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

Krishnath said:
O.K. The xanth rock so much that I intend to *swipe* them for my own campaign setting...

*swipe* :D

Glad you like 'em. I'll let you know when I finish designing my Trader class (which isn't first priority).

Later,

KF72
 

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Griff
Medium-Size Monstrous Humanoid
Hit Dice: 2d8+5 (14 hp)
Initiative: +1 (Dex)
Speed: 30 ft., glide 40 ft.
AC: 17 (+3 Dex, +4 -natural)
Attacks: Bite +4 melee, 2 claws +2 melee; or by weapon +4 melee; or by weapon +5 ranged
Damage: Bite 1d8+2, claw 1d3+1; or by weapon
Face/Reach: 5 ft. / 5 ft.
Special Attacks: Blood frenzy, pounce
Special Qualities: Darkvision 60 ft., scent
Saves: Fort +1, Ref +6, Will +5
Abilities: Str 15 (+2), Dex 17 (+3), Con 12 (+1), Int 9 (-1), Wis 15 (+2), Cha 12 (+1)
Skills: Jump +5, Listen +4, Spot +4*
Feats: Multiattack, Toughness (B)

Climate/Terrain: Harqual – the Storm Peninsula
Organization: Solitary, pair, or patrol (6–10)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: +4

The griff are descended from griffons that have been magically altered by the tabaxi, who use them as a slave race. Most griff stand roughly 7¾ ft tall and look like a strange mix of griffon and humanoid.

Their hands are more like claws and their legs bend back at the knees and they have wings that allow them to glide. Griffs cannot truly fly and must start from an elevated position to become airborne.

Griff cannot wear any sort of armor, as it would interfere with their wings, but can use shields.

Griff speak a rudimentary racial tongue that is nearly impossible for other races to learn.

Combat
Most opponents don’t realize that a griff is anything other than a griffon until it's too late. Griff are intense, vicious warriors that often fight to the death for their tabaxi masters. The tabaxi rarely let them use constructed weapons, as they don’t trust their slaves (or anyone else for that matter). Most griff are intensely loyal to the tabaxi, however.

If left on their own, griff usually revert back to a more feral state. They attack by pouncing on their opponents, either gliding into melee or leaping from above.

Blood Frenzy (Su): If a griff comes within 30 feet of wounded livestock such as horses or cows they automatically go into a blood frenzy similar to a barbarian's rage ability (the griffs HD is equivalent to an equal amount of barbarian levels). The griff will not be able to discern the difference between friend and foe while in this state and is as much a danger to his allies as he is his foes. The griff will remain in this state until he has been physically removed from the vicinity of the wounded animal (more than 30 feet away).

Griff with character class levels can spend 2 skill points anytime after gaining 3 levels to reduce the range to 15 feet and can eliminate the disadvantage altogether after gaining an additional 2 character class levels. If the griff is a barbarian, and has bought off the penalty, it can then spend an additional 5 skill points at the next character level, which will allow the griff to harness the blood frenzy and stack the griffs Hit Dice with his barbarian levels. At this point the blood frenzy is now considered an advantage. However, this must be done once the griff has gained six character levels of barbarian and can not be held in reserve. The griff cannot have any other character classes for this to work (i.e. HD plus 6th-level barbarian only).

Pounce (Ex): If a griff dives or leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.

Scent (Ex): A griff 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.

Because of their keen senses, griffs must make an additional Fortitude saving throw (DC 15) against attacks based on odor (such as those made by ghasts or stinking cloud spells) or sound (such as a banshee's wail or a harpy's song) beyond any save normally required.

Skills: Griffs receive a +4 racial bonus to Jump checks. *They also receive a +4 racial bonus to Spot checks in daylight.

Griff Character
Griff favor the fighter class. Griff clerics are either killed by the tabaxi or exist in hiding throughout the Storm Peninsula.

Good griff clerics worship the tabaxi god known as Sa the Tolerant, while evil griff clerics worship Erythnul. Griff Clerics of Sa may choose any of the following two domains: Animal, Community, Knowledge, and Protection. Griff Clerics of Erythnul may choose any two of the following domains: Animal, Evil, Trickery, and War.
 
