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

Oh, one more thing about the Kobold Challenge: The templates must be allowable (no vampire liches and the like), and they must be applied in order. :D

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Anyways, here is a new half(outsider) to play with, the Flameling:

Flameling (Half-Elemental [Fire] Halfling)
Small Outsider (Fire, Halfling)
Hit Dice:
5d8 (22 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 20'
AC: 15 (+1 size, +3 Dex, +1 natural)
Attacks: Shortsword +5 melee, Light Crossbow +9 ranged,
Damage: Shortsword 1d6-1, Light Crossbow 1d8
Face/Reach: 5'/5'
Special Attacks: Halfling traits, Spell-like abilities,
Special Qualities: Halfling traits, Outsider, Disease immunity, Fire subtype, Poison resistance,
Saves: Fort +5 (+1), Ref +10 (+1/+2), Will +5 (+1)
Abilities: Str 8, Dex 17, Con 10, Int 13, Wis 11, Cha 13,
Skills: Balance +11, Climb +7, Hide +15 (+4), Jump +11, Listen +8, Move Silently +11, Search +9, Spot +8, Tumble +11,
Feats: Improved Initiative, Lightning Reflexes,

Climate/Terrain: Any
Organization: Solitary
Challenge Rating: 4
Treasure: Standard
Alignment: Usually Neutral
Advancement: By character class
LA: +4

Flamelings are the result of the unlikely pairing of a halfling female and an efreeti male.
Flamelings look much like their mothers side of the family, at least in size, temperament and general shape, but they have red skin that is hot to the touch, hair that resembles flames, and eyes that burn with supernatural flame.
Even though the flamelings in general are loners, they are a friendly bunch that do not judge a person by race or religion. Flamelings often find employment as acrobats, and this is something they excel at.
Flamelings speak common, halfling, and ignan in bright crackling voices.

Combat:
Flamelings prefer ranged combat, and will usually initiate combat with a bolt from their crossbows, followed by ranged fire from their Produce Flame or Flaming Sphere abilities. If engaged in melee, they will usually start of with Burning Hands before resorting to their swords. If seriously outnumbered the flameling will try to flee.
Halfling Traits: See your MM or PHB.
Spell-like Abilities (Sp): 1/day - Burning Hands, Flaming Sphere, and Produce Flame, These are as the spells cast by a 5th level sorcerer. Save DC: 11 plus spell level.
Outsider: Cannot be raised or ressurected, although a Wish or Miracle spell can restore it to life. Proficient with all simple and martial weapons. Darkvision 60',
Fire Subtype (Ex): Fire immunity, gets a -10 resistance penalty to saves against cold spells and effects.
Poison Resistance (Ex): Flamelings get a +4 racial bonus on saves against poison.

Flameling Characters:
Flamelings favor the rogue, sorcerer, or wizard class (pick one), and most Flameling leaders are Rogue/Sorcerers or Rogue/Wizards. Flameling clerics always worship a deity that grants access to the fire domain.

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Please tell me what you think. :D
 

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Cool indeed.

But what exactly do you mean with this:
Krishnath said:
Flamelings favor the rogue, sorcerer, or wizard class (pick one), and most Flameling leaders are Rogue/Sorcerers or Rogue/Wizards.
 

That means that the PC chooses one of those three classes as his/her favored class. Once the choice has been made, it cannot be changed. :D
 


Care to make a contribution? It's really easy, just take a humanoid, monstrous humanoid, or giant, and add a template of your choice, then post the result. :D
 

Another visitor from the Book of Templates: The Willowhag (a plantform Harpy).

- Devon


Willowhag (Plantform Harpy)
Medium-Size Plant
Hit Dice: 7d8 (31 hp)
Initiative: +2 (Dex)
Speed: 20 ft., fly 80 ft. (average)
AC: 13 (+2 Dex, +1 natural)
Attacks: 2 claws +2 melee
Damage: claw 1d3 + poison
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Captivating song, poison, energy drain, summon willowhag
Special Qualities: Low-light vision, tremorsense 100', plant
Saves: Fort +2, Ref +7, Will +5
Abilities: Str 10, Dex 15, Con 10, Int 7, Wis 10, Cha 15
Skills: Bluff +8, Listen +7, Perform (chant, epic, limericks, melody, ode, storytelling, whiste) +9, Spot +6
Feats: Dodge, Flyby Attack
Climate/Terrain: Temperate and warm land and underground
Organization: Solitary, pair, or flight (7-12)
Challenge Rating: 7
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class

Although it appears to be some sort of fey creature, the willowhag is a horrible, sentient plant that haunts the deep forests of the world, acting sometimes as guardian of its domain, and other times simply hunting down whatever sentient creatures may stumble across its path. It is adept at luring mortals to its toxic embrace and then draining their vitality.

