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

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

You haven't seen ANYTHING yet! :D

Next up... more anthropomorphs starting with part 2 of my homebrewed tabaxi. Then comes more kulan races, as well as some anthropomorphs for my Arcanum of the Stars Dragonstar campaign expansion (not and official product).

I aslo just posted a new aquatic creation on the other thread.

Cheers!

KF72

p.s. BTW Frilf, make sure you check your e-mail. ;)
 

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Tabaxi of Kulan - Part 2

Added a fear aura to these tabaxi. Base creature was a dire tiger, BTW.

Tabaxi, Warrior of Tu
Large Monstrous Humanoid (Feline)
Hit Dice: 3d8+6 (19 hp)
Initiative: +7 (Dex, Improved Initative)
Speed: 30 ft.
AC: 15 (-1 size, +3 Dex, +3 natural)
Attacks: 2 claws +7 melee, bite +5 melee
Damage: Claw 1d8+4, bite 1d10+2
Face/Reach: 10 ft. / 10 ft.
Special Attacks: Fear aura, pounce, improved grab
Special Qualities: Darkvision 60 ft., scent, intolerance
Saves: Fort +2, Ref +6, Will +5
Abilities: Str 19 (+4), Dex 17 (+3), Con 13 (+1), Int 9 (-1), Wis 14 (+2), Cha 14 (+2)
Skills: Hide +5*, Jump +5, Listen +3, Move Silently +8, Spot +3, Swim +5
Feats: Improved Initiative (B), Multiattack, Toughness

Climate/Terrain: Harqual – the Storm Peninsula
Organization: Solitary or patrol (5–20 plus 1 3rd-level sergeant, 2 5th-level lieutenants, 2 5th-level tabaxi cleric, 1 7th-level war chief, and 1 9th-level tabaxi high priest)
Challenge Rating: 6
Treasure: Standard
Alignment: Always neutral evil
Advancement: By character class
Level Adjustment: +5

Warriors of Tu are religious, slave warriors devoted to the Lord of the Tabaxi. They are front line fighters and strike fear into the hearts of the enemies of their god. Warriors of Tu look and dress the same as normal tabaxi warriors.

Warriors of Tu speak Tabaxi.

Combat
Warriors of Tu are not known for their subtlety in combat. They attack to kill and maim focusing on powerful warriors and spellcasters.

Fear Aura (Su): A warrior of Tu has a fear aura 930-foot radius centered on the tabaxi) that works continuously and the ability is considered a free action. This fear aura functions similarly to the fear spell as cast by a cleric of the warrior of Tu’s total Hit Dice + character levels (3rd-level base). Will save DC 13.

Pounce (Ex): If a warrior of Tu 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 warrior of Tu must hit with its bite attack.

Intolerance: Warriors of Tu don't consider themselves racists, but the reality is that these tabaxi have an over-inflated view of their race and tend to look down upon others. Like normal tabaxi, they have a -3 penalty to all Charisma-based checks when dealing with other races, regardless of the situation. Warrior of Tu 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): Warriors of Tu 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: Warriors of Tu receive a +4 racial bonus to Hide and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.

Warrior of Tu Characters
Warriors of Tu favor the fighter class. Warriors of Tu are forbidden from becoming bards, druids, clerics, wizards or sorcerers, but may become barbarians, rangers and rogues without penalty. Warriors of Tu always worship the Lord of the Tabaxi.
 
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Thanks :) I was quite fond of the T’chetclan myself. Here is another bizarre little beasty. Again, half-human from AEG Monsters, the Half-Howling Dragon (and the Howling Dragon) is from Dragon Magazine #300.

