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

Krishnath said:
So, what's next?

Anthropomorphic Tiger and Dire Tiger. My World of Kulan version of the tabaxi. The Anthro-Dire Tiger are going to be specialized Warriors of Tu. (That would be the tabaxi god, BTW.)

But not until tomorrow! (Have to sleep now.)

Cheers!

KF72

p.s. Ok, it's actually tomorrow now but you get the point. :D
 

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Heh, had to do this one!

Saw the platypus on the 'Animals!' thread and I just had to do this one. Note to Platypus Creator: FYI... any creature with a swim speed always gets a +8 racial bonus on Swim checks.

Anthropomorphic Platypus
Small Monstrous Humanoid
Hit Dice: 1d8+1 (5 HP)
Initiative: +0
Speed: 15 ft, swim 30 ft., burrow 15 ft.
AC: 12 (+1 size, +1 natural)
Attacks: Bite +4 melee, kick +2 melee; or by weapon +4 melee; or by weapon +2 ranged
Damage: Bite 1d2+2, kick 1d2+1 plus poison; or by weapon
Face/Reach: 5 ft. / 5ft.
Special Attacks: Poison
Special Qualities: Blindsight, darkvision 60 ft., cold resistance 5
Saves: Fort +1, Ref +2, Will +4
Abilities: Str 14 (+2), Dex 10 (+0), Con 12 (+1), Int 11 (+0), Wis 14 (+2), Cha 12 (+2)
Skills: Swim +14, Hide +6
Feats: Multiattack

Climate/Terrain: Any temperate fresh water
Organization: Solitary, pair, or family (2-4)
Challenge Rating: 1
Treasure: Standard
Alignment: Always neutral good
Advancement: By character class
Level Adjustment: +1

Blindsight (Ex): While underwater anthro-platypi can ascertain all foes within 40 feet as a sighted creature would. Beyond that range, they treat all targets as totally concealed. This ability is due to electrosensors in the antro-platypi’s bill.

Poison (Ex): Fortitude save DC 11. Initial Damage 1d2 Con, Secondary damage 1 Con

Skills: anthro-platypi gain a +8 racial bonus on Swim checks.
 
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The tabaxi of Kulan - Part 1

Tabaxi (of Kulan)
Medium-Size Monstrous Humanoid (Feline)
Hit Dice: 2d8+6 (15 hp)
Initiative: +7 (Dex, Improved Initiative)
Speed: 30 ft., climb 20 ft.
AC: 14 (+3 Dex, +1 natural)
Attacks: 2 claws +4 melee, bite +2 melee; or light flail +4 melee; or 3 javelins +5 ranged
Damage: Claw 1d6+2, bite 1d8+1; or light flail 1d8+2; or javelin 1d6+2
Face/Reach: 5 ft. / 5 ft.
Special Attacks: Pounce, improved grab
Special Qualities: Darkvision 60 ft., scent, intolerance
Saves: Fort +3, Ref +6, Will +5
Abilities: Str 15 (+2), Dex 17 (+3), Con 17 (+3), Int 11 (+0), Wis 14 (+2), Cha 10 (+0)
Skills: Balance +8, Hide +9 *, Listen +5, Move Silently +9, Spot +3, Swim +4
Feats: Improved Initiative (B), Multiattack

Climate/Terrain: Harqual – the Storm Peninsula
Organization: Solitary, pair, patrol (5–20), or tribe (30–300 plus 50% noncombatants plus 1 1st-level sergeant per 20 adults, 3 3rd-level clerics, 5 5th-level lieutenants, 1 7th-level war chief and 1 9th-level high priest)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually lawful evil
Advancement: By character class
Level Adjustment: +3

Tabaxi are an evil race of tiger-like humanoids who have just recently reappeared on Harqual after 1,001 years of banishment.

Tabaxi have the same color patterns as tigers although minor variations are possible (i.e. spots vs. stripes). Tabaxi have dexterous, clawed hands, sharp, white teeth and yellow cat’s eyes. They stand roughly 6 feet in height and weigh as much as humans.

