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

Kinda bland, but I think I'll come up with something interesting later. Deep Dweller is from Dragon 306.

Ur’gathak (Lizardfolk + Deep Dweller)
Medium Humanoid (Reptilian)
Hit Dice: 2d8+2 (11)
Initiative: +0
Speed: 30 Ft
AC: 15 (+5 Natural)
Attacks: 2 claws +2 melee, bite +0 melee; or javelin +1 ranged
Damage: Claw 1d4+1, bite 1d4, or javelin 1d6+1
Face/Reach: 5 Ft. By 5ft/5ft
Special Attacks: Nil
Special Qualities: Darkvision 120’, Spell-like abilities, Light Sensitivity
Saves: Fort: +1 Ref: +3 Will: +0
Abilities: Str:11, Dex:10. Con:13, Int:11, Wis:10, Cha:10
Skills: Balance +4, Jump +7, Swim +8
Feats: Multiattack
Climate/Terrain: Aquatic Underground
Organization: Gang (2-3), Band (6-10 plus 50% noncombatants plus 1 leader of 3rd-6th level) or tribe (3-60 plus lieutenants of 3rd-6th level and 1 leader of 4th-10th level)
Challenge Rating: 1
Treasure: 50% coins, 50% goods, 50% items
Alignment: Usually Chaotic Neutral
Advancement: By character class

The Ur’gathak are an insular race many mistake for Troglodytes. Truth is that, if there is any relation, the Ur’gathak are a more evolved version. They are more intelligent and are quite clever at times.

The Ur’gathak despise Aboleths as they compete for territory. Many do their best to orchestrate a downfall of the disgusting aberrations.

An Ur’gathak is a very pale six foot tall humanoid lizard. They use primitive weaponry if any at all. Their eyes are a bright yellow. Ur’gathak speak Draconic, though many learn Under Common.

Combat

The Ur’gathak use ranged attacks from hiding before attacking with their natural attacks.

Spell-Like Abilities: expeditious retreat, ghost sound and spider climb 1/day as a 2nd level sorcerer.

Light Sensitivity: An Ur’gathak suffers a –1 circumstance penalty on attack rolls, saves, and checks made in areas of bright light.

Skills: Thanks to their tails, Ur’gathak receive a +4 racial bonus to Jump, Swim, and Balance checks. In an underground setting Ur’gathak gain a +4 circumstance bonus on Hide and Move Silently checks.

Ur’gathak Characters

The Ur’gathak favor druid as a class, there are also many rogues and rangers among their kind. Most rangers take Aberration as their favored enemy at first level.
 

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It's something new for even the most jaded of Underdark adventurers. Better stuff later, just having a problem finding any beasties I really want to do. Need to get my claws on that book of templates but can't find the friggin activation stuff for my debit card *grumblegrumble*
 




Once the opportunity presents itself Savage Species will be mine. Until then though I have quite a few templates to play with. Just got the book of templates. BWAHAHAHA.

Troc (Troll + Half-Orc)
Large Giant (Orc)
Hit Dice: 6d8+36 (63)
Initiative: +2 (+2 Dex)
Speed: 30 Ft
AC: 18 (-1 Size, +2 Dex, +7 Natural)
Attacks: 2 claws +10 melee, bite +5 melee
Damage: Claw 1d6+7, bite 1d6+4
Face/Reach: 5 Ft. By 5ft/10ft
Special Attacks: Rend 2d6+10
Special Qualities: Regeneration 5, scent, darkvision 90 ft., Orc Blood
Saves: Fort: +11 Ref: +4 Will: +3
Abilities: Str:25, Dex:14, Con:23, Int:4, Wis:9, Cha:4
Skills: Listen +5, Spot +5
Feats: Alertness, Iron Will
Climate/Terrain: Any land, aquatic, and underground
Organization: Solitary or Gang (2-4)
Challenge Rating: 5
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class

Orcs used trolls as war machines for many years. An interbreeding program was established between an Orc army and a tribe of trolls. The result was the Troc. All the physical capabilities of a troll, all the intelligence of a block of wood.

