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


log in or register to remove this ad

There was talk of tricking out kobolds so that they became CR 10+, wasn't there? Well, my first contribution to the party is the...

Kolbrayda
Feral Lernaean Four Headed Winged Kobold/Large Viper Tauric
Large Monstrous Humanoid
Hit Dice: 10d10+40 (95 hp)
Initiative: +8
Speed: 40ft, climb 20ft, swim 20ft, fly 60ft
AC: 19 (-1 size, +4 Dex, +6 natural), touch 13, flat-footed 15
Base Attack/Grapple: +10/+16
Attacks: 2 claws +13 melee (19-20)
Damage: Claw 2d6+2
Face/Reach: 5ft/10ft
Special Attacks: Improved grab, pounce, rake
Special Qualities: Darkvision 90ft, fast healing 4, lernaean, light sensitivity, scent
Saves: Fort +7, Ref +11, Will +9
Abilities: Str 14, Dex 19, Con 19, Int 6, Wis 14, Cha 10
Skills: Craft (traps) +3, Listen +11, Search +9, Spot +12,
Feats: Blind-fight, Combat Reflexes (B), Flyby Attack, Improved Critical (claw), Improved Initiative (B), Weapon Finesse (claw)
Climate/Terrain: Temperate and warm forests and mountains and underground
Organization: Solitary, pair, gang (3-5) or cult (10-30)
CR: 11
Treasure: 50% coins, standard goods and items
Alignment: Usually lawful evil
Advancement: By character class
Level Adjustment: +8 (18 total ECL)

Kolbraydas are the result of the whim of a particularly perverse god pertaining to her particularly perverse followers.

The first kolbraydas originated as Tiamat-worshipping kobolds. After destroying an entire human civilization by subterfuge and deceit, the kobolds sacrificed the entire wealth of the fallen cities to their dark goddess, hoping to gain her favor. Tiamat “blessed” these kobolds by transforming them into bizarre mockeries of her own form, giving them only three extra heads, to remind them of their perpetual inferiority. The transformed kobolds were driven insane by their alterations, and soon fell into savage barbarism. They still worship Tiamat in dark crypts and deep jungles, and few humans still live who know they exist.

A kolbrayda is snake shaped from the waist down, with two claw-like appendages at the end of the tail. They have humanoid torsos, with small but powerful claws on their short arms and bat-like wings growing from their shoulders. They have four kobold-like heads atop sinuous necks, each one a different color. One is green, one white, one blue and one black, in imitation of Tiamat. They speak broken Draconic in four hissing voices.

Combat

Kolbraydas disdain the use of weaponry, preferring to use their powerful claws. They prefer to fight from ambush, and a favorite tactic is to send one kolbrayda into melee before the rest, so it can hold a foe while others tear it with their claws. If outnumbered, they attempt to flee, utilizing their multiple forms of movement to great advantage. They often create simple traps such as deadfalls, snares and pits around their lairs, to trap or kill intruders.

Improved Grab (Ex): When a kolbrayda hits a Medium-sized or smaller foe with a claw attack, it can make a grapple check as a free action without provoking an attack of opportunity (grapple bonus +16). If the check succeeds, it can decide to conduct the grapple normally or hold the foe with only its claw (-20 to all grapple checks, but the kolbrayda is not considered grappled). In either case, the foe automatically takes claw damage each round, and is susceptible to rake attacks.

Lernaean (Su): The body of a kolbrayda is immune to all forms of attack. The only way to slay a kolbrayda is to sever all of its heads by dealing damage to a neck equal to ¼ the kolbrayda’s total hit points (typically 23 points of damage) in a single attack with a slashing weapon. However, each time a head is severed, two new heads spring from the stump in 1d4 rounds. A kolbrayda may never have more than eight heads. Any heads more than four die after a day. To prevent this regeneration, at least 5 points of fire or acid damage must be dealt to the stump (AC 19) before the heads grow back. Death effects and Constitution damage can still kill a kolbrayda. In the case of a spell that deals damage on a successful save, that damage is directed at one of the kolbrayda’s heads.

Light Sensitivity (Ex): Kolbraydas suffer a –1 penalty to all attack rolls in bright sunlight or within the radius of a daylight spell.