Tabaxi dress in savage looking clothing and tabaxi warriors often wear ornamental headdresses made out of animal heads, fur and feathers. Tabaxi clerics usually wear very little instead covering their bodies in ritual tattoos and scars. Many of these markings are divine in nature and often give armor, strength or magical boons to the cleric for his devotion.

Tabaxi speak their own racial language.

Combat
Tabaxi give no quarter to their opponents, nor do they expect any in return. Anger and resentment towards the North Gods drives them to attack those they perceive as their enemies without hesitation.

Pounce (Ex): If a tabaxi 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.

Improved Grab (Ex): To use this ability, a tabaxi must hit with a claw or bite attack.

Intolerance: Most tabaxi don't consider themselves racists, but the reality is that tabaxi have an over-inflated view of their race and tend to look down upon others. Tabaxi have a -3 penalty to all Charisma-based checks when dealing with other races, regardless of the situation. Tabaxi cannot buy off this disadvantage completely, but they may reduce it to -1 by spending 4 skill points any time after gaining 5 character levels.

Scent (Ex): A tabaxi 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: Tabaxi receive a +4 racial bonus to Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.

Tabaxi Society
Of all the races of Harqual only the human barbarians of the Northlands, the rakasta and this race of cat people are native to the continent. In ancient times, the tabaxi's tried to dominate the rakasta and paid for their aggressive nature when they and their god were banished from Harqual by the All-Mother, Mirella.

This was done at the request of the barbarian god Cronn that this occurred and Tu, the Lord of the Tabaxi, didn't take his banishment well. Unable to take his vengeance out upon the Lord of the North he turned on his people – inflicting awful suffering on them. Only when another tabaxi, Sa the Tolerant, ascended to divine status during the banishment did Tu realize he would lose everything unless he learned to care for his people the way the barbarian gods did their people. And while Tu remained evil he learned patience and even learned to share his people with Sa. However, the two gods don't like each other and really only tolerate each other for the good of the tabaxi.

Thus, it is hard for other races to truly understand what the tabaxi have gone through and why they are the way they are. Tabaxi are vicious and warlike showing no mercy to those they consider their enemies, and yet they protect each other, never betraying one another unless the survival of the whole is at stake. Very few of the tabaxi take the teaching of Sa to heart, as most have learned to tolerate Tu's dark, evil ways. After all it was him who gave them sentience.

Since the Return, the faithful of Tu have been on the offensive taking the fight to the southern kingdoms of the North. They have yet to attack across the Great Expanse into the South but it is only a matter of time before they also seek vengeance on the rakasta.

Where the tabaxi were banished to remains a mystery. The tabaxi won't talk about it and the faithful of Mirella don't even know where the goddess sent the cat people.

Tabaxi Characters
Tabaxi favor the cleric class. Clerics of Tu can choose any two of the following domains: Evil, Retribution, Strength, and War. Clerics of Sa can choose any two of the following domains: Community, Knowledge, Law, and Protection.
 

Quick and Dirty Creation!

Heh! Heh!

Anthropomorphic 5-Headed Hydra (Hydra Man)
Large Aberration (Reptilian)
Hit Dice: 3d8+12 (25 hp)
Initiative: +2 (Dex)
Speed: 20 ft., swim 10 ft.
AC: 14 (-1 size, +2 Dex, +3 natural)
Attacks: 5 bites +4 melee; or by weapon +2 melee; or by weapon +4 ranged
Damage: Bite 1d8; or by weapon
Face/Reach: 10 ft. /10 ft.
Special Qualities: Darkvision 60 ft., scent
Saves: Fort +4, Ref +3, Will +4
Abilities: Str 10 (+0), Dex 14 (+2), Con 16 (+3), Int 11 (+0), Wis 12 (+1), Cha 13 (+1)
Skills: Listen +9, Spot +9, Swim +8
Feats: Weapon Finesse (bite), Toughness

Climate/Terrain: Any marsh and underground
Organization: Solitary
Challenge Rating: 3
Treasure:[b/] Standard
Alignment: Always neutral evil
Advancement: By character class
Level Adjustment: +4

Hydra men speak Draconic.

