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


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Krishnath said:
Weird...

Anyways, anyone got a suggestion for a racial name to a tauric goblin/large monstrous centipede?

Dont have a name, though I like the concept:D

Kinda inspired me to do a tauric gnoll/displacer beast & a tauric narleth/sword spider----as well as some anthromorphic vermin (scorpions & spiders):D
 

Anyways, anyone got a suggestion for a racial name to a tauric goblin/large monstrous centipede?

Here are a few suggestions. See if you like them...

Glauthold
Dzant
Thrauthilg
Glimgond
Mundgont
Nordfanhorg
Roathgat

If you don't like any of those, I have others. I'm a namin' fool :)

Ian
 

The Kobold Death Knight

Putting some terror into Kobolds:
Kobold Death Knight
Small Undead (Reptilian)
Hit Dice : 6d12 (39 hp)*
Initiative: +9 (+1 Dex, +8 feat)
Speed : 30 ft.
AC: 19 (+1 size, +1 Dex, +5 natural, +2 leather)
Attacks: Halfspear +4 melee; or light crossbow +5 ranged; or negative energy touch +4 melee touch
Damage: Halfspear 1d6; light crossbow 1d8; negative energy touch 1d8+1 plus 1 point Con
Face/Reach: 5 ft. by 5 ft./ 5 ft.
Special Attacks : Abyssal blast, Constitution damage, fear aura 15 ft.
Special Qualities: Darkvision 60 ft., light sensitivity (as kobold) , DR 15/+1, immune to cold, electricity and polymorph, undead traits, SR 20, summon mount (as death knight), turn immunity (as death knight), undead followers (as death knight, up to 12 HD).
Saves: Fort +0, Ref +1, Will +3
Abilities: Str 10, Dex 13, Con -, Int 10, Wis 12, Cha 12
Skills: Craft (trapmaking) +2, Hide +8, Listen +2, Move Silently +4, Search +2, Spot +2, Spellcraft +5
Feats : Alertness, Improved Initiative (x2)
Climate/Terrain : Any land and underground
Organization: Solitary or troupe (1 plus 12 HD of undead followers)
Challenge Rating : 9
Treasure : Double standard
Alignment : Always evil (usually lawful evil)
Advancement : Per character class
* Class levels account for high HD.
Kobold death knights are simply undead 6th-level kobolds.
COMBAT:
They attack with their abyssal blast before closing.
Abyssal Blast (Su): Range 640 ft., area of effect 20-ft. radius, damage 6d6 (half fire, half divine power), Reflex DC 14 for half damage.
Fear Aura (Su): 5-HD or less creatures within a 15-ft. radius must make a Will save (DC 14) or be affected as if by fear cast by a 6th-level sorcerer.
Constitution Damage (Su): Will save DC 14.


There are also spellstitched death knight kobolds.

Kobold Death Knight
Small Undead (Reptilian)
Hit Dice : 6d12 (39 hp)*
Initiative: +9 (+1 Dex, +8 feat)
Speed : 30 ft.
AC: 19 (+1 size, +1 Dex, +5 natural, +2 leather)
Attacks: Halfspear +4 melee; or light crossbow +5 ranged; or negative energy touch +4 melee touch; or vorpal short sword +5 +9 melee
Damage: Halfspear 1d6; light crossbow 1d8; negative energy touch 1d8+1 plus 1 point Con; vorpal short sword +5 1d6 +5 plus vorpal
Face/Reach: 5 ft. by 5 ft./ 5 ft.
Special Attacks : Abyssal blast, Constitution damage, fear aura 15 ft., spell-like abilities
Special Qualities: Darkvision 60 ft., light sensitivity (as kobold) , DR 15/+1, immune to cold, electricity and polymorph, undead traits, SR 20, summon mount (as death knight), turn immunity (as death knight), undead followers (as death knight, up to 12 HD)
Saves: Fort +2, Ref +3, Will +5
Abilities: Str 10, Dex 13, Con -, Int 10, Wis 12, Cha 12
Skills: Craft (trapmaking) +2, Hide +8, Listen +2, Move Silently +4, Search +2, Spot +2, Spellcraft +5
Feats : Alertness, Improved Initiative (x2)
Climate/Terrain : Any land and underground
Organization: Solitary or troupe (1 plus 12 HD of undead followers)
Challenge Rating : 9
Treasure : Double standard
Alignment : Always evil (usually lawful evil)
Advancement : Per character class
* Class levels account for high HD.
Magical Items Owned : Vorpal short sword +5.
Spell-Like Abilities : 3/day - spectral hand, audible glamer ; 1/day - doom , ray of enfeeblement
 

