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

Edit: Forgot to mention; I am using the Elemental template from Legends and Lairs: Monster's Handbook

Phoenix Kin (Aarakocra + Fire Elemental)
Medium Elemental (Fire)
Hit Dice: 1d8 (4)
Initiative: +4 (Dex)
Speed: 20 Ft, Fly 90 Ft. (Average)
AC: 15 (+4 Dex, +1 Natural)
Attacks: 2 Talons +0 Melee, Slam –5 Melee; or javelin +3 ranged
Damage: Talon 1d4-1, Slam 1d6-1+Burn; or javelin 1d6-1
Face/Reach: 5 Ft. By 5ft/5ft
Special Attacks: Bite, Burn, Summon Large Air Elemental
Special Qualities: Elemental, Fire subtype
Saves: Fort: +0, Ref: +6, Will: +2
Abilities: Str:9, Dex:19, Con:10, Int:10, Wis:11, Cha:10
Skills: Craft (any one) +4, Knowledge (nature) +2, Knowledge (space) +2, Listen +4, Spot +4, Wilderness Lore +4
Feats: Flyby Attack
Climate/Terrain: Warm and temperate mountains
Organization: Solitary, flight (3-6), or tribe (11-30 plus 1 cleric of 3rd-5th level)
Challenge Rating: 1
Treasure: Standard
Alignment: Often Neutral Good
Advancement: By character class

Phoenix kin are the children of the Pheonix, its sons and daughters forged in the fires of its wings. They roam through space, searching between the stars, for some unknown object. Some theorize that they are looking for the egg of the pheonix. Some say that these bastard children are looking for their parent. Either way, they search, and let little stand in their way.

They stand at around five feet tall, with feathers that look like slow moving flame covering their bodies. They have a wingspan of 20 feet, the wings end in taloned claws.

Combat

Phoenix-kin attack from the air, and often throw metal javelins at their foes before moving into melee. Due to an alliance in ancient times with the elementals of air, they are allowed to summon Large air elementals.

Bite (Ex): When grounded, a Phoenix Kin attacks with its beak (+1 melee), dealing 1d3 points of damage on a successful attack.

Burn (Ex): Any creature hit by a Phoenix Kin must make a Reflex save (DC 13) or catch on fire. Burning creatures take 1d6 points of damage per round for 1d4 rounds. A creature ignited in this manner may automatically douse its flames as a move-equivalent action that provokes an attack of opportunity. This only applies to the slam attack.

Elemental: Immune to critical hits, paralysis, poison, sleep, and stunning.

Fire Subtype (Ex): Immune fire, double damage cold except on a successful save.

Summon Large Air Elemental (Su): A group of five Phoenix Kin that includes at least one cleric can cast summon monster VI to summon a Large air elemental. To perform the summoning, the Phoenix Kin must perform an intricate aerial dance for 3 rounds.
 
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Damn... there are some very creative ideas coming around. I love the Chulataur and the Phoenix-Kin.

Great work, everyone.

- Devon
 

I'm rather proud of the Phoenix kin myself. I had the idea because I got Manual of the Planes and Monsters of Faerun the same day, but since their half-fire elemental template isn't quite what I pictured, and the fire elemental "isn't supposed" to be added to humanoids, I found one that was. :D
 

Andrew: MEGADETH ROCKS! :D

Knight: Chulataur, add the insectile template to this, and watch your players freak. If they are epic level, add the Pseudonatural Template (ELH version) for even more fun and games :D Also, the Gecko-Man is kewl. Add it to a modern campaign for serious fun. :D

Kitsune (japanese fox?): Hafnen are interresting, but I really love the Pheonix Kin. They rock! :D
 

Kitsune is indeed a Japanese fox. Been going by some variation of Kitsune for the past 5 or 6 years on the net now.

Like foxes, always have, and the kaboom is from my comic titled "Explosive and Stuff", incase anyone wonders why. :)

And yes, I like the Phoenix-kin a lot better than the Hafnen I think. Wait until tomorrow, have plenty of beasties to bust out with between Manual of the Planes and Monsters of Faerun. :D

How is the ELH verison of Pseudonatural different from the MotP/T&B version?
 

Aside from the 35 points of natural armor, the additional tentacle attacks (yes, now you to can have a japanese tentacle monster/schoolgirl orgie), the immensely high SR, the abnormal damage reduction, the increased HP, the insight bonuses to their attacks, and the stat bonuses? Nothing really :p
 



Rob: I know, but I had just be up about half an hour when I posted that, and thus I was still tired.

Kitsune: Think I should post my Pseudonatural Purple Worm? :D I will if someone starts a thread for Far Realms Horrors. I can tell you this about it, It is severely overpowered for it's CR <EVIL GRIN> I even made a Pseudonatural Kraken once....
 

Ok this thread has been too inactive for my taste. >)

Lava Swimmers (Merfolk + Half-Gold Dragon)
Medium Dragon
Hit Dice: 1d10+2 (7)
Initiative: +1 (Dex)
Speed: 5 Ft., swim 50 ft.
AC: 13 (+1 Dex. +4 Natural)
Attacks: Bite +5 melee, 2 Claw +0 melee; or trident +5
Damage: Bite 1d6+4, Claw 1d4+2; trident 1d8+4
Face/Reach: 5 Ft. By 5ft/5ft
Special Attacks: Low-light vision, Breath Weapon
Special Qualities: Immunities, Darkvision 60’
Saves: Fort: +4 Ref: +1 Will: +0
Abilities: Str:18, Dex:12, Con:14, Int:13, Wis:11, Cha:15
Skills: Listen +6, Spot +6
Feats: Alertness
Climate/Terrain: Volcanic
Organization: Company (2-4) patrol (11-20 plus 2 3rd-level lieutenants and 1 leader of 3rd-6th level) or band (30-60 plus 1 3rd-level sergeant per 20 adults, 5 5th-level lieutenants, 3 7th-level captains, and 10 porpoises)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually Neutral
Advancement: By character class

Lava Swimmers are a merfolk like species native to volcanoes and lavaflows. They are have friendly relations with most other fire based creatures. Many think these beings are spawned from a Gold Dragon trying to create a neutral or good aligned race of beings that live in fire.

They are humanoids with fish like tails, tarnished golden scales all over their bodies, and black eyes. They wear no clothing and carry no weapon except tridents made out of a material that came from the stars, that neither melts nor burns.

Their only real enemies are the Efreet, who seem to take delight in hunting them.

Combat

The lava swimmers prefer starting combat with their tridents, then breath weapons, then claw and bite as need be.

Breath Weapon (Ex): A lava swimmer can breath a Cone of Fire 30 ft. long dealing 6d10 damage, A reflex save DC: 20 halves the damage. This is usable once every 1d4 rounds.

Immunities: A lava swimmer is immune to sleep and paralysis effects and fire.
 

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