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

Krishnath said:
How about a challenge? Try making a Kobold into a CR 10+ death machine with five templates or less, but without using any template from ELH!

Kobold Oracle (Creatures of Rokugan)

:p

Maybe I can come up with something else... I think I have something with six templates, though some could be dodgy. :D
 

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Not ten or 5 templates, but

Trei Sh’elnak(Half-earth, Creature of legend)

Small Outsider
Hit dice: 1/2d8 +7 (9hp)
Initiative: +3 (dex)
Speed: 30ft
Ac: 24 (+1 size, +3 dex, +9 natural, +1 padded)
Attacks: Half spear + 7
Damage: 1d6+7
Face reach: 5ft. by 5ft. /5ft.
Special attacks: Half-elemental spell like abilities, Breath weapon(fire), Poison
Special qualities: Dark vision, light sensitivity, +4 against poison, Immunity to disease, Frightful presence, Raging blood, damage reduction, reflective hide
Saves: Fort +12, Refl +7, Will +5
Abilities: Str 20, Dex 16, Con 25, Int 12, Wis 12, cha 14
Skills: Craft (Trap making) +2 (0), Hide+8 (6), Listen +2 (0), Move silently +4 (3), Search +2 (2), Spot +2 (0).

Climate/Terrain: Any plain
Organization: Solitary
Challenge rating: 7
Treasure: standard
Alignment: Chaotic evil

I like it.
 
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Yeah, like what template where used. and in what order they where added to the creature...

Also, please no non-wotC books, unless it is the tome of horrors, as I don't own any third party books other than the afformentioned ToH. And that just wouldn't be fair. :p

Anyways, here's the shark king for your enjoyment, although I think the CR is out of whack...

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Shark King (Anthropomorphic Megalodon of Legend)
Large Outsider (Aquatic)
Hit Dice:
3d8+24 (37 hp)
Initiative: +6 (+6 Dex, +4 Improved Initiative)
Speed: 30'; swim 120',
AC: 25 (-1 size, +6 Dex, +10 natural)
Attacks: Bite +9 melee, or Large Trident +9 melee
Damage: Bite 2d6+10; Large Trident 2d6+7
Face/Reach: 5'/10'
Special Attacks: Improved grab, Swallow whole, Spells,
Special Qualities: Darkvision 60', Keen scent, Lowlight vision, Fast healing 5, Reflective hide,
Saves: Fort +14 (+3), Ref +12 (+3), Will +8 (+3)
Abilities: Str 25, Dex 23, Con 26, Int 13, Wis 14, Cha 18,
Skills: Climb +13, Hide +8 (-4), Jump +13, Knowledge (Nature) +7, Listen +8, Move Silently +12, Spot +8, Swim +21 (+8), Survival +8,
Feats: Cleave, Improved Initiative, Multiattack, Power Attack (-3/+3)

Climate/Terrain: Any Aquatic
Organization: Solitary or Pack (1 plus 2-8 Megalodons plus 4-16 Dire Sharks)
Challenge Rating: 12 (6?/7?)
Treasure: Standard
Alignment: Usually Neutral
Advancement: By character class (Usually as ranger or sorcerer)
LA: +9

The shark king resembles a large humanoid megalodon shark with silvery skin and red eyes.

