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


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Re: This is all your fault

MissHappen said:
One of you gentlemen happened to make a crack about tentacles and schoolgirls. This is the end result of that comment.

SKOOLGURL (Pseudonatural Corrupted Nymph)

Ugh! This is unforgivable, MissHappen! :mad:
 




Phantasmal Assassin (Monstrous Spider, Large + Tauric + Skulk)
Large Monstrous Humanoid
Hit Dice: 6d8+6 (33)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 40 Ft, climb 20 Ft.
AC: 14 (-1 Size, +3 Dex, +2 Natural)
Base Attack/Grapple: +6/+10
Attack: Rapier +8 melee, or Light Crossbow +9 ranged
Full Attack: Rapier +8 melee, or Light Crossbow +9 ranged
Damage: Rapier 1d6+2, light crossbow 1d8
Face/Reach: 10 Ft. By 10ft/5ft
Special Attacks: Web
Special Qualities: Innate nondetection, peerless camouflage, trackless path, vermin
Saves: Fort: +5, Ref: +4, Will: +1
Abilities: Str:15, Dex:17, Con:12, Int:11, Wis:8, Cha:6
Skills: Climb +8, Hide +23, Jump +14*, Move Silently +14, Spot +11*
Feats: Combat Reflexes, Improved Initiative
Climate/Terrain: Temperate and warm land and underground
Organization: Solitary or colony (2-5)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually Neutral Evil
Advancement: By class

Phantasmal Assassin is somewhat of a misnomer, for these creatures, who call themselves the Terak, are not phantasmal and not always assassins, however this is what they are good at. They are often hired to kill because of their immense stealth.

These beings stand at over 6 feet tall, their upper body is that of an extremely pale, hairless humanoid, and their lower body is that of a pale, hairless spider. They horrify most who look upon them. Most theorize that the Drow had a hand in their creation, however the Drow will attack a Terak with little or no provocation.

One thing is known for certain, making the Terak angry is something no one wishes to do. Bodies of Drow officials who have led hunts against the Terak have been found webbed to their beds and stabbed repeatedly.

Combat

Terak tend to avoid direct combat, instead favoring ambush and stealth.

Innate Nondetection (Su): Teraks are difficult to detect by divination spells such as cairaudience/clairvoyance, locate creature, detection spells, and items such as a crystal ball. If a divination is attempted upon a skulk, the caster of the divination must succeed on a caster level check (1d20 + caster level) against DC: 20.

Peerless Camouflage (Ex): Teraks can move at full speed (and even run) while hiding, taking no penalties on Hide checks due to movement.

Trackless Path (Ex): The DC of any Survival check to follow the trail of a Terak is increased by 10.

Web (Ex): DC 26 to escape, 32 to break, 12 HP

Vermin: Immune to mind-influencing effects

Skills: Teraks receive a +8 racial bonus to Move Silently and Spot checks and a +19 racial bonus to Hide checks. These bonuses apply only to skulks in light or no armor. In addition Teraks receive a +6 racial bonus to Jump checks.
 

Skulgorl?

Sorry, R, I considered it an immoral duty to create and post the Skoolgurls. It's totally Krishnath's fault. No, really. He was using mind control or something.

As for the name... well, I was trying to come up with something Far Realmsian, and I realized that 'Skoolgurl', if you didn't have the English word in your vocabulary... well, it looks sort of Far-Realmsian anyway...

so I kept it.

And I see Kitsune-chan has displayed yet another fabulous example of Tauric template use. You know... it would be pretty weird to see something like a Storm Giant/Devastation Vermin Tauric, hmmmm?

-MsM
 


Yes, I am QUITE mad. :D

Blue blood (Bloodthorn + Symbiotic + Blue)
Large Aberration
Hit Dice: 2d8+12 (25)
Initiative: +3 (Dex)
Speed: 0 Ft.
AC: 16 (-1 Size, +3 Dex, +4 Natural, +4 Deflection), touch 16, flat-footed 17
Base attack/grapple: +2/+11
Attack: Tendril +6 melee; or javelin +5 ranged
Full Attack: 4 tendrils +6 melee, Halfspear +1 melee; or javelin +5 ranged
Damage: Tendril 1d8+5, Halfspear 1d6+2; or javelin 1d6+5
Face/Reach: 10ft/10ft
Special Attacks: Blood drain, improved grab
Special Qualities: Darkvision 60', Detach, Plant traits, Psionics
Saves: Fort: +7, Ref: +4, Will: +3
Abilities: Str:20, Dex:17, Con: 19, Int:12, Wis:14, Cha:8
Skills: Hide +1, Listen +4, Move Silently +7, Spot +4
Feats: Inertial Armor
Climate/Terrain: Any desert and plains (Abyss, Carceri, Outlands, Pandemonium)
Organization: Solitary
Challenge Rating: 4
Treasure: Standard
Alignment: Always neutral
Advancement: By character class

Blue bloods are a strange mix of psionic goblin and an unknown species of plant. They are evil and methodical, and often become psionicists of great power. Few ever survive an encounter with a Blue blood.

Combat

Blue bloods use their Charm Person ability to bring a being close enough to be grasped by its tendrils. Should this not succeed it uses javelins that seem grown within the plant itself to throw at the foe until they are forced to come within melee range.

Blood Drain (Ex): If a blue blood grabs an opponent, it begins draining blood. It deals 1d4 points of Constitution damage each successufl grapple check. If the opponent wins a grapple check, one of the blue blood?s tentacles comes loose from the opponent?s body. The resulting wound continues to lose blood for 1 additional round.

Detach (Ex): If the survival of the symbiotic creature is threatened, its two members can seperate in an effort to save at least one of them (often this is the guest). This process deals 1d6 damage to the host. Detaching is a standard action that provokes an attack of opportunity, which may be made against the host or guest. A symbiotic creature may also seperate to better bring to bear a host?s or guest?s special attacks.

Reenagaging is not a simple matter; it takes one day of complete rest. If the reattaching creatures are disturbed during this proccess, they each take 1d6 points of Constitution damage and may seperate.


Improved Grab (Ex): To use this ability, the blue blood must hit an opponent that is at least one size category smaller with at least two attacks, it deals normal damage for each tendril and attempts to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold, it can use its blood drain ability. Thereafter the blue blood has the option to conduct the grapple normally, or simply use two tendrils to hold the opponent (-20 penalty to grapple check, but the blue blood is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals tendril damage and drains blood.

Plant Traits: Immune to poison, sleep, paralysis, stunning, and polymorphing. Is not subject to critical hits or mind-influencing effects. A bloodthorn has low-light vision.

Psionics (Sp): At will - charm person, far hand, and finger of fire. These abilities are as the powers manifested by an 8th-level psion.
Attack/Defense Modes (Sp): At will ? ego whip, mind thrust/empty mind, mental barrier

Skills: Blue bloods gain a +4 racial bonus to Move Silently checks, and a +2 racial bonus to Hide, Listen, and Spot checks.
 
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