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Here's the last of my originally planned "Humanoid-based" creations. I still plan on doing a templated version of centaur, minotaur from the MM, as well as the thri-kreen from Savage Species.

I might also do some monstrous humanoids from MM II, but have edited a lot of my other ideas off my list. (However, I'm still keen on creating some templated humanoids and monstrous humanoids from Minions: Fearsome Foes.) I'm waiting for the new BoT-DE to be released first. :D

Note: The dire sahuagin was created using a modified version of Anime Freak's Dire Humanoid template, which can be found Blacksway's Homebrew Creature site: http://www.blacksway.net/cc/

Cheers!

KF72
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Dire Sahuagin (Son of Sekolah)
Large Monstrous Humanoid (Aquatic)
Hit Dice: 4d8+8 (26 hp)
Initiative: +2 (Dex)
Speed: 30 ft., swim 60 ft.
AC: 17 (-1 size, +2 Dex, +6 natural)
Attacks: Trident +7 melee or 2 rakes +5 melee (or 2 rakes +7 melee, 2 claws +5 melee), bite +5 melee; or heavy crossbow +5 ranged
Damage: Trident 1d8+4, rake 1d6+4 (1d6+3 when a secondary attack), claw 1d3+3, bite 1d6+3; or heavy crossbow 1d10
Face/Reach: 10 ft. / 10 ft.
Special Attacks: Blood frenzy, tusk 2d3+2
Special Qualities: Speak with sharks, underwater sense, light blindness, amphibious, freshwater sensitivity, improved scent
Saves: Fort +4, Ref +6, Will +5
Abilities: Str 15 (+2), Dex 14 (+2), Con 14 (+2), Int 12 (+1), Wis 13 (+1), Cha 9 (-1)
Skills: Animal Empathy +5, Hide +10*, Jump +5, Listen +8, Profession (hunter) +4*, Spot +8*, Survival +5*
Feats: Improved Scent, Multiattack, Track (B)

Climate/Terrain: Warm aquatic
Organization: Solitary or pair
Challenge Rating: 4
Treasure: No coins; standard goods; crude items
Alignment: Always lawful evil
Advancement: By character class
Level Adjustment: +3

Amphibious (Ex): Dire sahuagin can survive out of the water for 1 hour per 2 points of Constitution.

Blood Frenzy: Once per day a dire sahuagin that takes damage in combat can fly into a frenzy the following round, clawing and biting madly until either it or its opponent is dead. It gains +2 Constitution and +2 Strength, and suffers a -2 AC penalty. The dire sahuagin cannot end its frenzy voluntarily.

Freshwater Sensitivity (Ex): A dire sahuagin fully immersed in freshwater must succeed at a Fortitude save (DC 15) or leave the water immediately. If the dire sahuagin fails and cannot escape, it suffers a -4 morale penalty to all attack rolls, saves, and checks. Even on a success, it must repeat the save attempt every 10 minutes it remains immersed.

Improved Scent (Ex): A dire sahuagin can detect approaching enemies, sniff out hidden foes, and track by sense of smell while out of the water. Range is 60 ft. If upwind, the range increases to 120 ft.; if downwind, it drops to 30 ft. Dire sahuagin use their Underwater Sense ability instead of this ability when tracking foes underwater.

Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds dire sahuagin for 1 round. In addition to temporary blindness, they suffer a -1 morale penalty to all attack rolls, saves, and checks while operating in bright light.

Tusk (Ex): A dire sahuagin can deliver a tusk attack that does 2d3+2 damage. This is a standard action.

Speak with Sharks (Ex): Dire sahuagin can communicate telepathically with sharks up to 150 feet away. The communication is limited to fairly simple concepts such as "food," "danger," and "enemy." Dire sahuagin can use Animal Empathy to befriend and train sharks.

Underwater Sense (Ex): A dire sahuagin can locate creatures underwater within a 30-foot radius. This ability negates the effects of invisibility and poor visibility. It is less effective against creatures without central nervous systems, such as undead, oozes, and constructs; a sahuagin can locate such creatures only within a 15-foot radius. Dire sahuagin are not fooled by figments when underwater.

Skills: Dire sahuagin receive a +4 racial bonus to Hide, Listen, and Spot checks. *Underwater, the bonus improves to +8. They receive a +8 bonus to Survival and Profession (hunter) checks within fifty miles of their homes.
 