Combat:
The shark king revels in combat, and loves to feel the taste and smell of blood. If able the Shark King attempts to swallow an enemy spellcaster before fleeing, returning later to eat another opponent.
Improved Grab (Ex): If a shark king hits with it's bite attack it may attempt to start a grapple as a free action without provoking an attack of oppertunity (grapple bonus +28), the grappled creature automatically takes bite damage each round the grapple is maintained.
Swallow Whole (Ex): If the shark king starts the round with a medium-sized or smaller creature in it's jaws, it may attemt to swallow it's opponent with a successful grapple check. A swallowed creature automatically takes 1d8+7 points of bludgeoning damage on each round it remains swallowed. A swallowed creature may make a grapple check to escape the shark kings gullet, doing so put's the swallowed creature back in the shark kings mouth, where an additional successfull grapple check is needed to break free. Alternatly the swallowed creature can attempt to cut itself free by using claws or a light piercing or slashing weapon. Dealing 12 points of damage to the gullet (AC 20) in this way creates an opening large enough to permit escape. Once a single swallowed creature exits, muscular action closes the hole; thus another swallowed creature must cut it's own way out. The shark king can 'expel' a swallowed creature as a standard action.
A shark kings gullet can hold 2 medium-size, 8 small, or 32 tiny or smaller opponents.
Keen Scent (Ex): A shark king notises creatures within a 180' radius and can detect blood in the water at a range of up to one mile.
Spells: The shark king cast spells as a 5th level cleric with access to the Protection, Strenght, and War Domains.
Reflective Hide (Su): The Shark King is continually protected by an effect similar to that of a Spell Turning spell cast by a 20th level sorcerer.

-

Comments please... :D

Later,
 

Another Unofficial Anthropomorphic Creation

The Gorgon as an anthropomorphic aberration. I'm switching back to my list on the next post, which won't be today. Too busy doing something else.

Cheers!

KF72
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Anthropomorphic Gorgon (Gorgotaur)
Medium-Size Aberration
Hit Dice: 2d8+2 (11 hp)
Initiative: +1 (Dex)
Speed: 30 ft.
AC: 18 (+1 Dex, +7 natural)
Attacks: Gore +1 melee; or by weapon +1 melee; or by weapon +1 ranged
Damage: Gore 1d6+1; or by weapon
Face/Reach: 5 ft. / 5 ft.
Special Attacks: Breath weapon
Special Qualities: Darkvision 60 ft., scent
Saves: Fort +1, Ref +1, Will +5
Abilities: Str 13 (+1), Dex 12 (+1), Con 13 (+1), Int 11 (+0), Wis 14 (+2), Cha 13 (+1)
Skills: Listen +9, Spot +7
Feats: Alertness (B), Deep Denizen (SS)
Climate/Terrain: Temperate and warm land and underground
Organization: Solitary or gang (2-4)
Challenge Rating: 7
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +5

Breath Weapon (Su): Turn to stone permanently, cone, 60 feet, every 1d4 rounds (but no more than five times per day); Fortitude save (DC 17).

Scent (Ex): A gorgotaur 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. A gorgotaur has a +4 competence bonus when tracking by scent.
 
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Another in the minotaur line...

- Devon

Rhino Hulk (Winged Insectile Minotaur)
Large Aberration
Hit Dice: 6d8+12 (39 hp)
Initiative: +4 (Dex)
Speed: 30 ft., Cl. 30 ft., Fly 50 ft. (perfect)
AC: 20 (-1 size, +7 natural, +4 Dex)
Attacks: Huge greataxe +9/+4 melee, gore +4 melee
Damage: Huge greataxe 2d8+4, gore 1d8+2
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Charge 4d6+6
Special Qualities: Scent, natural cunning, darkvision 60 ft., tremorsense, wide vision
Saves: Fort +6, Ref +9, Will +7
Abilities: Str 19 (+4), Dex 18 (+4), Con 15 (+2), Int 7 (-2), Wis 14 (+2), Cha 8 (-1)
Skills: Intimidate +5, Jump +8, Listen +10, Search +6, Spot +14
Feats: Great Fortitude, Power Attack
Climate/Terrain: Any mountain, desert or forest
Organization: Solitary or gang (2-4)
Challenge Rating: 6
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class

Rhino hulks are immense humanoid beetles with a wicked, forward-pointing horn. Although a rhino hulk appears to be a mutated umber hulk (and owes its name to that similarity), it shares some traits with minotaurs, including a natural affinity for mazes and a propensity for charging opponents horn forward.

Rhino hulks are usually employed as skilled mercenaries by indiscriminate or evil conquerors, but are occasionally secured as heavy guards. Their aggressive temperament makes any long-term assignment almost impossible unless they are either well-heeled or given a continual outlet for their aggressions.

