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

Giffhusk (Giff Skinhusk)
Large Undead
Hit Dice: 4d12 (26 hp)
Initiative: +0
Speed: 20 ft
AC: 19 (-1 size, +2 natural, +8 giff full plate)
Attacks: Slam +9 melee; or head butt +9 melee
Damage: Slam 1d3+7 and level drain; or head butt 1d6+7 and level drain
Face/Reach: 5 ft./5 ft
Special Attacks: Level drain, filled core
Special Qualities: SR 13, darkvision 60 ft, undead, turn resistance +5, immunities
Saves: Fort +0, Ref +0, Will +0
Abilities: Str 24, Dex 10, Con --, Int 3, Wis 10, Cha 10
Skills: Listen +4, Spot +4, Move Silently +8
Feats: Power Attack
Climate/Terrain: Any land and underground
Organization: Solitary, pair, or platoon (2?20)
Challenge Rating: 4
Treasure: Standard
Alignment: Always neutral
Advancement: By character class

The giffs, a race of powerfully muscled, hippopotamus-like humanoid mercenaries, are occasionally captured and used for twisted necromantic experiments. One of these experiments, dubbed "giffhusk," involves flaying and animating the dense, armored, spell-resistant skin of these tough warriors, filling the insides with vile chemicals, and slapping them back in their tarnished and bloody armor for a tour of everlasting duty.

The giffhusk looks nearly identical to the original giff, a 9-foot tall hippo-like humanoid with short and stocky legs and arms, a broad chest, and a flat head reminiscent of a hippopotamus. Its features are slightly distorted, however, by its transition to undeath, with prominent stitches where the flayed skin was sewn together prior to animation. A giffhusk can range in color from a pallid blackish gray, to a pale gray, or even a sickly olive gold, and the tattoos it may have worn in life are still barely visible -- it takes natural or magical daylight, however, to immediately tell a giffhusk from a giff. Giffhusks cannot talk or make any vocal sounds whatsoever.

Combat
A giffhusk attacks using any of the various weapons at its disposal. If unarmed, it will charge at an opponent, butting with its head.

Level Drain (Su): The giffhusk can inflict 2 negative levels with a successful melee touch attack, as well as with its slam and head butt attacks.

Filled Core (Ex): The hollow shell of a giffhusk can be filled with one of several various caustic substances that damage those who strike it (acid, alchemist's fire, etc.). Each successful attack with a slashing or piercing weapon that damages the giffhusk also inflicts 1d6 points of damage of the appropriate type on the attacker (no save). If the giffhusk is reduced to 0 hit points and destroyed, it erupts in a 10-foot radius burst (centered on the giffhusk), inflicting 1d6 points of damage per Hit Die to all creatures within that area. A Reflex save (DC 20) halves this damage.

Special note: Giffhusks that are filled with other substances, such as inhaled or contact poison, disease spores, green slime, yellow mold, sleeping powder, and the like do not inflict the incidental damage above when damaged with slashing or piercing weapons. Rather, they erupt in a 20-foot radius when destroyed. All within the area of effect must make the appropriate saves versus the substance at hand.

Undead (Ex): 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.

Immunities (Ex): The giffhusk is immune to fire, acid, cold, and bludgeoning weapons of all types (even magical). If the bludgeoning weapon has a secondary effect damage effect (such as sonic energy, lawful, chaotic, good, evil, etc.), damage from the secondary effect is applied normally.

Skills: Giffhusks, being light and hollow, gain a +8 enhancement bonus on Move Silently checks.
 

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I wrote it -- I wrote all of the quasielemental templates quite awhile back, and posted them to these boards.

Posted an anthropomorphic hedgehog as well. :)

- Devon
 
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Yes, so I saw... Hmm... I was considering posting a fiendish anthropomorphic shark one of these days....

Or maybe I should just make it an Anthropomorphic Megalodon of Legend (yes the Megalodon will most likely become an Animal in 3.5 as it is clearly non-magical...)

Later,
 

Oh, I think an Anthropomorphic Megaladon would be an quite exciting thing to behold.

Reminds me of the immense miltary whale guy in "Lilo & Stitch".
- Devon
 

Of course it would, but this won't be any old anthropomorphic Megalodon, but rather an Anthropomorphic Megalodon of Legend, or as I like to call it: JAWS! :D
 

Speaking of immense rumbling things, here's a slight fudging of the Tauric template:

Braluk (Tauric Ogre/Baluchitherium)
Huge Monstrous Humanoid
Hit Dice: 18d8+126 (207 hp)
Initiative: +0
Speed: 30 ft.
AC: 15 (-2 size, +7 natural); touch 8; flat-footed 15
Attacks: Huge greatclub +29 melee; or Huge Large javelin +16 ranged; or 2 hooves +28 melee
Damage: Huge greatclub 2d6+18; or Huge Large javelin 1d8+12 or Huge longbow 2d6; or hoof 5d4+12
Face/Reach: 20 ft. by 30 ft./10 ft.
Special Attacks: -
Special Qualities: Scent
Saves: Fort +16, Ref +11, Will +11
Abilities: Str 34 (+12), Dex 10, Con 25 (+7), Int 6 (-2), Wis 10, Cha 7 (-2)
Skills: Listen +6, Spot +7, Hide +4
Feats: Alertness, Cleave, Improved Bull Rush, Power Attack, Weapon Focus (greatclub)
Climate/Terrain: Any land, aquatic, and underground
Organization: Solitary, pair, gang (2-4), or band (5-8)
Challenge Rating: 13
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class

Braluks are immense tauric creatures, with the upper torso of an ogre and the lower body of a baluchitherium or other dire rhinoceros variety. Adults stand 20 to 25 feet at the shoulder, and may measure as long as 28 feet from nose to rump, weighing as much as 15 tons. They are the undisputed rulers of certain stretches of savannah in the remote, uncharted wilderness, laying waste to game and other resources in a radius of almost ten miles.

Braluks speak Giant, and those specimens who boast Intelligence scores of at least 10 also speak Common.
 


Krishnath said:
That rocks, now if I can only find a dire bull, I could show you what a real minotaur looks like :p

Hey Krishnath, here's a twisted idea for you to experiment with. Use a gorgon as your base creature. You'd have a blue-black, metallic-scaled minotaur that breathes a breath weapon that turns it's enemies into stone. (Of course, that might be breaking the athropomorphic template a little too much. But the possiblities are endless, an anthropomorphic displacer beast, anyone?)

Either that, or try to find normal bull D20 stats and see if it gives a range for advancement as per the rules in the MM.

Just a suggestion... :D

Later,

KF72
 


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