They have an orcish snout and tusks, a bit more hairy as well, but otherwise look like any other orcs.

Combat

The Troc aren’t very bright. They attack first, eat later.

Orc Blood (Ex): For all special abilities and effects, a troc is considered an Orc.

Rend (Ex): If a troc hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage.

Regeneration (Ex): Fire and acid deal normal damage to a troc.
If a troc loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.
 

As soon as I get my art 'table' back from a local church, I should finish up the first few critters of this thread (so many pages ago:rolleyes: & not to mention a few other threads :p) & at the rate yall (At some point I have a number of beasties to throw in) are goin, I should have a useable portfolio of critters & such----I'll be alternating between colored(color pencil & markers) & black & white---I may also do some just in pencil (gray ranges)...just thought I'd let yall know 'cause I might be buggin ya about some of yall's creations---height of said beasties being one of my biggest questions----especially if I put more than one beastie ona page:D

Now back ta lurkin in da web;)
 

Star-Borne Gnomes of Ptah!

Thanks to Kit for creating the star-borne template.

Note: I decided to go with a slightly different idea instead of fly; I'm allowing my star gnomes to move in a controlled freefall, similar to the skill in the Dragonstar Starfarer's Handbook. Also, I decided to only to give them Alertness and Endurance as bonus feats. I also wnet with Kit's modified ability adjustments of +2 to Dexterity, +6 to Constitution, and +4 to Wisdom.

Cheers!

KF72

----------------------------
Gnome, Star
Small Monstrous Humanoid (Gnome)
Hit Dice: 1d10+4 (9 hp)
Initiative: +1 (Dex)
Speed: 20 ft., freefall 40 ft. (Perfect)
AC: 15 (+1 size, +1 Dex, +4 natural)
Attacks: Short sword +2 melee; or light crossbow +2 ranged
Damage: Short sword 1d6-1; or light crossbow 1d8
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Racial traits
Special Qualities: Racial traits, breathless, immunities, stellar
Saves: Fort +6, Ref +1, Will +2
Abilities: Str 8 (-1), Dex 12 (+1), Con 18 (+4), Int 11 (+0), Wis 15 (+2), Cha 11 (+0)
Skills: Alchemy +5, Listen +6, Spot +5
Feats: Alertness (B), Endurance (B), Weapon Focus (short sword)

Climate/Terrain: Any wildspace or spelljamming port
Organization: Solitary, or family (2–4)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually lawful neutral
Advancement: By character class
Level Adjustment: +4

Star gnomes the favored race of Ptah, the Interloper God of Travelers. It is said these gnomes came into being when a clan of normal gnomes beseeched Ptah for protection just before Mussin, the Sword God of Decay, destroyed the world of Trel in Kulanspace (during the First Era of Harqual).

Ptah reshaped the gnomes bodies and life functions to allow them to survive in the depths of space and the God of Travelers shielded them form harm when Trel exploded into oblivion. The gnomes lost the need to breathe but became more alien-like in appearance.

A star gnome hasn’t any hair and their skin is black, blue-black, or dark gray in color, rough with irregular ridges, and they have pitch black eyes without irises or pupils. They typically dress like other gnomes but the differences are obvious to anyone.

Star gnomes speak Gnome. Most star gnomes who travel throughout Wildspace (as traders or adventurers) know Common.

Combat
Star gnomes can fight in almost any environment, including the depths of space. They use similar tactics as normal gnomes although they tend to be better organized and use whatever environment their fighting in to their best advantage.

They like to harass opponents with their crossbows, leading them into dealy situations like an oxygen-less environment.

Breathless (Ex): A star gnome does not breathe and is immune to gas-based attacks. It can also be buried under the earth, underwater, or survive the depths of space with no ill effect.

Immunities (Ex): A star gnome is immune to the effects of vacuum. A star gnome is also immune to damage from Cold effects. In addition a star gnome can survive on any plane without ill effect.

Racial Traits (Ex): See below.