Frilf: No none of those, sorry...

Khisant: Cool.

Soory no new anthropomorphs or templated critters today, but I do have a few ideas you can play with:

Half-Elemental (Air) Storm Giant!
Half-Elemental (Earth) Stone Giant!
Half-Elemental (Fire) Fire Giant!
Half-Elemental (Water) Ocean Giant!
Half-Dragon Anthropomorphic Giant Lizard: Draconians on a budget! :D
Half-Celestial Centaur
Half-Fiend Gnoll
Tauric (Medusa/Dire Snake) of Legend

Now, if I only could find a dire bull... Oh well. :D

Later,
 

An Anthropomorph before bed!

Just figured I'd post this before going to sleep tonight. Took a break from my project to whip these little guys up. May I introduce you to the chitter, inspired from Dragon 280 and Krishnath's Nukigu.

Anthropomorphic Squirrel (Chitter)
Small Monstrous Humanoid
Hit Dice: 1d8 (4 hp)
Initiative: +1 (Dex)
Speed: 20 ft., climb 15 ft.
AC: 12 (+1 size, +1 Dex)
Attacks: Dagger +2 melee; or sling +2 ranged
Damage: Dagger 1d4-1; or 1d4-1
Face/Reach: 5ft. / 5ft.
Special Qualities: Darkvision 60 ft., scent
Saves: Fort +0, Ref +3, Will +4
Abilities: Str 8 (-1), Dex 12 (+1), Con 11 (+0), Int 11 (+0), Wis 14 (+2), Cha 8 (-1)
Skills: Climb +3, Hide +3, Move Silently +3, Listen +3, Survival +2 *
Feats: Treefriend (B/SS), Weapon Finesse (dagger)
Climate/Terrain: Any forest
Organization: Solitary, family (2-5), or den (3 – 18)
Challenge Rating: 1
Treasure: Standard
Alignment: Chaotic good
Advancement: By character class
Level Adjustment: +0

Scent (Ex): A chitter 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.

Skills: Chitters gain a +4 racial bonus to Climb, Hide, and Move Silently checks. *+2 competence bonus on Survival checks to avoid becoming lost in a forest.
 
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Me me me!

Anthromorphic Hedgehog
Small monstrous humanoid
HD 1d8 (hp 4)
Initiative +2 (Dex);
Speed 10 ft;
AC 14 (+2 Dex, +1 size, +1 natural);
Attacks bite +4 melee;
Damage bite 1d4-4;
Face/Reach 2 1/2 ft by 2 1/2 ft/0 ft;
Special quality : Scent, Spines
Saves: Fort +0, Ref +4, Will +3;
Abilities: Str 7, Dex 12, Con 11, Int 11, Wis 14, Cha 8;
Skills and Feats: Hide +8, Listen +7, Move Silently +4; Weapon finesse (bite)

Climate/Terrain: Any Plains
Organization: Solitary bunch (2-4)
Challenge Rating:1
Treasure: none
Alignment: Always Neutral
Advancement: None

Spines (Ex): Creatures doing unarmed strikes against a hedgehog must make a Reflex Save (DC 11) or get struck by a spine, doing 1 point of damage. If someone were stupid enough to try to eat it or play football with it, they take 1d4 points of damage
 


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