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

Flif: It isn't the first either, try my animals + template thread. :D Ferrovore and Ebon Servitor have been used there.

Narleth: Who were you saying that about?

Khisanth: It's perfectly possible. I'm having a hard time getting whatever you posted in though. :/
 

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Indeed it is, I think the CR is too low though, it is stronger and smarter than a regular troll with a few extra forms of attack. I think the half-troll template needs to be cr+3 at least.
 

I'd like to sic this guy on my doctor!

Humanoid-like outsider + half-fiendish dragon (Styx)!

Dragon Boatman [Marraenoloth, Styx Half-Dragon]
Medium-Size Dragon (Evil, Extraplanar)
Hit Dice: 10d10+10 (65 hp)
Initiative: +6 (Dex, Improved Initiative)
Speed: 50 ft.
AC: 25 (+2 Dex, +13 natural)
Attacks: Bite +15 melee, 2 claws +10 melee
Damage: Bite 1d6+5, claw 1d4+2
Face/Reach: 5 ft. / 5 ft.
Special Attacks: Breath weapon, fear gaze, spell-like abilities, summon yugoloth
Special Qualities: Low-light vision, immunities, outsider traits, SR 21, yugoloth traits
Saves: Fort +8, Ref +9, Will +9
Abilities: Str 21 (+5), Dex 15 (+2), Con 12 (+1), Int 15 (+2), Wis 14 (+2), Cha 12 (+1)
Skills: Appraise +10, Balance +10, Bluff +9, Concentration +9, Diplomacy +9, Intimidate +9, Inuit Direction +10, Knowledge (the planes) +10, Listen+12, Profession (boater) +10, Spot +12, Swim +13
Feats: Alertness, Combat Casting, Improved Initiative, Quicken Spell-Like Ability (teleport without error)

Climate/Terrain: Any aquatic
Organization: Solitary
Challenge Rating: 12
Treasure: Standard (coins only)
Alignment: Always neutral evil
Advancement: 11-20 HD (Medium-size)

Dragon boatmen are the result of a female Styx dragon mating with a marraenoloth, a very rare occurrence, thankfully. Dragon boatmen look similar to marraenoloths but with Styx draconic features – slimy dark brown or rusty red scales, lurid yellow eyes, and flipper-like, clawed hands. They are gaunt but very strong.

Dragon boatmen speak Abyssal, Draconic, and Infernal.

Combat
Breath Weapon (Su): Line of acid, 5 ft. high, 5 ft. wide, and 60 ft. long, once per day; damage 2d6 *, Reflex half DC 16.
* Note that the dragon boatman’s breath weapon does not continue to deal damage on successive rounds.

Fear Gaze (Su): When a dragon boatman stares at a creature, the latter must succeed at a Will save (DC 15) or become shaken for 1d4 rounds. This is a mind-affecting fear effect.
Immunities: Dragon boatmen are immune to disease, sleep, and paralysis effects.

Outsider Traits: A dragon boatman has darkvision (600-foot range), and it cannot be raised or resurrected.
Spell-like Abilities: At will—alter self, animate dead, charm person, phantasmal killer, poison, produce flame, teleport without error. Caster level 10th; save DC 10 + spell level.

Summon Yugoloth (Sp): Once per day, a dragon boatman can summon a marraenoloth with a 75% chance of success.
Yugoloth Traits: A dragon boatman is immune to poison and acid. It has cold, fire and electricity resistance 20. A dragon boatman can communicate telepathically with any creature within 100 feet that has a language.
 

Hey you can borrow my Kil’terak as well to sick on said doctor. :) And I really like this guy, I never thought of using the half-styx dragon as a boatman (yea yea clueless sometime) good stuff there.
 

The next two will boggle the mind!

Crystkyn (Boggle, Crystal Half-Dragon)
Small Monstrous Humanoid
Hit Dice: 4d10+4 (40 hp)
Initiative: +9 (Dex, Improved Initiative)
Speed: 40 ft., climb 30 ft.
AC: 22 (+1 size, +5 Dex, +6 natural)
Attacks: 2 claws +9 melee, bite +4 melee
Damage: Claw 1d4+4, bite 1d4+2
Face/Reach: 5 ft. / 5 ft.
Special Attacks: Breath weapon, improved grab, rend 2d4
Special Qualities: Darkvision 60 ft., dimension door, DR 5/+1, fire resistance 5, grease, immunities, low-light vision, scent
Saves: Fort +2, Ref +9, Will +3
Abilities: Str 18 (+4), Dex 21 (+5), Con 13 (+1), Int 7 (-2), Wis 8 (-1), Cha 8 (-1)
Skills: Climb +9, Escape Artist +20, Hide +9, Move Silently +11, Sleight of Hand +11
Feats: Dodge, Improved Initiative