Shrieking Horrors (Stirge + Half-Human Template + Half-Howling Dragon)
Small Dragon
Hit Dice: 1d10+1 (6)
Initiative: +2 (Dex)
Speed: 30 ft., Fly 30 Ft. (Average)
AC: 17 (+1 Size, +2 Dex, +4 Natural)
Attacks: Touch +2, 4 Claw –2 Melee; or Shortspear +2 Missile
Damage: Touch 1d4+2, Claws 1d3+1; or Shortspear 1d6+2
Face/Reach: 5 Ft. By 5 Ft./5ft.
Special Attacks: Attach, blood drain, Breath Weapon
Special Qualities: Sprint, Immunities, Darkvision 60’, Low-Light vision
Saves: Fort: +3 Ref: +4 Will: +0
Abilities: Str:14, Dex:14, Con:12, Int:12, Wis:11, Cha:12
Skills: Hide +13
Feats: Weapon Finesse (Touch)
Climate/Terrain: Temperate and warm forest and underground
Organization: Clutch (2-4), swarm (5-8), or flock (9-13)
Challenge Rating: 2
Treasure: None
Alignment: Always Neutral
Advancement: By Character Class (Barbarian)

Shrieking Horrors have become a growing concern for the Drow and other creatures living below the earth. Some caverns have become clogged with these strange, reptilian, nocturnal predators.

They seem to be a fiendish dragon’s pet project, sent to destabilize the local power holders of the world below the surface and above. No one can trace their ancestry yet, but as soon as it is the dragon in question will be hunted down and exterminated for the trouble it has caused.

Combat

Shrieking Horrors tend to attack in flocks, flyby attacks with breath weapons soften opponents up for far worse. Other Shrieking Horrors in the flock follow up with spears, until the foes are ready for the kill, in which case all Shrieking Horrors leap upon one creature and claw their way to the soft center beneath.

Attach (Ex): If a Shrieking Horror hits with a touch attack, it uses its eight pincers to latch onto the opponent’s body. An attached stirge has an AC of 11.

Blood Drain (Ex): A Shrieking Horror drains blood, dealing 1d4 points of temporary Constitution damage each round it remains attached. Once it has drained 4 points of Constitution, it detaches and flies off to digest the meal.

Breath Weapon (Ex): A Shrieking Horrors can breath a cone of sound 30 ft. long dealing 4d10 damage, A reflex save DC: 19 will halve the damage. This is usable once every 1d4 rounds.

Immunities (Ex): A Shrieking Horror is immune to sleep and paralysis effects as well as damage from Sonic energy.
 
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The only problem I have with that creature is the name, as there allready is a fungi with that name in the Monster Manual. Other than that, very nice.
 

Another Quick and Dirty Creation!

For Spelljammer fans! Base creature is from GG's Necropolis by Necromancer Games.

Anthropomorphic Hippopotamus (Giff)
Medium-Size Monstrous Humanoid
Hit Dice: 3d8+6 (19 hp)
Initiative: +1 (Dex)
Speed: 30 ft.
AC: 13 (Dex +1, +2 natural)
Attacks: Bite +3 melee; or longsword +3 melee; or pistol +4 ranged
Damage: Bite 1d8; or longsword 1d8; or flintlock pistol 1d10
Face/Reach: 5 ft. / 5 ft.
Special Attacks: None
Special Qualities: Darkvision 60 ft., scent
Saves: Fort +1, Ref +4, Will +5
Abilities: Str 11 (+0), Dex 12 (+1), Con 12 (+1), Int 11 (+0), Wis 14 (+2), Cha 8 (-1)
Skills: Listen +8, Spot +8
Feats: Exotic Weapon Proficiency (firearms), Toughness

Climate/Terrain: Warm plains and wildspace
Organization: Solitary or company (2–12)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually lawful neutral
Advancement: By character class
Level Adjustment: +1

Scent (Ex): A giff 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.
 


Krishnath said:
The only problem I have with that creature is the name, as there allready is a fungi with that name in the Monster Manual. Other than that, very nice.

I always forget the fungi. Ok changed to Shrieking Horrors. (Not a great name but it will do. ;)

And as for the Giff, I like the idea of them as rhinos rather than hippos. Hippo people always seemed a bit off to me.
 


Krishnath said:
Despite the fact that I find the anthropomorph very well done, I must just say this: I hate the GIFF! :mad:

Heh, I had a feeling that the creation and posting of these Giff would cause some minor displeasure from someone. Little did I know it was going to be you, Krish.

Are there any spelljammer races, which you don't hate that you'd like to see?

Cheers!

KF72

p.s. That's enough for this afternoon. Still under the weather and need to go back to sleep for a while. They've been doing construction work on the parking lot next door to my building and started up the saw and jackhammers before it was even 8:30am. :(
 

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