A rhino hulk stands about 9 feet tall, and is about as wide. Its forward-slung head is ringed around with multifacated eyes, and its long muzzle is tipped with a wicked set of mandibles. Four dense, well-plated limbs serve as its forearms, with a pair of even thicker plated legs holding it aloft. It has a smooth, thick armored back, from which emerge a set of heavy gossamer wings when the rhino hulk takes to the air. Rhino hulks tend to be green or tan as befitting their environment, with darker ridges and bumps.

Rhino hulks speak their own language and Common.

Combat
Rhino hulks are serious toe-to-toe combatants, but their flight skills can make them an absolute menace. They charge opponents on the wing as well as on the ground, and their immense bulk and strength are matched only by their extreme dexterity. In melee combat a rhino hulk will fight with a greataxe (or some other large weapon) in addition to stabbing with its horn.

Charge (Ex): A rhino hulk typically begins a battle by charging at an opponent, lowering its head to bring its immense horn into play. In addition to the normal benefits and hazards of a charge, this allows the creature to make a single gore attack that deals 4d6+6 points of damage.

Natural Cunning (Ex): Although rhino hulks are not especially intelligent, they possess innate cunning and logical ability. This makes them immune to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed.

Tremorsense (Ex): A rhino hulk can automatically sense the location of anything within 60 feet that is in contact with the ground.

Wide Vision (Ex): Because its multiple eyes provide a wide angle of vision, the rhino hulk cannot be flanked.

Scent (Ex): A rhino hulk 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. A rhino hulk has a +4 competence bonus when tracking by scent.

Skills: Rhino hulks receive a +8 racial bonus to Spot checks, and a +4 racial bonus to Search and Listen checks.

Rhino Hulk Characters
A rhino hulk's favored class is fighter. Their level adjustment is +6, making for a total ECL of 12.
 
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More tauric madness...

- Devon

Bruinorc (Tauric Orc/Brown Bear)
Large Monstrous Humanoid (Orc)
Hit Dice: 7d8+28 (59 hp)
Initiative: +1 (Dex)
Speed: 40 ft.
AC: 15 (-1 size, +1 Dex, +5 natural)
Attacks: [BAB +7]
Standard attack: Greataxe +15 melee; or javelin +8 ranged
Full-round: Greataxe +15/+2 melee, 2 claws +10 melee; or javelin +8/+3 ranged
Grapple: +19
Damage: Greataxe 1d12+8, Claw 1d8+8; or javelin 1d6+8
Face/Reach: 10 ft./5 ft.
Special Attacks: Improved grab
Special Qualities: Scent, darkvision 60 ft., light sensitivity
Saves: Fort +9, Ref +6, Will +2
Abilities: Str 27 (+8), Dex 13 (+1), Con 19 (+4), Int 9 (-1), Wis 8 (-1), Cha 8 (-1)
Skills: Listen +6, Spot +6
Feats: Alertness, Power Attack
Climate/Terrain: Any forest, hill, mountains, and underground
Organization: Solitary or pair, or gang (3-8)
Challenge Rating: 5
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class

The bruinorc combines the ferocity of a bear and an orc.

These primitive tauric creatures have the body of a brown bear, and the upper torso of a muscular orc. Their coloration is a dull brownish-gray, and their eyes are either black as night or pale blue. At night, they roam the desolate forests of the world, hunting and gathering, living in loose tribes.

Combat
Bruinorcs are straightforward opponents, but not without organization. Hunting parties will soften up prey with ranged weapons before moving in for the kill.

Improved Grab (Ex): To use this ability, the bruinorc must hit with a claw attack.

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

Bruinorc Characters
A bruinorc's favored class is barbarian. Bruinorc clerics can choose two of the following domains: Chaos, Evil, Strength, and War.
 
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Krishnath said:
Damn, I know I should have forbade the Kaiju Template, oh well....

Good work, anyhoo...


C'mon, Krish, give the demiurge his due! Didn't you see the other, more legit templatified kobold I posted?

I just got the idea of a giant bodak creating whole cities of undead monstrosities, and kobold worked well for irony. I also notice that no-one else is participating in the kobold "kontest"

Demiurge out.
 



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