Climate/Terrain: Inner Planes, temperate or cold mountains
Organization: Solitary, pair, or crew (3–5)
Challenge Rating: 5
Treasure: 50% coins, 50% goods, no items
Alignment: Usually chaotic neutral
Advancement: 5–8 HD (Small); 9–12 HD (Medium-size)

Crystkyns are chaotic, little humanoids with blue-white, crystallized skin that serve the crystal dragons of the Elemental Planes. They are keen and friendly like their dragon masters but tend to play mischievous pranks on other humanoids when given the opportunity.

It is unknown if crystkyns are a unique species of boggle or were modified by their crystal dragon masters. Regardless, they are fiercely loyal to their dragon masters.

Crystkyns speak Draconic.

Combat
Crystkyns aren’t often called to fight for their crystal dragon masters but will fight proudly if called upon. They usually start out by clawing and biting in an attempt to grapple with opponents and then rend or use their breath weapon.

Breath Weapon (Su): Cone of brilliant light, 30 feet, once per day; damage 6d6, Reflex half DC 17. A target who fails his or her Reflex saving throw is also blinded for 1d2 rounds.

Dimension Door (Sp): A crystkyn can use dimension door up to six times per day (caster level 7th).

Grease (Su): At will, a crystkyn can secrete an oily, viscous, nonflammable substance from its crystal-like skin. This ability functions like the spell grease except that the range is touch, the duration is 1 round per Hit Dice of the crystkyn (4 rounds for the typical creature), and the Reflex save DC is 12. This oily fluid also makes the crystkyn tougher to hold onto (see Skills, below). Crystkyns are immune to the effects of this substance.

Improved Grab (Ex): If a crystkyn hits an opponent of up to one size category larger than itself with a claw attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +9). If it hits with both claws, it can also rend in the same round or use its breath weapon. The crystkyn has the option to conduct the grapple normally, or simply use its claw to hold the opponent (-20 penalty on grapple check, but the crystkyn is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals claw damage.

Immunities: Crystkyns are immune to light-based spells, sleep, and paralysis effects.

Rend (Ex): If a crystkyn hits a single target with both claws, it latches onto the opponent’s body and tears the flesh. This attack deals 2d4 points of damage.

Scent (Ex): A crystkyn 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: Because of its perpetually oily skin, a crystkyn gains a +10 racial bonus on Escape Artist checks.

Crystkyn Characters
Crystkyns favor the psion class.
 
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Boggles, boggles, and more boggles!

Boggle, Tauric Med. Monst. Scorpion (Scorpogle)
Medium-Size Monstrous Humanoid
Hit Dice: 6d8+12 (39 hp)
Initiative: +4 (Improved Initiative)
Speed: 40 ft.
AC: 14 (+4 natural)
Attacks: 2 scorpion-claws +7/+2 melee, sting +5 melee; or 2 claws +7/+2 melee, bite +5 melee
Damage: Scorpion-claw 1d4+1, sting 1d4 and poison; or claws 1d4+1, bite 1d4
Face/Reach: 5 ft. / 5 ft.
Special Attacks: Improved grab, squeeze, poison, rend 2d4
Special Qualities: Darkvision 60 ft., dimension door, DR 5/+1, fire resistance 5, grease, scent
Saves: Fort +5, Ref +9, Will +3
Abilities: Str 13 (+1), Dex 10 (+0), Con 14 (+2), Int 5 (-3), Wis 8 (-1), Cha 6 (-2)
Skills: Climb +7, Escape Artist +11, Hide +5, Move Silently +1, Sleight of Hand +2, Spot +5
Feats: Blind-Fight, Improved Initiative, Multiattack

Climate/Terrain: Temperate and warm land and underground
Organization: Solitary or crew (2–5)
Challenge Rating: 3
Treasure: 50% coins, 50% goods, no items
Alignment: Usually chaotic neutral
Advancement: By character class

Scorpogles are strange tauric creatures that have the body, claws, legs, and tail of a monstrous scorpion and the upper torso of a boggle (Monster Manual II). The creature’s chitinous lower body and humanoid torso are colored blue, making the creature’s appearance even more bizarre.