Pounce (Ex): When charging into combat, jumping on a foe or diving, a kolbrayda may make a full attack, even though it has already moved. It can also make rake attacks when pouncing.

Rake (Ex): When pouncing on or grappling with a foe, a kolbrayda can make two rake attacks (+11 melee) that deal 2d6+1 damage each.

Skills: Kolbraydas still retain some of the instincts of their kobold ancestors. They gain a +2 racial bonus to Craft (traps) checks. They also gain a +6 bonus to Listen and Spot checks, and a +8 to Search checks, on account of their multiple heads and kobold instincts.

Demiurge out.
 




You thought that was bad? You ain't seen nothing yet! Muahahahaha!:D

Kulgrukka
Bodak Kobold Kaiju
Colossal Undead
Hit Dice: 41d12 (266 hp)
Initiative: +4
Speed: 20ft, fly 20ft (poor)
AC: 34 (-8 size, +32 natural), touch 2, flat footed 34
Base Attack/Grapple: +20/+55
Attacks: 2 slams +32 melee (19-20) or icy ray +13 ranged touch
Damage: Slam 4d8+19, or icy ray 15d6 cold
Face/Reach: 40ft/20ft
Special Attacks: Death gaze, icy ray, trample
Special Qualities: Acid resistance 20, cold resistance 50, darkvision 120ft, DR 25/+5, electricity immunity, fire resistance 20, flashbacks, SR 29, undead
Saves: Fort +13, Ref +13, Will +23
Abilities: Str 48, Dex 11, Con -, Int 1, Wis 12, Cha 32
Skills: Listen +23, Spot +23
Feats: Ability Focus (death gaze), Battle Roar, Blind-fight, Cleave, Flyby Attack, Great Cleave, Improved Critical (claw), Improved Initiative, Improved Trample, Irresistible Gaze, Power Attack , Thunderous Roar, Weapon Focus (icy ray, slam)
Climate/Terrain: Any land or underground
Organization: Solitary or entourage (Kulgrukka plus 12-20 bodaks)
CR: 20
Treasure: None
Alignment: Chaotic evil

The tale of Kulgrukka as a long and strange one. He was originally a normal kobold named Kulgruk, who was kidnapped by an evil wizard experimenting with a powerful new polymorphing spell. Kulgruk was transformed into the mighty (albeit rather hapless) Kulgrukka, and the triumphant transmuter declared himself on the verge of god-hood. However, the paranoid and loathsome Vecna, always looking out for mages trying to follow his example of apotheosis, destroyed both the wizard and his creation in one quick showing of divine might. Satisfied, Vecna paid the twisted and broken remains of his victims little notice. The soul of Kulgrukka, already severely warped by his transformation into a kaiju, became trapped in his corpse, and the material shell of a giant winged kobold soon became the channel for one of the most vile of the undead: a bodak. In his new form, Kulgrukka lives to destroy, first smashing cities, then slaying the survivors with a mere look and transforming them into bodaks.

Kulgrukka resembles a giant hunchbacked kobold nearly 200 feet tall, with massive stone-like fists and broad membranous wings which span a length fully three times his height. His distorted face is wracked with madness, and his empty eye sockets seem to burn with cold bestial malice. His only vocalizations are moans of anguish and tortured screams.

Combat

Kulgrukka, despite being no more intelligent than a common animal, is a vicious fighter. He prefers to attack first from the air, softening up his targets, which are rarely anything smaller than cities, with his icy ray. After weakening defenses, he smashes his way through the city, using his death gaze to kill everything in his path. Since so many bodaks are created after every attack, entire tribes of bodaks follow him in his rampages, worshiping him as a god. It is quite fortunate that his rampages are very infrequent.

Death Gaze (Su): Death, range 30ft, Fortitude negates (DC 45). Corporeal creatures (other than constructs, oozes, outsiders and plants) who die from this attack are transformed into bodaks in one day.

Flashbacks (Ex): From time to time, Kulgrukka sees something that reminds him of his mortal life. At the start of every encounter, there is a 5% chance that it notices something about an opponent that causes it to recall its life. In this case, it takes no action for 1 round, and suffers a –2 morale penalty on all attacks directed at that opponent. Sample triggers may include mining equipment, a magic user casting a polymorph spell, a druid wildshaping or the unholy symbol of Vecna.

