corpse cloaker for 24 hours. All save DCs for moan effects are Charisma-based.

Unnerve: Anyone within a 60-foot spread automatically takes a -2 penalty on attack and damage rolls. Those forced to hear the moan for more than 6 consecutive rounds must succeed on a DC 16 Will save or enter a trance, unable to attack or defend themselves until the moaning stops.

Fear: Anyone within a 30-foot spread must succeed on a DC 16 Will save or become panicked for 2 rounds.

Nausea: Anyone in a 30-foot cone must succeed on a DC 16 Fortitude save or be overcome by nausea and weakness. Affected characters fall prone and become nauseated for 1d4+1 rounds.

Stupor: A single creature within 30 feet of the cloaker must succeed on a DC 16 Fortitude save or be affected as though by a hold monster spell for 5 rounds. Even after a successful save, the creature must repeat the save if the corpse cloaker uses this effect again.​

Engulf (Ex): A corpse cloaker can try to wrap a Medium or smaller creature in its body as a standard action. The corpse cloaker attempts a grapple that does not provoke an attack of opportunity. If it wins the grapple check, it establishes a hold and bites the engulfed victim with a +4 bonus on its attack roll. It can still use its whip-like tail to strike at other targets.

Attacks that hit an engulfing corpse cloaker deal half their damage to the monster and half to the trapped victim.

Creeping Doom (Sp): The corpse cloaker can use this spell-like ability once per day. Caster Level: 6th.

Shadow Shift (Su): A corpse cloaker can manipulate shadows. This ability is effective only in shadowy areas and has three possible effects.

Obscure Vision: The corpse cloaker gains concealment (20% miss chance) for 1d4 rounds.

Dancing Images: This effect duplicates a mirror image spell (caster level 6th).

Silent Image: This effect duplicates a silent image spell (DC 16, caster level 6th). The save DC is Charisma-based.​

Base Creature: Cloaker
Template(s): Corpse Creature (D&D Book of Vile Darkness) and Evolved Undead (D&D Libris Mortis: The Book of Undead).
 

I know I do not post as much as I used to. But this thread gives me a chance to make up for some of that :).

heres an oldy thats been updated to fit eberron.

Ses’Rin
Large Aberration (Fire, Psionic)

Hit Dice: 16d8+112 (184 hp)
Initiative: +3 (+3 Dex)
Speed: 50 ft. (10 squares) (60 ft. When psionically focused)
AC: 28 (+3 Dex, -1 size, +16 natural), touch 12, flat-footed 25
Base Attack/Grapple: +12/+23
Attack: +3 Psychokinetic* Burst Salamander Longspear** +23 melee (2d8+10 plus 1d4 plus 1d8 fire)
Full Attack: +3 Psychokinetic* Burst Salamander Longspear** +23/+18/+13 melee (2d8+10 plus 1d4 plus 1d8 fire)
Space/Reach: 10 ft./10 ft.
Special Attacks: Heat, Psi-like abilities
Special Qualities: Damage reduction 10/byeshk and magic, Hold Breath, Power resistance 27, immunity to fire, vulnerability to cold, Weapon Familiarity
Saves: Fort +12, Ref +8, Will +14
Abilities: Str 25, Dex 16, Con 25, Int 10, Wis 18, Cha 13
Skills: Climb +16, Concentration +21, Jump +16, Spot +13
Feats: Greater Powerful Charge***, Powerful Charge***, Pecise Swing***, Skill Focus (Concentration), Speed of Thought*, Strong Mind***, Weapon Focus (Salamander Longspear)
Environment: Underground
Organization: Solitary, cell (2-12), band (2-5 plus 2-12 Dolgaunt plus 3-15 chokers or 6-24 dolgrims), or company (7-12 plus 1 3rd-level ses’rin Psychic Warrior plus 14-24 dolgaunts and 40-90 dolgrims)
Challenge Rating: 17
Treasure: Double standard (nonflammables only) and +3 Psychokinetic* Burst Salamander Longspear**
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: +7

You see a large deep green scaled lizard man with a large tail a Blue Ridge running from the top of its head to the tip of its tail. There also seams to be a lot of heat coming off its body the odd smell of brimstone in the air.

Creatures of fire and hate, the Ses’Rin look like a cross between a demon and a lizardman. They are strictly carnivorous creatures and seem to prefer elven and human flesh above everything else.

Ses’Rin are a recent addition, having just been released from an eon long stasis in the recently discovered underground complex of Rashen in the mournland. Their stasis was interrupted when a group of adventurers broke the seals of their chamber in the lower reaches of the complex.

None are left from the original group but subsequent expeditions have uncovered disturbing facts about the creatures and the complex itself. The lower reaches bear the mark of Illithid construction and the remnants of their chamber seals showed that they where made using psionics and not magic. If the translation of the Mindflayer’s scriptures is correct, the complex must have been an outpost of the ancient Daelkyr invasion and the Ses’Rin were bred to serve as elite troops or enforcers of their rule.

It seems that they were created from an extinct race of lizardmen with psionic potential and were subsequently crossbred with fire salamanders. How such a union was possible remains a mystery. It is certain that they proved to be uncontrollable and the few that the Daelkyr did managed to employ, they did so with the aid of psionic headgear that made them susceptible to the domination powers of there mindflayer servants.