The willowhag appears to be a sharp, hag-like humanoid made of vines, leaves and bark, with a pair of large, winglike branches made of strong, broad leaves of the deepest green. Its trunklike legs are dense and heavily clawed, as are its arms, and willow branches sprouting from its head give the appearance of hair. The willowhag's voice is reedy and high, like a clarinet, or the wind through the trees.

Combat
The willowhag prefers to hide in the branches of a tree, luring travellers and woodsmen with its haunting, melodic song. Once a victim has been attracted, the willowhag flies out of hiding and draws nearer, closing to drain the hapless traveller of vitality, leaving behind its dessicated corpse. When engaged in a more serious conflict with experienced combatants, it prefers to use Flyby Attack and strike with its poisonous claws.

Captivating Song (Su): A willowhag is able to produce a captivating sound by forcing air through its body, akin to the dronesong of a sussurus (another plantlike creature). When it sings, all creatures (other than willowhags) within a 300-foot spread must succeed at a Will save (DC 15) or become utterly captivated. This is a sonic, mind-affecting charm. If the save is successful, that creature cannot be affected again by that willowhag?s song for one day. A captivated victim walks toward the willowhag, taking the most direct route available. If the path leads into a dangerous area, that creature gets a second saving throw. Captivated creatures can take no actions other than to defend themselves. A victim within 5 feet of the willowhag stands there and offers no resistance to the monster?s attacks. The effect continues for as long as the willowhag sings. A bard?s countersong ability allows the captivated creature to attempt a new Will save.

Poison (Ex): The willowhag's leaves exude a toxin that affects creatures struck by its claws (Fort save DC 13, primary and secondary damage 1d4 Con).

Energy Drain (Ex): The willowhag can drain vitality from its victims with a successful touch attack, draining1d4 temporary points of Strength or Constitution. The type of ability drain must be declared prior to making the first touch attack attempt of the combat and cannot be changed for the duration of the encounter.

Plant: The willowhag is immune to poison, sleep, paralysis, stunning, and polymorphing. It is not subject to critical hits or mind-influencing effects.

Summon Willowhag (Su): Once a day, as a full-round action, the willowhag can summon another of its kind, which appears immediately and can attack if desired. This second willowhag cannot use this ability while ?summoned?. This ability is otherwise as the spell summon animal cast by a 15th-level druid, lasting fifteen rounds or until the summoned willowhag is killed.

Tremorsense (Ex): The willowhag can detect the location of any other creature or object in contact with the ground within a 100-foot radius.

Willowhag Characters
A willowhag's preferred class is druid, although a great deal of them take levels in fighter.
 
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Alright, I finally contribute! It's a troglodyte with the corrupted template from BOVD, with the addition of a graft from the Fiend Folio (BOVD and FF, BTW, are really good examples of product-mesh. Ditto for FF and MoTP)

Corrupted Trog (Goring Horn Graft)
Medium-sized Aberration
Hit Dice: 2d8+8 (17 hp)
Initiative: +2
Speed: 30ft
AC: 18 (-2 Dex, +10 natural) touch 8, flat-footed 18
BAB/Grapple: +1/+4
Attacks: Goring horn +3 melee, 2 claws +1 melee, bite +1 melee
Damage: Goring horn 1d8+2 plus 1 vile, claw 1d6+1 plus 1 vile, bite 1d6+1 plus 1 vile
Special Attacks: Stench
Special Qualities: Acid immunity, darkvision 60ft, fast healing 1
Saves: Fort + 7, Ref –2, Will –1*
Abilities: Str 14, Dex 7, Con 18, Int 8, Wis 8, Cha 8
Skills: Hide +7*
Feats: Improved Bull Rush (B), Improved Initiative, Multiattack
Climate/Terrain: Warm land, underground and supernatural
Organization: Solitary pair or pack (3-10)
CR: 3
Treasure: 1/2 Standard
Alignment: Usually chaotic evil
Advancement: By character class

Stench (Ex): When a corrupted trog is aggravated or is in battle, he exudes a thick musk that nauseates all non-trogs. All creatures within 30 feet of the trog must make a Fortitude save (DC 19, including a +4 bonus from the corrupted template) or take a –2 morale penalty on all attack rolls, damage rolls, skill checks, ability checks and saving throws for 10 rounds.

Skills: All trogs gain a +4 bonus to all Hide checks, and an additional +4 bonus to Hide checks made in rocky or blighted terrain.

Saves: Due to the effects of the goring horn graft, the grafted trogs receive a –4 penalty to all Will saves made against mind affecting abilities.

Demiurge out.
 

Here's a stingtail (asabi) with the revenant template.

