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


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Another Unofficial Update!

Since Krishnath put up an anthropomorphic hare first, this one is unofficial from me (not on my official list). It is a medium-size anthropomorphic hare that pays hommage to Gamma Worlds mutant rabbits know as 'hoops'. (FYI... their favored class is going to be psion for my Spelljammer Gone Wild cosmology.)

Note: I have been REALLY sick the last few days and won't likely do more anthropomorphs this week.

Anthropomorphic Hare (Hoop)
Medium-Size Monstrous Humanoid
Hit Dice: 2d8+3 (12 hp)
Initiative: +6 (Dex, Improved Initiative)
Speed: 30 ft.
AC: 12 (+2 Dex)
Attacks: By weapon +2 melee; or by weapon +4 ranged
Damage: By weapon
Face/Reach: 5 ft. / 5 ft.
Special Qualities: Darkvision 60 ft., scent
Saves: Fort +1, Ref +5, Will +5
Abilities: Str 11 (+0), Dex 14 (+2), Con 13 (+1), Int 11 (+0), Wis 14 (+2), Cha 11 (+0)
Skills: Hide +2, Jump +2, Listen +2, Spot +2
Feats: Grass Trekker (B/SS), Improved Initiative
Climate/Terrain: Any plains, forest, hills, and underground
Organization: Gang (3-8), warren (20-50 plus 20-50 noncombatants plus 1 7th-level leader)
Challenge Rating: 2
Treasure: Standard
Alignment: Chaotic neutral
Advancement: By character class
Level Adjustment: +1

Scent (Ex): A hoop 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.
 
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My entry into the CR: 10 Kobold; for extra fun add Half-Machine and/or Psionic templates. Possessing is from Legends & Lairs; Monster's Handbook.

Ghost Bear (Kobold + Lycanthrope: Bear, Brown + Half-Fiend + Possessing)
Small Outsider/Large Outsider
Hit Dice: 6d8+30 (57)
Initiative: +3
Speed: 30 Ft, fly 30 ft. (average); 40 Ft., fly 40 ft. (average) as Bear
AC: 20 (+1 Size, +3 Dex, +4 Natural, +2 Leather) (-1 Size, +3 Dex +8, Natural) as bear
Attacks: Bite +1 melee, 2 claws –1 melee; or light crossbow +2 ranged;
2 claws +13 melee, bite +11 melee as bear
Damage: Bite 1d4, Claw 1d3; or light crossbow 1d8
Claw 1d8+10, bite 2d8+5
Face/Reach: 5 Ft. By 5ft/5ft;
5 Ft. By 5ft/10ft as bear
Special Attacks: Spell-like abilities, Possession; plus Improved grab, curse of lycanthropy as bear
Special Qualities: Darkvision 60 ft., light sensitivity, Bear empathy, Poison Immunity, acid, cold, electricity, and fire resistance 20, Incorporeal Form; plus scent, damage reduction 15/silver as bear
Saves: Fort: +7 Ref: +6 Will: +4
Abilities: Str:10, Dex:17, Con:13, Int:14, Wis:14, Cha:18
Abilities as Bear: Str: 31, Dex 17, Con 21, Int:14, Wis:14, Cha:18
Skills: Craft (trapmaking) +10, Hide +10, Listen +12, Move Silently +10, Search +12, Spot +12
Skills as Bear: Listen +17, Search +15, Spot +17, Swim +15
Feats: Alertness, Weapon Finesse (Claw)
Feats as Bear: Alertness, Blind-Fight, Multiattack, Power Attack
Climate/Terrain: Any
Organization: Usually Solitary
Challenge Rating: 10
Treasure: Standard
Alignment: Usually Lawful Evil
Advancement: By character class

The Ghost Bears are a slight misnomer. In truth an unfortunate group of kobolds once came upon a bear while hunting for food. The bear was smarter, faster, and more resilient than any other bear they had faced. All but one died in the encounter. She became a werebear, and led her tribe to brutal victory after brutal victory against the other local tribes.

Soon a greater demon found out about her escapades and asked if she would consent to be his bride. She did, and thus the Ghost Bear tribe of Kobolds was created.

Combat

Alternate Form (Su): All lycanthropes can shift into animal form as using the polymorph self spell (though their gear does not change). Upon assuming animal form the lycanthrope regains hit points as if having rested for a day. A slain lycanthrope reverts to its humanoid form, although it remains dead. This shapeshifting ability can be difficult to control.

Curse of Lycanthropy (Su): Any humanoid hit by a lycanthrope’s bite attack in animal form must succeed at a Fortitude save (DC 15) or contract lycanthropy.

Damage Reduction (Ex): A lycanthrope in animal or hybrid form gains damage reduction 15/silver.

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

Incorporeal Form (Su): At will as a full-round action the possessor may assume an incorporeal form. While in this form, the possessor can only be harmed by other incorporeal creatures. +1 or better weapons, spells, supernatural abilities, or spell-like effects. There is a 50% chance the possessor will ignore any damage inflicted by a corporeal creature via any source other than force effects such as magic missile. In this state, the creature loses its natural armor modifier but gains a deflection modifier of +6.

While incorporeal, the possessor can pass through solid objects, cannot be heard unless it wishes to be, ignores natural and all physical armor, and has no Strength score. Its dexterity modifier applies to both melee and ranged attacks.

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

Lycanthropic Empathy (Ex): Lycanthropes can comminicate and empathize with normal or dire animals of their animal form. This gives them a +4 racial bonus to checks when influencing the animal’s attitude and allows communication of simple concepts and commands.

Possession (Su): While in its incorporeal form the possessor can attempt to hijack a living creature’s body by overpowering its intellect and personality. This counts as a mind-influencing effect.

