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

Troglodyte, Half-Clay Golem
Medium-Size Humanoid (Reptilian) @
Hit Dice: 2d8+8 (17 hp)
Initiative: -2 (Dex)
Speed: 30 ft. (cannot run)
AC: 15 (-2 Dex, +7 natural)
Attacks: Longspear +4 melee (or 2 claws +5 melee), bite +3 melee; or javelin +5 ranged
Damage: Longspear 1d8+4, bite 1d4+4, claw 1d4+2; or javelin 1d6+4
Face/Reach: 5 ft. / 5 ft. (10 ft. with longspear)
Special Attacks: Stench, wound
Special Qualities: Darkvision 90 ft., berserk, damage reduction 10/silver, haste, immune to piercing and slashing, magic immunity
Saves: Fort +9, Ref -2, Will +0
Abilities: Str 18 (+4), Dex 7 (-2), Con 18 (+4), Int 2 (-4), Wis 10 (+0), Cha 4 (-3)
Skills: Hide +5*, Listen +3
Feats: Multiattack, Weapon Focus (javelin)
Climate/Terrain: Any mountains and underground
Organization: Solitary, pair or band (5-20)
Challenge Rating: 4
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class
Level Adjustment: +7
@ These half-golems did not fail any Will saves during their construction, thus retaining their type. As an added (evil) bonus, they now breed true.

Berserk (Ex): A clay half-golem troglodyte that takes damage in combat flies into a berserk rage the following round, attacking wildly until either it or its opponent is dead. It gains +4 Strength, +4 Constitution, and -2 AC. A clay half-golem troglodyte cannot end its berserk state voluntarily. (A clay half-golem troglodyte that is a barbarian may stack the bonuses and the penalties with its barbarian rage class feature.)

Haste (Su): After it has engaged in at least 1 round of combat on a given day, a clay half-golem troglodyte can use haste upon itself once during that day as a free action. The effect lasts 3 rounds and is otherwise the same as the spell.

Immunity to Slashing and Piercing (Ex): Slashing and piercing weapons, whether normal or magical, deal no damage to a clay half-golem troglodyte.

Magic Immunity (Ex): Clay half-golem troglodytes completely resist all magical and supernatural effects, except as noted in the clay golem description (see MM).

Stench (Ex): When a clay half-golem troglodyte is angry or frightened, it secretes an oily, musklike chemical that nearly every form of animal life finds offensive. All creatures (except troglodytes) within 30 feet of the clay half-golem troglodyte must succeed at a Fortitude save (DC 13) or suffer a –2 morale penalty on attack rolls, weapon damage rolls, checks, and saving throws. The affect lasts 10 rounds. Once a character has succumbed to a particular clay half-golem troglodyte’s stench ability, or made a successful saving throw against it, the character cannot be affected by the same clay half-golem troglodytes stench ability for 24 hours.

Wound (Ex): The damage a clay half-golem troglodyte deals doesn’t heal naturally. Also, only a spell of 6th-level or higher with the healing descriptor (such as heal) can heal the damage done by a clay half-golem troglodyte.

Skills: The skin of a clay half-golem troglodyte changes color somewhat, allowing it to blend in with surroundings like a chameleon and conferring a +4 racial bonus to Hide checks. *In rocky or subterranean settings, this bo-nus improves to +8.

Clay Half-Golem Troglodyte Characters
A clay half-golem troglodyte’s favored class is barbarian. Clay half-golem troglodyte clerics can choose any two of the following domains: Chaos, Destruction, Earth, and Evil.
 
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Based on Krishnath's really funny Electric Sheep. Baaa ha ha ha!

Anthropomorphic Electric Sheep (Wooly Shocker)
Medium-Size Monstrous Humanoid (Electricity)
Hit Dice: 2d8+2 (11 hp)
Initiative: +3 (Dex)
Speed: 30 ft.
AC: 14 (+3 Dex, +1 natural)
Attacks: By weapon +2 melee; or by weapon +5 ranged
Damage: By weapon
Face/Reach: 5 ft. / 5 ft.
Special Attacks: Lightning bolt
Special Qualities: Darkvision 60 ft., electricity subtype
Saves: Fort +1, Ref +6, Will +5
Abilities: Str 10 (+0), Dex 17 (+3), Con 12 (+1), Int 11 (+0), Wis 14 (+2), Cha 17 (+3)
Skills: Listen +4, Spot +4, Survival +6
Feats: Alertness
Climate/Terrain: Temperate and warm plains
Organization: Solitary, pair, or flock (4-16)
Challenge Rating: 2
Treasure: Standard
Alignment: Always neutral evil
Advancement: By character class
Level Adjustment: +3 (?)

Lightning Bolt (Su): 3 times/day, a wooly skocker can release a very powerful electrical discharge similar to that of a lightning bolt spell. The bolt has a range of 200 ft. and deals 2d8 points of damage, a reflex save (DC: 13) halves the damage.