Icy Ray (Su): Once every 1d4 rounds, Kulgrukka can fire an icy ray out of his eye sockets. This ray has a range of 300 feet (no range increment) and deals 15d6 points of cold damage if it hits.

Sunlight Vulnerability (Ex): The very touch of the sun’s rays burns Kulgrukka’s impure flesh. He takes 1 point of damage every round he is exposed to sunlight.

Trample (Ex): Kulgrukka can simply run over any creature of Gargantuan or smaller size. Merely by moving over the opponent(s), Kulgrukka deals to them 4d12+19 damage. Trampled opponents can make a Reflex save (DC 49) for half damage.

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

Feats: The Thunderous Roar feat allows Kulgrukka to make a terrifying roar as a move-equivalent action. All creatures within 1,200 feet of Kulgrukka with 6 or less Hit Dice are instantly shaken and deafened for 3d6 rounds. Creatures with 7 or more Hit Dice may make Will saves (DC 41) to avoid the same effects.

Demiurge out.
 
Last edited:


Devon said:


That was an elemental, primal 'Urk,' with no modifiers -- some things just go beyond positive and negative. ;)

- Devon
OK, it's official. My next project for this board will be four orcs, each with one of the four half-elemental templates and the "of legend" template. Their names? The Elemental Primal Urks.

Demiurge out.
 

Devon said:
I think those are all good ideas.

- Devon

Ask and you shall receive. Here is an anthropomorphic displacer beast, that I call 'Displaced One'. (I know you didn't really ASK, but the result is the same.)

This isn't on my list of planned critters but I figured I'd do it anyway (thus, it's not an official update from me). It is an exception to the unwritten thread rule to use only animals and beasts with the Anthropomorphic Animal template from Savage Species.

Note: I made this creation an aberration instead of a monstrous humanoid, as it really is too weird to be of that type. It also uses an Aberrations BAB and Saves, as per the Creature Advancement by Type chart in the MM (pg 13) and the skill and feat allocation of an aberration in Savage Species. The bonus feat is for flavor, as have been all my bonus feat allocations.

Cheers!

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

Anthropomorphic Displacer Beast (Displaced One)
Medium-Size Aberration
Hit Dice: 2d8+2 (11 hp)
Initiative: +3 (Dex)
Speed: 30 ft.
AC: 16 (+3 Dex, +3 natural)
Attacks: 2 tentacles +0 melee, bite -2 melee; or by weapon +0 melee; or by weapon +3 ranged
Damage: Tentacle 1d4, bite 1d6; or by weapon
Face/Reach: 5 ft. / 5 ft.
Special Qualities: Darkvision 60 ft., displacement, resistance to ranged attacks
Saves: Fort +1, Ref +3, Will +5
Abilities: Str 10 (+0), Dex 17 (+3), Con 12 (+1), Int 11 (+0), Wis 14 (+2), Cha 12 (+1)
Skills: Hide +13, Listen +7, Move Silently +5, Spot +7
Feats: Alertness (B), Multiattack
Climate/Terrain: Temperate forest, hill, or mountains and underground
Organization: Solitary, pair, or gang (6–10)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually lawful evil
Advancement: By character class
Level Adjustment: +4

Displacement (Su): A light-bending glamer continually surrounds a displaced one, making it difficult to surmise its true location. Any melee or ranged attack directed at it has a 50% miss chance unless the attacker can locate it by some means other than sight. A true seeing effect allows the user to see its position, but see invisibility has no effect.

Resistance to Ranged Attacks (Su): A displaced one gains a +2 resistance bonus to saves against any ranged spell or ranged magical attack that specifically targets it (except for ranged touch attacks).

Skills: A displaced one receives a +8 racial bonus to Hide checks, thanks to its displacement power.
 
Last edited:

Damn, I know I should have forbade the Kaiju Template, oh well....

Good work, anyhoo...

And the anthropomorphic displacer beast rocks!, I guess the CR is about right, as for the LA, my guess is +4.

giving it a total ECL of +7

Later,
 

Remove ads

Top