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Kitsunekaboom said:
From the looks of it, I like that Dire Humanoid template better than the Dire Humanoid of Legends and Lairs: Monster's Handbook

The template there is definitely better than the Monster's Handbook version. Here's my modified version:

DIRE HUMANOID TEMPLATE
By Anime Freak, Edited by Knightfall1972

The dire humanoid template turns humanoids and other types of humanoid-like creatures into monstrous humanoids. All dire humanoids have a prehistoric look that reveals their dire heritage, yet they retain the same alignment. They have simple, crude cultures.

Creating a Dire Humanoid Creature
"Dire Humanoid" is a template that can be added to any Humanoid, Monstrous Humanoid and humanoid-like Aberration or Beast.

Hit Dice: The creatures Hit Dice increases by 2.
Size and Type: The creature’s size usually remains the same, as the creature’s height only increases by 50%. However, a very tall base creature, for its type, may need to increase to the next larger size category. For example, a sahuagin is roughly 6 feet in height. Thus, a dire sahuagin is roughly 9 feet in height and is obviously a large creature.
The base creature’s type changes to Monstrous Humanoid.
Initiative: Adjust based on changes to abilities.
Speed: Same as the base creature.
AC: Natural armor improves by +1. Adjust for any size increase.
Attacks: Readjust for type change and any size increase. +2 enhancement bonus on any Strength related attacks. This is in addition to adjustments based on the creature’s increase in Strength.
The creature also gains either 2 claw attacks or a slam attack, but not both. If the base creature already has one of those attacks then it gains no additional benefits.
Damage: +2 enhancement bonus on any Strength related damage. This is in addition to adjustments based on the creature’s increase in Strength.
Face/Reach: Adjust for any size increase.
Special Attacks: The base creature retains all it's special attacks and also gains the following special attack.
Tusk (Ex): A dire humanoid can deliver a tusk attack that does 2d4 damage plus its adjusted Strength modifier. This is a standard action.
Special Qualities: The base creature retains all it's special attacks and also gains the following special quality.
Scent (Ex): A dire humanoid 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.
Saves: Readjust for type change and any size increase. +1 to all Fortitude saves. Dire humanoids are hardy creatures.
Abilities: +2 Strength, +2 Dexterity, +2 Constitution, -2 Intelligence, +0 Wisdom, +0 Charisma.
Skills: Recalculate skill points based on the creature's new type and size. The base creature’s skills are the new creations class skills. The creature gains a +1 bonus to Jump checks and +2 bonus to Hide checks.
Feats: Recalculate feats based on the creatures’ new type and size. The creature gains Track as a bonus feat.
Climate: Same as the base creature or any land.
Organization: Same as the base creature; or solitary or pair.
CR: Same as the base creature’s CR + 1, +1 if size increases.
Treasure: Same as the base creature, except no coins and items are crude.
Alignment: Same as the base creature.
Advancement: Add two to all numerical values and recalculate if the base creature has a range of advancement. If the base creature advances by character class then Advancement doesn’t change.
Level Adjustment: +1
 
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Another Anthropomorph

Here's an anthropomorphic version of the War Ape from Dragon 292 (pg. 102).

Anthropomorphic War Ape (Ape Lord)
Medium-Size Monstrous Humanoid
Hit Dice: 2d8+4 (13 hp)
Initiative: +2 (Dex)
Speed: 30 ft.
AC: 15 (+2 Dex, +3 natural)
Attacks: 2 slams +6 melee; or by weapon +6 melee; or by weapon +4 ranged
Damage: slam 1d8+4; or by weapon
Face/Reach: 5 ft. / 5 ft.
Special Qualities: Darkvision 60 ft., low-light vision, scent
Saves: Fort +2, Ref +5, Will +5
Abilities: Str 18 (+4), Dex 14 (+2), Con 14 (+2), Int 11 (+0), Wis 14 (+2), Cha 11 (+0)
Skills: Climb +7, Jump +7. Listen +8, Spot +4
Feats: Alertness

Climate/Terrain: Warm forest and mountains
Organization: Solitary or company (2–5)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +1

Scent (Ex): An ape lord 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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