Electricity Subtype: Electricity immunity; wooly shockers receive a -10 penalty to saves against acid.
 
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Knightfall: The orc of legends LA is +5 at the least. The trog is nasty, but when I read that they breed true, the first thing that went through my head was: YUCK! As for the anthropomorph, that is just so evil it's horrid. :D
 

Krishnath said:
Knightfall: The orc of legends LA is +5 at the least. The trog is nasty, but when I read that they breed true, the first thing that went through my head was: YUCK! As for the anthropomorph, that is just so evil it's horrid. :D

Baaaaa zap! Baaaaa zap!
(Heh! Heh!)

Question: Krishnath, I'm wondering what you would put the LA for both the Gorgotaur (previous page) and the Clay Half-Golem Trogs?

I'd do the acid testing myself but I've been busy doing that 'project' I was talking about. Not to mention that I feel real sick today.

Rest now, work later.

KF72

p.s. I guess since they said my name over at the PR thread for the 'project' I'm helping with, that I can at least point a link over there so you know what I'm talking about. But that's all your getting out of me. ;)

http://enworld.cyberstreet.com/showthread.php?s=&threadid=47561
 

Swamp Sludge (Gelatinous Lizardfolk)
Medium-Size Aberration
Hit Dice: 2d10+8 (19 hp)
Initiative: +-2 (Dex)
Speed: 15 ft.
AC: 11 (+3 natural, -2 Dex); flat-footed 11, touch 8
Attacks: 2 claws +2 melee, bite +0 melee, slam +0 melee
Damage: Claw 1d4+1 plus 1d4 acid, bite 1d4 plud 1d4 acid, slam 1d6 plus 1d4 acid
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Acid
Special Qualities: Blindsight, resilient, immunities, saving throw bonuses
Saves: Fort +4, Ref -2, Will -2
Abilities: Str 13 (+1), Dex 6 (-2), Con 19 (+4), Int 1 (-5), Wis 6 (-2), Cha 6 (-2)
Skills: Balance +2, Jump +5, Swim +7, Hide +5
Feats: Multiattack
Climate/Terrain: Any land and underground.
Organization: Solitary.
Challenge Rating: 3
Treasure: 50% coins; 50% goods; 50% items
Alignment: Always neutral
Advancement: By character class

A swamp sludge is a translucent, amorphous lizardfolk which slithers through the swamps of its kindred. Summoned long ago by lizardfolk clerics entreating some foul god to help them repel invaders, these creatures have since spread, breeding true, causing yet another menace to swamp denizens.

A swamp sludge looks like a normal lizardfolk, except that it has a translucent, swamp-colored body. Its hands, claw-tipped, have a visible skeletal structure that dissolves halfway up the forearm, and it has a draconic skull easily visible within its slimy, misshapen head -- though there are teeth aplenty, there are no eyes. The spine dissolves partway down the upper back.

Although swamp sludges are too mindless to speak, they understand Draconic.

Combat
Swamp sludge have no finesse in combat, thinking only to rush forth and batter opponents, to dissolve their flesh with their translucent folds.

Acid (Ex): A swamp sludge's melee attacks deal 1d4 acid damage in addition to normal damage.

Blindsight (Ex): The oozy substance of the swamp sludge's body acts as a primitive sensory organ that can ascertain prey within 60 feet.

Resilient (Ex): A swamp sludge, having a less defined shape than a normal lizardfolk, cannot be flanked, takes 1d6 less damage from a successful sneak attack, and takes one-half the additional damage dealt by a critical hit.

Immunities (Ex): A swamp sludge is immune to polymorphing and stunning.

Saving Throw Bonuses (Ex): A swamp sludge gains a +4 racial bonus on saves against mind-affecting effects, poison, sleep, and paralysis.

Skills: Thanks to their tails, swamp sludges receive a +4 racial bonus to Jump, Swim, and Balance checks. A swamp sludge also receives a +4 racial bonus on Hide checks due to its translucent form.
Swamp Sludge Characters
Swamp sludges are too dim to pursue any particular class, although levels in Fighter or Barbarian would not necessarily be amiss for an NPC swamp sludge.
 

Well due to the Half-golems magic immunity as well as the other abilities granted by the template (such as the wounding ability) I would have the half-golem templates LA to be at the least +5, bringing the trog to a total LA of +7, which translates to an EC of +9 which is quite high. The gorgotaur's LA is approximately +5.

Edit: I see... :D
 
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Swamp sludge? Why? Gelatinous Lizardfolk? Why? Why? Don't they suffer enough already? Why? Why? Why?

Well, I could have an Excel spreadsheet that randomly pairs humanoids with templates... :)

I don't...

But I could.

- Devon
 


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