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


log in or register to remove this ad

Ok, I saw Khisanth's screaming seahawk under his Magic: The Gathering Creatures thread and couldn't resist anthropomorphizing them (with my own additiona touches and twisted mind).

Note to Khisanth: FYI... all the predatory birds in the MM have both Listen and Spot listed as skills (as do most animals). Yours only had Spot listed.

Also, the Screaming Seahawk is as big as an eagle (small-sized) and should really have claws that do real damage instead of the only useful vs. a mouse idea. Just my opinion...

Cheers!

KF72

--------------
Screamer (Anthropomorphic Screaming Seahawk)
Medium-size Monstrous Humanoid
Hit Dice: 2d8+2 (11 hp)
Initiative: +2 (Dex)
Speed: 10ft., fly 20ft. (poor)
AC: 12 (+2 Dex)
Attacks: Bite +6 melee, 2 claws +4 melee; club +5 melee
Damage: Bite 1d6+4, claw 1d4+1; club 1d6+3
Special Attacks: None
Special Qualities: Darkvision 60 ft.
Face/Reach: 5 ft. / 5 ft.
Saves: Fort +1, Ref +5, Will +6
Abilities: Str 16 (+3), Dex 15 (+2), Con 12 (+1), Int 11 (+0), Wis 16 (+3), Cha 15 (+2)
Skills: Listen +8, Spot +8
Feats: Multiattack, Weapon Focus (bite, claw) (B)

Climate/Terrain: Any shoreline or ocean
Organization: Solitary, pair or flock (2-5 plus see text)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually true neutral
Advancement: By character class
Level Adjustment: +1

Sonic Screamer: Medium-size Monstrous Humanoid; HD 3d8+4; hp 17; Init +2; Speed 10ft., fly 20ft. (poor); AC: 12; Atks +7 melee (bite 1d6+4), +5 melee (claw 1d4+1), +5 melee (claw 1d4+1) or +6 melee (club 1d6+3); SA sonic scream; SQ darkvision 60 ft., sonic resistance 10; F/R 5 ft. / 5 ft.; SV Fort +4, Ref +5, Will +6; Str 16, Dex 15, Con 14, Int 13, Wis 16, Cha 17; AL TN; CR +2, LA +3.
Skills and Feats: Bluff +4, Diplomacy +4, Listen +8, Sense Motive +4, Spot +8; Great Fortitude, Multiattack, Weapon Focus (bite, claw) (B).

Screamers are anthropomorphic eagle-like humanoids with needle-like claws, a razor-sharp beak, and a tendency to be noisy. They most often encountered along shorelines or flying out at sea. Screamers are often neutral towards other races and known for protecting their habitat and its creatures, at least, within the laws of nature.

Screamers stand roughly 5 ft in height and weigh very little as their bones are hollow, like a birds. Their plummage ranges from stark-white to dusky-grey in color. Their wings and arms are combined with jointed shoulders, elbows, and wrists like a normal humanoid but they can lock the bones in place when they fly.

Screamers are sometimes born different as sonic screamers. These variant screamers have special powers relating to sonic-based attacks. Sonic screamer, if present, always lead a screamer flock.

Screamers speak Auran, whiile sonic screamers speak Common and Auran.

Combat
Screamers most often attack from the air as they are bettter flyers than they are walkers. If forced to fight from the ground they will use heavy tree limbs as improvised clubs.

A screamer flock will often have a sonic sceamer as their leader 25% of the time. A sonic screamer has the following special attack.

Sonic Scream (Ex): Once per round as a standard action, a sonic screamer can loose a cone of sonic energy 15 feet long. Everything within the cone takes 1d8 points of damage. In addition, every creature within the cone that fails a Fortitude save (DC 12) is stunned for 1 round.

Screamer Characters
Screamers favor the druid class. Sonic screamers favor the bard class.
 
Last edited:


Ok, I'm going back to the beginning of this thread and fleshing out all of the quick and dirty templated critters I posted. This will included a full writeup for description and combat and may also include character and racial traits information depending on whether I feel like it or not.

So far I've revised the Go'lok, Reptilian Elves, and Insectile Gnolls. More will be done but it's not going to be full-time, every day sort of thing.

So go back, give 'em a read, and relive where this thread all started.

Cheers!

KF72
 

Haven't posted in awhile, so I have these guys, who will be replacing trolls in my campaigns from here on out. :)

The Half-Human template is the one from AEG monsters (not out of preference but I have most of it memorized :D) the Half-Troll is the one from Book of Templates.

Edit: Goofed and forgot to add in the natural armor bonus and the size penalty. Bad me.

Kil’terak (Lion + Half Human + Half-Troll)
Large Giant
Hit Dice: 5d10+30 (57)
Initiative: +1 (Dex)
Speed: 30 Ft
AC: 18 (-1 Size, +1 Dex, +7 Natural)
Attacks: 2 Claws +11 melee, Bite +6 melee
Damage: Claw 1d8+9, Bite 1d6+4
Face/Reach: 5 Ft. By 5ft/5ft
Special Attacks: Pounce, Improved Grab, Rake 1d6+9, Rend 2d8+13
Special Qualities: Darkvision 60’, Scent, Regeneration
Saves: Fort: +10, Ref: +5, Will: +0
Abilities: Str:29, Dex:13, Con:22, Int:8, Wis:9, Cha:6
Skills: Balance +10, Hide +9*, Jump +10, Listen +5, Move Silently +11, Spot +5
Feats: Alertness
Climate/Terrain: Any Land/Warm plains
Organization: Solitary or colony (2-12)
Challenge Rating: 3
Treasure: Standard
Alignment: Always Neutral
Advancement: By Character Class (Favored: Barbarian)

The Kil’terak are a strange hybrid of troll, lion, and man. They are smarter and faster than humans, stronger than the trolls, and hardier than lions. They combine the best aspects of all three species. They were originally created by a ruthless wizard as a slave race, unfortunately for him they grew wise to his abilities and soon rose up slayed him.

Ever since then the Kil’terak have been free. They have formed small tribes, growing larger by the year. They have a tendancy to conquer and rule over local humanoid tribes. They hate their parents more than anything though, at least the human and troll parents, and do anything in their power to harm them.

Perhaps the most frightening aspect of the Kil’terak is their strange ability to breed with any of their three parent races. Lion, human, or troll, when impregnated by a Kil’terak always produce a Kil’terak.

They stand at over 7 feet tall, dirt blonde fur, and a feral, somewhat cat like face with yellow eyes. The males sport a mane of darker fur, the females only have a very short light covering of fur across their body.

Combat

Improved Grab (Ex): To use this ability, the Kil’terak must its bite attack If it gets a hold, it can rake.

Pounce (Ex): If a Kil’terak 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.

Rake (Ex): A Kil’terak that gets a hold can make two rake attacks (+12 melee) with its hind legs for 1d6+9 damage each. If the lion pounces on an opponent, it can also rake.

Regeneration (Ex): Fire and acid deal normal damage to a Kil’terak.
If a Kil’terak 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.

Rend (Ex): If a Kil’terak hits with both claw attacks, or both rake attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d8+13 points of damage.

Skills: The Kil’terak 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 +12.

Kil’terak Characters
The Kil’terak favor barbarians. They have druids for chieftans, and almost none become arcane spellcasters, those that do are cast out of the tribe, but not killed.
 
Last edited:



Could you have a Ghost Half-Troll Annis?
 



Remove ads

Top