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


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Krishnath said:
Knigtfall: Bother anthropomorphs are very cool, although I think the Equinan's would be better of favoring the PsiWarrior class rather than the psion. Thus keeping them more in line with their origins as warhorses.

I thought of that but decided to go with psion anyway. Psychic warrior is too much a secondary class to me. So if you want them to favor psychic warrior in your campaign then don't let me stop you.

Cheers!

KF72
 

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Anthropomorphic Giant Gecko Lizard (Gecko-Man)
Medium-Size Monstrous Humanoid
Hit Dice: 2d8+6 (15 hp)
Initiative: +2 (Dex)
Speed: 30 ft., climb 30ft.
AC: 15 (+2 Dex, +3 natural)
Attacks: Bite +5 melee; or longspear +5 melee; or shortbow +4 ranged
Damage: Bite 1d8+4; longspear 1d8+3; or shortbow 1d6
Face/Reach: 5 ft. / 5 ft.
Special Attacks: None
Special Qualities: Darkvision 60 ft.
Saves: Fort +3, Ref +5, Will +5
Abilities: Str 16 (+3), Dex 15 (+2), Con 16 (+3), Int 11 (+0), Wis 14 (+2), Cha 6 (-2)
Skills: Climb +9, Hide +8, Listen +6, Move Silently +8, Spot +4
Feats: Deep Denizen (SS)

Climate/Terrain: Any warm lands and underground
Organization: Solitary or group (2–5 plus 100% noncombatants plus 1 3rd-level leader)
Challenge Rating: 3
Treasure: Standard
Alignment: Always neutral good
Advancement: By character class
Level Adjustment: +2

A gecko-man stands 5 feet tall and has pale-blue colored skin with orange-brown spots. They have webbed hands and feet, which are tipped with suction cups on their fingers and toes.

Gecko-men speak Sylvan and Undercommon.

Combat
Gecko-men often climb up shear surfaces, such as cavern walls, and then drop on opponents from above.

Skills: Gecko-men receive a + 4 racial bonus to Hide, Move Silently and Climb checks. Gecko-men gain a +2 competence bonus on Listen checks and a +4 competence bonus when tracking by scent.

Gecko-Man Society
Gecko-men are nomadic by nature and rarely stay in one place for more than a few months. Their leaders are always fighters or wizards. Rarely, a group of gecko-men will have a fighter/wizard or ranger/druid as their leader. Gecko-man groups are never made up of more than 6 adults although they always have an equal number of children in the group, minus the leader.

Gecko-men tend to get along well with other good or neutral races with a bent towards nature such as elves, gnomes and halflings. They don’t get along with other lizard men races and despise goblinoids, orcs, and evil giants. They are neutral towards dwarves and humans. Gecko-men hate most of the evil race of the Underdark, but the drow most of all.

Gecko-men are nature lovers, both the wild warm forests and plains of the surface world and the untouched, dark beauty of the Underdark. They are allies to any good ranger and also respect most druids as well.

Gecko-Man Characters
Gecko-men make poor sorcerers and bards but have a good sense for nature and wizardry. Thus, they often become wizards, druids and rangers. Most gecko-men encountered are usually rogues, however, and they favor that class. Those that do become clerics, often worship Boccob or Ehlonna. (See Chapter 6: Description in the PHB for more details about these two gods and their followers.)
 

Chulataur (Tauric Minotaur-Chuul)
Large Monstrous Humanoid
Hit Dice: 17d8+68 (144 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 30 ft., swim 20ft.
AC: 22 (-1 size, +3 Dex, +10 natural)
Attacks: 2 claws +21 melee, gore +16 melee; or huge greataxe +21 melee
Damage: Claws 2d6+5, gore 1d8+2; or huge greataxe 2d8+5
Face/Reach: 10ft. / 10ft.
Special Attacks: Charge 4d6+6, improved grab, squeeze.
Special Qualities: Darkvision 60ft., natural cunning, poison immunity, scent.
Saves: Fort +11, Ref +13, Will +10
Abilities: Str 20 (+5), Dex 16 (+3), Con 18 (+4), Int 7 (-2), Wis 10 (+0), Cha 8 (-1)
Skills: Hide +4, Intimidate +4, Jump +6, Listen +10, Search +8, Spot +10.
Feats: Alertness, Great Fortitude, Improved Initiative, Improved Multiattack (SS), Multiattack, Multigrab (SS)

Climate/Terrain: Any underground
Organization: Solitary
Challenge Rating: 14
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class

Chulataurs are a magical hybrid that combines the worst aspects of a chuul and a minotaur. The creature’s lower body is like that of a chuul including pincer-like claws, four webbed legs, and a wide tail. The upper portion of the creature has the torso of a minotaur including a bull-like head. The creatures fur and chitin are roughly the same color, a sickly combination of black and burnt orange. The main difference is that the chuul-like part of the body is burnt orange with mottled black splotches, while the minotaur-like part of the body is black with burnt orange spots.

Chulataurs, like chuuls, are known to collect trophies from their kills. However, unlike chuuls they do have the ability to use these items and are often encountered using manufactured weapons and any items that will fit their minotaur-like torso (i.e. rings, necklace, etc.). However, they cannot use full armor such a full plate or chainmail (a breastplate or chain shirt would be fine if it was large enough). If a victim hasn’t any interesting possessions, the chulataur takes its skull. Chulataurs wear these skulls around their necks and torso.