The possessor must be within 5 feet of its potential victim. As a standard action, it makes a Charisma check opposed by its victim’s Will save. If the possessor succeeds, it gains control of its victim’s body for one day for each point by which it beat its target’s save. After this time, the possessor once again makes a Charisma check opposed by a Will save. This process continues until the creature fails its Charisma check.

Use the possessed template to determine the possessor’s stats while it controls its victim’s body. Any spell that can force an outsider to return to the outer planes may be used to force a possessor out of its victim’s body.

Using this ability drains the possessor’s willpower and endurance. It may only use this ability once per day. As a standard action, the possessor may abandon the body it controls. The victim immediately regains control but is unconscious for 1d4 minutes due to the psychic trauma of the possession. If the victim’s body dies while the possessor controls it, the possessor dies along with it.

Spell-Like Abilities: 3/day – Darkness, 1/day Desecrate, Unholy Blight; cast as a Sorcerer of 6th level.

Skills
Kobolds receive a +2 racial bonus to Craft (trapmaking), Profession (mining), and Search checks. Lycanthropes receive a +4 racial bonus to Search, Spot, and Listen checks when in human form. When in animal form these bonuses increase to +8.
 

That's friggin good work there. :D I like it, and it will scare the hell out of any party.
A simple kobold transforms into a bear, then becomes incorporeal, then possesses the party barbarian before opening a can of whoop-ass on the party mage ;)
 

Just for further reference, he is a possessed character :).

Bob, Human Fighter level 5
Str: 14 (+2), Dex: 16 (+3), Con: 14 (+2), Int: 13 (+1), Wis: 12 (+1), Cha: 12 (+1)
AC: 17 (+3 Dex, +4 Chain Shirt), Fort: +6, Ref: +4, Will: +2, Hit: +7 (+10 scimitar), Missile: +8, Init: +7, Speed: 30 Ft. HD: 5d10+10
HP: 42, Feats: Ambidexterity, Expertise, Improved Initiative, Weapon Finesse (Scimitar), Weapon Focus (Scimitar), Weapon Specialization (Scimitar)
Skills: Climb (3+2), Craft [Carpentry] (3+1), Handle Animal (3+1), Jump (3+2),
Knowledge [Arcana] (1+1), Listen (3+1), Ride (3+3), Spot (3+1), Swim (3+2)
Abilities: Nil
Equipment: 28 GP, Masterwork Scimitar +1 (1d6+2 18-20/x2),
Masterwork Chain Shirt +1 (+4 AC, +4 Max Dex, 01 AC penalty),
Short Sword (1d6+2 19-20/x2), Composite Longbow (1d8 x3 110 Ft.),
Rope, Hemp (50 ft.), Backpack, Lantern, bullseye, Waterskin, explorer’s outfit,
Rations (6 days), Warhorse, light, Military Saddle, 2 saddlebags
CR: 5

-----------------------------------------

Bob, Possessed (Ghost Bear Tribe Kobold) Human Fighter level 5
Str: 18 (+4), Dex: 18 (+4), Con: 18 (+4), Int: 14 (+2), Wis: 14 (+2), Cha: 18 (+4)
As Bear: Str: 31(+10), Dex: 17(+3), Con: 21(+5), Int:14(+2), Wis:14(+2), Cha:18(+4)
AC: 17 (+3 Dex, +4 Chain Shirt); as bear 20 (-1 Size, +3 Dex +8, Natural)
Fort: +8, Ref: +5, Will: +3, Hit: +9, Missile: +8, Init: +3, Speed: 30 Ft., HD: 5d12+20
As bear: Fort: +7 Ref: +6 Will: +4, 2 claws +13 (1d6+10), bite +11 (2d8+5)
HP: 52, Feats: Alertness
Feats as Bear: Alertness, Blind-Fight, Multiattack, Power Attack
Skills: Climb (3+4), Craft [trapmaking] (4+6), Hide (3+3), Jump (3+2), Listen (2+10),
Move Silently (7+3), Search (4+8), Spot (4+8), Swim (3+4)
Skills as Bear: Listen +17, Search +15, Spot +17, Swim +15
Abilities: Slam Attack (+9, 1d6+4), Hideous Spew, Undetectable Aura, Alternate Form*, Curse of Lycanthropy*, Incorporeal Form*, Spell-Like abilities*
Equipment: 28 GP, Masterwork Scimitar +1 (1d6+4 18-20/x2),
Masterwork Chain Shirt +1 (+4 AC, +4 Max Dex, 01 AC penalty),
Short Sword (1d6+4 19-20/x2), Composite Longbow (1d8 x3 110 Ft.),
Rope, Hemp (50 ft.), Backpack, Lantern, bullseye, Waterskin, explorer’s outfit,
Rations (6 days), Warhorse, light, Military Saddle, 2 saddlebags
CR: 10

* marked abilities are exactly the same as the Ghost Bear Tribe Kobolds.

Hideous Spew (Su): Three times per day the possessed creature can generate a massive flow of stomach acid, showering its enemies in a blast of acidic spray that can strip away their fles. This ability affects all creatures in a 20-foot cone. They must make a Reflex save (DC 19) or suffer 2d6 damage. A successful save halves this damage.

Undetectable Aura (Su): At will as a free action, the possessed may choose to use its own or its victim’s alignment aura. Thus, spells such as detect evil may fail to uncover the presence of a possessing creature.
 



The next time my PC's will interact with an NPC fighter, I'll call him Bob... ;)

Let's see...

??? the Barbarian
??? the Bard
??? the Cleric
??? the Druid
Bob the Fighter
??? the Monk
??? the Paladin
??? the Ranger
??? the Rogue
??? the Sorcerer
??? the Wizard

Fill in the ??? ;)
 

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