Scorpogles are the creation of the goddess Lolth, a failed experiment to create a loyal scorpion-like drider race. The creature’s boggle half was to chaotic and dominant for the drow priestesses of Lolth to control. They loosened the scorpogles into the Underdark to wreak havoc upon their enemies, hoping the tauric creature’s hybrid nature would eventually drive them insane and evil. So far, scorpogles have withstood the test of time, often allying themselves with boggles or humanoids with similar mindsets.

Scorpogles speak the same language as boggles and can understand some drow sign language signals.

Combat
Scorpogles tend to approach combat the same way a monstrous scorpion would, but they also are intelligent and wise enough to know when to retreat.

Dimension Door (Sp): A scorpogle can use dimension door up to six times per day (caster level 7th).

Grease (Su): At will, a scorpogle can secrete an oily, viscous, nonflammable substance from its skin. This ability functions like the spell grease except that the range is touch, the duration is 1 round per Hit Dice of the scorpogle (6 rounds for the typical creature), and the Reflex save DC is 12. This oily fluid also makes the scorpogle tougher to hold onto (see Skills, below). Scorpogles are immune to the effects of this substance.

Improved Grab (Ex): If a scorpogle hits an opponent of up to one size category larger than itself with a claw attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +8). If it hits with both claws, it can either rend or sting in the same round. The scorpogle has the option to conduct the grapple normally, or simply use its claw to hold the opponent (-20 penalty on grapple check, but the scorpogle is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals claw damage.

Poison (Ex): 1d4 Str initial and secondary damage, Fortitude save DC 15.

Squeeze (Ex): A scorpogle that gets a hold on an opponent of its size or smaller automatically deals damage with both scorpion-claws and stinger at its full attack value.

Skills: A scorpogle receives a +4 racial bonus to Climb, Hide, and Spot checks. Because of its perpetually oily skin, a scorpogle gains a +10 racial bonus on Escape Artist checks.

Scorpogle Characters
Scorpogles favor the fighter class.
 
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Niiiiice. Where did you get the crystal half-dragons?

And here's another one, the Half-Nymph is from the Book of Templates (best 4 dollars I've spent. :)

Edit: forgot to do all the special qualities as Mekrit rather than cat and half-nymph >_<

Mekrit (Cat + Half-Human + Half-Nymph)
Small Fey
Hit Dice: 1d8 (4)
Initiative: +2 (Dex)
Speed: 30 Ft
AC: 12 (+1 Size, +2 Dex)
Attacks: 2 Claws +5 melee, Bite +0
Damage: Claw 1d3-2, Bite 1d3-2
Face/Reach: 5 Ft. By 5 /5ft
Special Attacks: -
Special Qualities: Immunities, Charm Person, Effusive Charm
Saves: Fort: +4, Ref: +5, Will: +2
Abilities: Str:6, Dex:14, Con:10, Int:12, Wis:13, Cha:16
Skills: Balance +11, Climb +9, Hide +14*, Listen +7, Move Silently +11, Spot +7
Feats: Weapon Finesse (Claw, Bite)
Climate/Terrain: Any land
Organization: Solitary, Pair, Colony (2-12)
Challenge Rating: 2
Treasure: Standard
Alignment: Always Neutral
Advancement: By character class (Sorcerer)

The Mekrit are a cat-like race of fey that vaguely resemble lynxes. They stand on two legs at four feet tall. They rarely wear clothes, preferring to use their natural coloration for camouflage in undergrowth.

Combat

Mekrit are not formidable opponents. They tend to hide or run from a fight, not out of cowardice, but out of knowing their limitations.

Immunities (Ex): Mekrits are immune to the Blinding Beauty and Unearthly Beauty attacks of full blooded nymphs.

Charm Person (Su): Mekrits can cast charm person as a free action three times per day. As a 2nd level sorcerer.

Effusive Charm (Ex): The DC of all spells from the Enchantment school of magic increase by +4 when cast by a Mekrit. In addition, they gain a +4 circumstance bonus to all Charisma-based skills. This bonus doubles when dealing with members of the opposite sex.

Skills: A Mekrit receives a +4 racial bonus to Hide and Move Silently checks and a +8 racial bonus to Balance checks. They use their Dexterity modifier for Climb checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.
 
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