Revenant Stingtail
Large Undead
Hit Dice: 7d12 (45 hp)
Initiative: +4 (Improved Initiative)
Speed: 40 ft., burrow 30 ft.
AC: 17 (-1 size, +2 leather, +6 natural)
Attacks: 2 claws +8 melee, bite +6 melee, tail +6 melee
Damage: Claw 1d6+4, bite 1d6+2, tail 1d4+2 plus poison
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Poison tail, vengeful strike, paralyzing glare
Special Qualities: Undead, immune to enchantment spells, turning immunity, regeneration 3, immunities, find the guilty, DR 5/+1
Saves: Fort +2, Ref +5, Will +1
Abilities: Str 19, Dex 11, Con -, Int 6, Wis 9, Cha 10
Skills: Hide +1, Jump +9, Move Silently +4
Feats: Improved Initiative, Multiattack
- - - - -
Climate/Terrain: Temperate desert
Organization: Solitary
Challenge Rating: 4
Treasure: Standard
Alignment: Neutral
Advancement: -

Combat
Poison Tail (Ex): Those hit by a revenant stingtail’s tail slap must succeed at a Fortitude save (DC 15) or come into contact with a spray of liquid poison that has an onset time of 1 minute. The initial damage is 2d6 points of damage and the secondary damage is 1d4 points of temporary Constitution damage. In addition, those who fail the Fortitude save must succeed at a Will save (DC 15) or act as if under the influence of a confusion spell for their next two actions. The revenant stingtail can spray its poison six times per day.
Vengeful Strike (Ex): Any melee attacks the revenant stingtail makes against its killer inflicts an additional +1d10 damage.
Paralyzing Glare (Ex): The first time a revenant stingtail confronts its killer, its killer must make a Will save (DC 13) or be paralyzed for 2d4 rounds.
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Immune to Enchantment Spells (Su): Revenant stingtails are immune to all spells of the Enchantment school.
Turning Immunity (Ex): A revenant stingtail cannot be turned or rebuked by clerics and paladins.
Regeneration (Ex): Fire inflicts lethal damage upon a revenant stingtail. All other damage regenerates at a rate of 3 hit points per round.
Immunities (Ex): Revenant stingtails are immune to acid, gas, cold, electricity, polymorph, and mind-influencing attacks.
Find the Guilty (Ex): So long as the revenant stingtail and its killer are on the same plane of existance, the revenant will know which direction its killer can be found in and how far away he is.
 

Krolrothian (Quasielemental Mineral Grimlock)
Medium-Size Elemental
Hit Dice: 2d8+2 (11 hp)
Initiative: +2 (Dex)
Speed: 30 ft., Br 30 ft.
AC: 19 (+2 Dex, +7 natural)
Attacks: 2 claws +6 melee
Damage: claw 1d6+4
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Blindsight, sharpness, burrow
Special Qualities: Immunities, scent, elemental
Saves: Fort +1, Ref +5, Will +2
Abilities: Str 19, Dex 15, Con 13, Int 10, Wis 8, Cha 6
Skills: Climb +9, Hide +7*, Listen +6, Search +5, Spot +3
Feats: Alertness
Climate/Terrain: Any mountains and underground
Organization: Gang (2-4), pack (10-20), tribe (10-60 plus 1 leader of 3rd-5th level per 10 adults), or cult (10-80 plus 1 leader of 3rd-5th level per 10 adults and 1 dao or medusa)
Challenge Rating: 2
Treasure: Standard goods (gems only)
Alignment: Always neutral evil
Advancement: By character class

Krolrothians hail from the quasielemental plane of mineral. They are roughly humanoid in shape and size, lithe and angular, made of various crystals, with bulky, crystallized torsos and forelimbs. Although they seem to lack an obvious visual apparatus, their crystalline structure is somewhat porous, and they are able to function using sound, smell and taste. Their forelimbs are tipped in a set of long, sharp claws which they use to slash at their prey or torture prisoners.

Combat
Krolrothians prefer to attack in groups from ambush, rushing en masse from hiding to slice apart their prey. They use advantage of darkness when they can.

Blindsight (Ex): Krolrothians can ascertain all foes within 40 feet as a sighted creature would. Beyond that range, they treat all targets as totally concealed.

Krolrothians are susceptible to sound and scent based attacks, however, and are affected normally by loud noises and sonic spells (such as ghost sound or silence) and overpowering odors (such as stinking cloud or incense-heavy air). Negating a krolrothian?s sense of smell or hearing reduces this ability to normal Blind-Fight (as the feat). If both are negated, the krolrothian is effectively blinded.

Sharpness (Ex): Krolrothians threaten a critical on an attack roll of 17 - 20 with their claws.

Burrow (Ex): A krolrothian can glide through stone, dirt, or almost any other sort of earth as easily as a fish swims through water. Its burrowing leaves behind no hole, nor does it create any ripple or other signs of its presence.

Elemental: immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.

Immunities: Krolrothians are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight. They are also immune to spells or abilities which transform or otherwise change the nature of solid matter.

Skills: *A krolrothian?s dull gray crystalline body helps it hide in its native terrain, conferring a +10 racial bonus to Hide checks when in mountains, among crystals, or underground.

Krolrothian Characters
A krolrothian's favored class is barbarian. Krolrothain clerics can choose from the domains Earth, Combat, Darkness and Pain.
 

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