Combat
The Ses’Rin will try to power up using all of its powers before it will go into for a strike. They hope to kill one of their targets in one hit if they can. They are in a sense a killing machine that will stop at nothing until every thing they want to kill is killed.
Heat (Ex): A ses’rin generates so much heat that its mere touch deal additional fire damage. Ses’rin’s metallic weapons also conduct this heat.
Psi-Like Abilities: At will—Burst, Offensive Precognition (+6 insight bonus on attack rolls*), Offensive Prescience (+7 insight bonus on damage rolls*); 5/day-Dissolving Weapon (+10d6 points of acid damage*), Wall Walker; 3/day-Empathic Feedback (16 points*), Psionic Keen Edge; 1/day-Breath of the Black Dragon (16d6, DC 20*), Psychofeedback, Weapon of Energy. Manifester level 16th. The save DCs are Wisdom-based.
*Includes augmentation for the ses’rin’s manifester level.
Hold Breath: A ses’rin can hold its breath for a number of rounds equal to four times in Constitution score before it risks drowning (see page 304 of the Dungeon Master’s Guide).
Weapon Familiarity: Ses’rin treat the salamander halfspear and the salamander longspear (see chapter 5: Equipment in Savage Species) as a martial weapon rather than as an exotic weapon.

*See the Expanded Psionics handbook for this feat, weapon ability, ect..
**See Savage Species for this feat, special ability, ect..
***See the Eberron Campaign Setting for this feat, ability, ect..
 

This is what happens when Mind Flares get even more into there lovely little friends.

Ses’Rithed (half-illithid**** Ses’Rin)
Large Aberration (Fire, Psionic)
Hit Dice:
16d8+112 (184 hp)
Initiative: +3 (+3 Dex)
Speed: 50 ft. (10 squares) (60 ft. When psionically focused)
AC: 29 (+3 Dex, -1 size, +17 natural), touch 12, flat-footed 26
Base Attack/Grapple: +12/+23
Attack: +3 Psychokinetic* Burst Salamander Longspear** +23 melee (2d8+10 plus 1d4 plus 1d8 fire) or tentacle +17 melee (1d6+7)
Full Attack: +3 Psychokinetic* Burst Salamander Longspear** +23/+18/+13 melee (2d8+10 plus 1d4 plus 1d8 fire) or 4 tentacles +17 melee (1d6+7)
Space/Reach: 10 ft./10 ft.
Special Attacks: Extract, Heat, Improved Grab, Mind Blast, Psi-like abilities, Psionics
Special Qualities: Damage reduction 10/byeshk and magic, Darkvision 60 feet, Hold Breath, Power resistance 27, immunity to fire, vulnerability to cold, Weapon Familiarity
Saves: Fort +12, Ref +8, Will +14
Abilities: Str 25, Dex 16, Con 25, Int 14, Wis 22, Cha 17
Skills: Climb +16, Concentration +21, Jump +16, Spot +15
Feats: Greater Powerful Charge***, Powerful Charge***, Pecise Swing***, Skill Focus (Concentration), Speed of Thought*, Strong Mind***, Weapon Focus (Salamander Longspear)
Environment: Underground
Organization: Solitary, cell (2-10), cult (6-10 plus 3-5 mind flayers)
Challenge Rating: 20
Treasure: Double standard (nonflammables only) and +3 Psychokinetic* Burst Salamander Longspear**
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: +12

You see a large deep green scaled lizard man with a large tail a Dark Blue Ridge running from the top of its head to the tip of its tail, its mouth seams to have for tentacles. There also seams to be a lot of heat coming off its body the odd smell of brimstone in the air.

Combat
The ses’rithed are the strong armed body guards of the mind-flares and are willing to die fighting for there new kin.
Extract (Ex): A ses’rithed that begins its turn with all four tentacles attached and wins a grapple check automatically extracts the opponent’s brain, instantly killing that creature. This power is useless against constructs, elementals, oozes, plants, and undead. Extraction is not instantly fatal to foes with multiple heads, such as ettins and hydras.
Heat (Ex): A ses’rithed generates so much heat that its mere touch deal additional fire damage. Ses’tihed’s metallic weapons also conduct this heat.
Improved Grab (Ex): To use this ability, a ses’rithed must hit a creature of its size category or smaller with its tentacle 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 attaches the tentacles to the opponent’s head. A ses’rithed can grab a Huge or larger creature, but only if it can somehow reach the foe’s head. If a ses’rithed begins its turn with at least one tentacle attached, it can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or an Escape Artist check, but the ses’rithed gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent’s turn.
Mind Blast (Sp): Once per day, a ses’rithed can produce a mind blast in a cone 40 feet long. Anyone caught in this area must succeed on a Will save (DC 21) or be stunned for 1d4 rounds. This ability is the equivalent of a 4th-level spell.
Psi-Like Abilities: At will—Burst, Offensive Precognition (+6 insight bonus on attack rolls*), Offensive Prescience (+7 insight bonus on damage rolls*); 5/day-Dissolving Weapon (+10d6 points of acid damage*), Wall Walker; 3/day-Empathic Feedback (16 points*), Psionic Keen Edge; 1/day-Breath of the Black Dragon (16d6, DC 22*), Psychofeedback, Weapon of Energy. Manifester level 16th. The save DCs are Wisdom-based.
*Includes augmentation for the ses’rithed’s manifester level.
Psionics (Sp): 3/day-detect thoughts, levitate, suggestion (DC 16); 1/day-charm monster (DC 17). Caster level 8th. The save DCs are Charisma-based.
Hold Breath: A ses’rithed can hold its breath for a number of rounds equal to four times in Constitution score before it risks drowning (see page 304 of the Dungeon Master’s Guide).
Weapon Familiarity: Ses’rithed treat the salamander halfspear and the salamander longspear (see chapter 5: Equipment in Savage Species) as a martial weapon rather than as an exotic weapon.

*See the Expanded Psionics handbook for this feat, weapon ability, ect..
**See Savage Species for this feat, special ability, ect..
***See the Eberron Campaign Setting for this feat, ability, ect..
****See the Fiend Folio or the Underdark book for this template.
 

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