Stellar (Ex): A star gnome suffers no penalty when fighting underwater, or in low gravity.

Star Gnome Society
Star gnome society is different from that of their land-bound cousins, due to their more lawful bent and total devotion to Ptah. They still pay their respects to the Gnomish Gods but Ptah is their true patron now.

Star gnomes are natural merchants and ship captains. They have taken Ptah’s teaching about travel and knowledge to heart. Many star gnomes believe that Ptah is actually a high ascension of the Gnomish God known as the Masked Leaf, Baervan.

Star gnomes still live in Kulanspace and consider it their home crystal sphere. They control most of the Trel asteroid belt, all that is left of their home world. They have adapted well to the thousands of asteroids in the belt and do not have to breathe air to survive there. However, when dealing with outsiders they always use those asteroids that they’ve prepared with an atmosphere to greet them.

Star gnomes hate the two dark gods Mussin and Nether, known as the Black Tyrant, as it was those two gods that brought about the destruction of Trel.

Star Gnome Characters
Star gnomes favor the trader class. Star gnome clerics of Ptah can choose any two of the following domains: Creation, Knowledge, Law, Stellar, and Travel.

Star Gnome Traits
Star gnomes benefit from a number of racial traits:
-> -2 Strength, +2 Constitution, +2 Wisdom.
-> Small: Star gnomes gain a +1 size bonus to AC and attack rolls and a +4 size bonus to Hide checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of Medium-size creatures.
-> Speed: Base land speed is 20 feet. Star gnomes can also freefall at a speed of 40 feet with perfect maneuverability.
-> Low-light Vision. Star gnomes can see twice as far as a human can in starlight, moonlight, torchlight, and similar conditions of poor illumination.
-> Breathless (Ex): As per the description under Combat.
-> Immunities (Ex): As per the description under Combat.
-> Stellar (Ex): As per the description under Combat.
-> Star gnomes gain Alertness and Endurance as bonus feats.
-> +1 racial bonus to attack rolls against kobolds and goblinoids.
-> +4 dodge bonus against giants.
-> Speak with Animals (Su): Once per day a gnome can use speak with animals as a 1st-level druid to communicate with any mammal.
-> Spells: Star gnomes with Charisma scores of 10 or higher may cast dancing lights, ghost sound, and prestidigitation, each once per day as a 1st-level sorcerer (spell failure penalties for armor apply).
-> Save Adjustments: +2 racial bonus to saving throws against illusions.
-> Skills: Star gnomes receive a +2 racial bonus to Listen checks, for their keen hearing, and to Alchemy checks, because their sensitive noses allow them to monitor alchemical processes by smell.
-> Automatic Languages: Gnome and Common. Bonus Languages: Dwarven, Elven, and Halfling.
-> Favored Class: Sorcerer. A multiclass star gnome's sorcerer class does not count when determining whether he suffers an XP penalty for multiclassing.
-> ECL: +6

The Stellar Domain
Granted Power: The cleric has low-light vision under starlight conditions or while traveling in wildspace. If the cleric is of a race that already has low-light vision then the cleric can increase the range they can see by a factor of one (i.e. twice as far becomes three times as far).

Stellar Domain Spells:
1. Faerie Fire
2. Mantle of Shadows ***
3. Moonbeam *
4. Shadow Mask *
5. Control Light **
6. Dawnspear ***
7. Reverse Gravity
8. Searing Light
9. Dreamstealer ***

* Spell from the Forgotten Realms Campaign Setting hardcover.
** Spell from Sword & Sorcery Studios Relics & Rituals hardcover
*** Spell from Legends & Lairs Spells and Spellcraft hardcover.

{EDIT}
Forgot to 'flesh out' Combat section.
 
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Narleth: Interesting idea, I might have to take a dip in that pool myself. Especially the Void Viper.

Knightfall: Hail Ptah! :) I do like these guys. Might have to pic up the Dragonstar campaign stuff when I start my campaign (which has heavy spelljamming stuff, though more than likely the players will never have one.)
 

Into the Woods

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