While chuuls most often live in marshes or jungles, chulataurs live underground. It is their minotaur heritage that drives them to live in the Underdark and these evil tauric creatures often subjugate entire tribes of Underdark-dwelling humanoids such as goblinoids, grimlocks, and orcs.

Chulataurs speak Giant.

Combat
A chulataur is a naturally cunning creature with powerful natural attacks – its two clawed lower appendages and its ability to gore opponents with its large horns. Chulataurs fight to kill in melee, hoping to turn their victims into their next meal.

Chulataurs will often attack with huge greataxes if cornered in an environment where they cannot charge or use their claws and gore attack effectively.

Charge (Ex): A chulataur typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack that deals 4d6+6 points of damage.

Improved Grab (Ex): To use this ability, the chulataur must hit with a claw attack. (Only takes a -10 penalty on grapple checks to maintain the hold due to Multigrab.)

Natural Cunning (Ex): Although chulataurs are not especially intelligent, they possess innate cunning and logical ability. This makes them immune to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed.

Scent (Ex): A chulataur 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.

Squeeze (Ex): A chulataur that gets a hold automatically deals two claw damage, with an additional 1d6 points of bludgeoning damage from the crushing force, each round the hold is maintained.

Skills: Chulataurs receive +4 racial bonus to Search, Spot, and Listen Checks.
 

i]O[riginally posted by Knightfall1972
Chulataur (Tauric Minotaur-Chuul)[/i]


Dang Knightfall, somebody must of gave u something for the pain:D ----& the boggles/scorpion---how could ya do that to me favorite bug (sniff):p ---though, could put them in w/a group of stingers or scorpionfolk---could mess up the pcs(evil smiley face!)

In all seriousness, I feel for u about the whole doctor thing---I have the pleasure of 5 detieriorating(sp) disks in my lowerback & the docs have been no help! (brief rant over):mad:

hope u find some relief:)
 

The Chulataur are hilarious.

Here's my latest. Half-Efreet is from Book of Templates.

Hafnen (Tiger + Half-Human + Half-Efreet)
Medium Outsider (Fire)
Hit Dice: 6d8+18 (45)
Initiative: +3 (Dex)
Speed: 30 Ft
AC: 15 (+3 Dex, +2 Natural)
Attacks: 2 Claws +10 melee, bite +5 melee
Damage: Claw 1d4+7+1d6 fire, Bite 1d4+3+1d6 Fire
Face/Reach: 5 Ft. By 5ft/5ft
Special Attacks: Pounce, Improved Grab, Rake 1d4+3+1d6 heat, Spell-Like Abilities
Special Qualities: Scent, Plane Shift, Telepathy, Heat, Fire Subtype
Saves: Fort: +8, Ref: +8, Will: +4
Abilities: Str:22, Dex:16, Con:17, Int:12, Wis:15, Cha:14
Skills: Balance +13, Hide +13*, Knowledge (Planes) +7, Listen +8, Move Silently +13,
Spot +8, Swim +12, Wilderness Lore +9
Feats: Weapon Focus (Bite)
Climate/Terrain: Any land
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: By Class (Sorcerer)

Hafnen are bipedal tiger like beings with striped fur of shifting colors of flame. They stand at six feet tall, and have golden claws and fangs, with pitch black eyes, the pupils of which look like dancing flames. Hafnen wear no clothes and rarely carry weapons.

They are enemies of both the Kil’terak and the Loktar. However, neither knows of the existence of the Hafnen, due to the Hafnen’s innate stealth and cunning. They act as assassins of both races, for higher beings than themselves.

No one is quite sure where the Hafnen came from, but no one questions their power.

Hafnen speak Common, Giant, Ignan, and Infernal.

Combat

Hafnen use their spell-like abilities first, then melee attacks.

Fire Subtype: Fire immunity, double damage from cold except on a successful save.

Heat (Ex): A Hafnen’s body deals 1d6 points of additional fire damage whenever it hits in melee, or, when grappling, each round it maintains a hold.

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

Plane Shift (Sp): A Hafnen can enter any of the elemental planes, the Astral plane, or the Material Plane. It can only transport itself and fifty pounds worth of equipment. This ability is otherwise similar to the spell of the same name. This is cast as a 6th level sorcerer.

Pounce (Ex): If a Hafnen 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 Hafnen can make two rake attacks (+9 melee) against a held creature with its hind legs for 1d8+3 damage each. If the Hafnen poucnes on an opponent, it can also rake.

Spell-like abilities: At will – produce flame, pyrotechnics; 2/day – fireball, detect magic, enlarge, gaseous form, invisibility, permanent image, polymorph self, wall of fire; these are cast as a 6th level sorcerer.

Telepathy (Su): A Hafnen can communicate telepathically with any creature witin 60 feet that has a language.

Skills: Hafnen 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
 

Kitsunekaboom said:
The Chulataur are hilarious.

I originally called them Surf 'n Turf on another really old thread. :D

BTW, just posted a new critter to your thread, Kit.

Cheers!

KF72

p.s. That's all from me today. Look for some more humanoids and aquatic creatures tomorrow as I continue to dissect Monster Manual II for good ideas (i.e. anthro forest sloth).
 


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