Combat
A hydra man can be killed either by severing all it’s heads or by slaying its body. To sever a head, an opponent must hit the monster’s neck with a slashing weapon and deal damage equal to the hydra man’s original hit point total (25), divided by its number of heads (5), in one blow. (The player says where the attack is aimed just before making the attack roll.) Any excess damage is lost. A severed head dies and a natural reflex seals the neck shut to prevent further blood loss. The hydra man can no longer attack with the severed head but suffers no other penalties. A severed head regrows in about a month.

Scent (Ex): A hydra man 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: Hydra men receive a +2 racial bonus to Listen and Spot checks, thanks to their multiple heads. Hydra men gain a +8 racial bonus to Swim checks due to their swim speed.

Feats: A hydra man’s Combat Reflexes feat allows it to use all it’s heads for attacks of opportunity each round.

Hydra Man Characters
Hydra men favor the barbarian class.
 
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Nice Hydra, and now my latest entry.

The Half-Human template I am using is from AEG - Monster. (Not a bad book, some rather interesting races, kind of like a poor man's savage species I guess.) The Aquatic template is taken from Dragon #306 (not much of a template granted but still it worked)

T’chetclan (Displacer Beast + Half Human template + Aquatic)
Medium Monstrous Humanoid
Hit Dice: 6d8+6 (38)
Initiative: +0 (Dex)
Speed: 15 Ft, 60 Ft swim
AC: 12 (+2 Natural)
Attacks: 2 Tentacles +5 melee, bite +0 melee
Damage: Tentacle 1d4+2, bite 1d4+1
Face/Reach: 5 Ft. By 5ft/5ft
Special Attacks: Nil
Special Qualities: Low-Light Vision, Displacement, Resistance to ranged attacks
Saves: Fort: +6 Ref: +5 Will: +2
Abilities: Str:14, Dex:11, Con:13, Int:10, Wis:11, Cha:10
Skills: Hide +10, Listen +8, Move Silently +10, Spot +11, Swim +11
Feats: Alertness, Dodge, Multiattack
Climate/Terrain: Any land
Organization: Solitary, Pair, Colony (2-12)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually Lawful Evil
Advancement: By character class

The T’chetclan are a bizarre race said to have evolved from Displacer Beasts, or, more likely, having been evolved by force through sorcery. In either case, the T’chetclan are a force to be reckoned with. They breed at a speed that makes even the Sahuagin and Sea Elves fearful.

While there seems to be no overall goal as of yet other than dominance of the areas they inhabit. They tend to feed on sentient creatures as often as creatures that aren’t, they seem to have a particular taste for sea elf.

Their displacement ability and their natural ability in the water make it nearly impossible for land creatures to effectively fight them. Some human settlements, particularly besieged by the T’chetclan, usually ones whose very survival depends on the sea and its bounty, have begun talking about poisoning the oceans.

Should the other sea borne races hear of this, there could be war with the surface world, which only the T’chetclan would benefit from.

Combat

Displacement (Su) Any melee or ranged attack directed at it has a 50% chance of missing unless the attacker can locate the beast by some means other than sight. A true seeing effect allows the user to see the beast’s position but see invisibility has no effect.

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

Waterborn: An aquatic creature suffers a –1 circumstance penalty on attack rolls, saves, and checks when not at least partially submerged in water.

Skills
A Displacer Beast receives a +8 racial bonus to Hide checks, thanks to its displacement powers. An aquatic creature gains a +8 bonus to Swim checks due to having a swim speed. It also gains a +2 racial bonus to Spot checks and suffers a –2 penalty on Listen Checks.
 
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Comments in order:

Tabaxi: Very well done, and the alignment twist on your game worlds tabaxi is excellent.

Hydra-man: A relative of the Yuan-Ti perhaps? I will use these as minions of the Yuan-Ti of my game world. :D (Damn, we need an evil emoticon.)

T’chetclan: That is just so, so, vile! I love it. :D
 

Geez, Knightfall...yer quick with these things...ya know...I think I'll be usin' a few...and I gotta get the Deluxe Book o' Templates, too...it looks sweeeeeet. Is it all OGC?

To answer your question, EldonG, the entire Book of Templates: Deluxe Edition will be OGC. Nice, eh?

And, yes, KF72 *is* fast. Very fast :)

Cheers!
Ian

PS I agree with Krishnath, too. There need to be more emoticons. Especially an evil one :D
 
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