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


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i couldn't think of a cool name for this one. It just boggles the mind. Hmm, boggelganger, maybe?

Doppelganger, Feral Reptilian
Medium-Size Monstrous Humanoid (Reptilian, Shapechanger)
Hit Dice: 4d10+12 (34 hp)
Initiative: +0
Speed: 40 ft.
AC: 18 (+8 natural)
Attacks: 2 claws +7 melee
Damage: Claw 1d8+6
Face/Reach: 5 ft. / 5 ft.
Special Attacks: Detect thoughts, improved grab, pounce
Special Qualities: Alter self, darkvision 60 ft., immunities, fast healing 3, scent
Saves: Fort +7, Ref +4, Will +8
Abilities: Str 18 (+4), Dex 11 (+0), Con 16 (+3), Int 9 (-1), Wis 18 (+4), Cha 13 (+1)
Skills: Balance +4, Bluff +12*, Disguise +12*, Jump +8, Listen +13, Sense Motive +8, Spot +10
Feats: Alertness, Dodge

Climate/Terrain: Any land and underground
Organization: Solitary, pair, or gang (3-6)
Challenge Rating: 6
Treasure: 50% coins; standard goods and items, no scrolls
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +7

Alter Self (Su): The creature can assume the shape of any Small or Medium-size humanoid. This works like alter self as cast by an 18th-level sorcerer, but the creature can remain in the chosen form indefinitely. It can assume a new form or return to its own as a standard action.

Detect Thoughts (Su): The creature can continuously detect thoughts as the spell cast by an 18th-level sorcerer (save DC 13). It can suppress or resume this ability as a free action.

Immunities (Ex): These creatures are immune to sleep and charm effects.

Improved Grab (Ex): If the creature hits an opponent that is at least Small-sized or smaller than itself with a claw attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The creature has the option to conduct the grapple normally, or simply use its claw to hold the opponent (-20 penalty on grapple check, but the feral kobold is not considered grappled). Each successive grapple check the creature makes during successive rounds automatically deals claw damage.

Pounce (Ex): If the creature leaps upon a foe during the first round of combat, it can make a full attack even though it has already moved.

Scent (Ex): This creature can detect approaching enemies, sniff out hidden foes, and track by sense of smell. Range is 30 ft. If upwind, the range increases to 60 ft.; if downwind, it drops to 15 ft.

Skills: This creature receives a +4 racial bonus to Balance, Bluff, Jump and Disguise checks. *When using alter self, the creature receives an additional +10 circumstance bonus to Disguise checks. If it can read an opponent’s mind, it gets a further +4 circumstance bonus to Bluff and Disguise checks.
 

Hmm... a feral lizard man that assumes the shape of less agressive humanoids when hunting? I like it, but it does need a name. Anyone here know the latin words for lizard and 'two-faced'/treacherous?
 


A Dragonstar style anthropomorph!

A race from the old Skyrealms of Jorune roleplaying game converted for my Arcanum of the Stars Dragonstar campaign (same setting as my Realmsian Dragonstar story hour, which is on hiatus).

Note: Thanks to my pal Krish for doing the cougar animal for me.

Anthropomorphic Cougar (Crugar)
Medium-Size Monstrous Humanoid (Feline)
Hit Dice: 2d8+4 (13 hp)
Initiative: +3 (Dex)
Speed: 30 ft.
AC: 14 (+3 Dex, +1 natural)
Attacks: 2 claws +5 melee, bite +3 melee; or lapin +7 melee; or holdout pistol +5 ranged; or screamer pistol +5 ranged
Damage: Claw 1d4+3, bite 1d6+1; or lapin 1d6+3 (16–20/x2); or holdout pistol 1d8; or screamer pistol 2d6
Face/Reach: 5 ft. /5 ft.
Special Attacks: Improved grab, pounce
Special Qualities: Darkvision 60ft., scent
Saves: Fort +2, Ref +6, Will +5
Abilities: Str 17 (+3), Dex 17 (+3), Con 15 (+2), Int 11 (+0), Wis 14 (+2), Cha 10 (+0)
Skills: Balance +8, Climb +4, Freefall +5, Hide +8*, Listen +4, Move Silently +8, Spot +4
Feats: Multiattack, Technical Proficiency (B)

Climate/Terrain: World of Leben; or anywhere in the Domains of Golion and Altara
Organization: Solitary, pair, patrol (5–20), or clan (30–300)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually lawful evil
Advancement: By character class
Level Adjustment: +1

Crugars are descendents of a primitive feline species from the world of Leben. Through the genetic manipulation work of the fraal Iscin, this race was altered into intelligent bipeds with opposable thumbs. The most factual account of the life of Iscin states that a crugar named Choungra was responsible for the death of the xenogeneticist. In fact, the word choungra means assassin in the languages of all Iscin’s creations except that of the crugar language, in which it means liberator.

The crugar body is approximately human-sized: just more slender and a little shorter. The crugars tan hair is worn cropped close to their bodies. Only the Cygra, an elite unit of crugar warriors, can wear their hair long.

Crugar speak their own racial tongue, as well as Common. Crugars pronounce "ch" as "sh". Most misunderstand the crugar pronunciations, assuming the "sh" sound to be the result of a slurred accent. Crugars squint when they speak, a trait often bothersome to most other races. Crugars can appear very intimidating; arching their backs and hissing, they look even more formidable than they actually are.

Combat
Crugars have short tempers. Although they may show restraint when deciding whether or not to fight, they are committed once they’ve decided to attack. Crugars rarely disengage from any conflict once it has begun. Their sheer speed often helps them in any sort of physical combat. In melee, crugars slash out with powerful claws, bite with feline fangs, and fight ferociously with a hooked, masterwork keenblade, known as a lapin. They’re also fond of fighting close quarters with daggers, saps and stun gauntlets.

A crugar that controls its temper will just as likely blast away the offending individual with any sort of gun. They favor small, concealed firearms but also love the sound a screamer rifle makes.

Improved Grab (Ex): To use this ability a crugar must hit with its bite attack.

Pounce (Ex): If a crugar leaps upon a foe during the first round of combat, it can make a full attack action even if it has already taken a move action.

Skills: Crugars get a +4 racial bonus to Balance, Hide, and Move Silently checks. *In areas of tall grass or undergrowth the Hide bonus increases to +12.

Crugar Society
Crugars are known for their unnatural cruelty towards other races. Over two hundred years ago, the crugar frigate Cat's Eye came across the woffen transport Tiburón floating helpless in space. The Tiburón had been infected by an unknown plague and over half of its crew had died off in the weeks before the crugar frigate discovered it. A human doctor onboard the Tiburón was sure that he had found the vaccine formula necessary and all he needed was access to the right equipment. However, the crugar refused to help and mercilessly destroyed the transport with a hail of plasma cannon fire.

Even more recent was the crugar invasion of the Zafferan Colonies. Only now, some 60 years later, is life settling down from the resulting hostilities. However, the Zafferan Colonies are still a hotly disputed region. Although the Crugar Octagonal has agreed to obey the current treaty set down two years ago, several crugar fleet captains have refused to abide by the treaty and continue to attack the Zafferan worlds. There are least 6 fleets of these raiders, with over three dozen ships spread out amongst them. For centuries, the crugar have fought to reclaim worlds that they claimed thousands of years ago. The Zafferan Colonies are just the latest worlds that fall under that claim.

The crugar religion of Chen Ichi celebrates the glory of revenge and the righteous action of Choungra. They see themselves as liberators, not murderers, and in a sense they did liberate the other races created by Iscin. However, the crugar Choungra believed that his race was destined for greatness and tried to force the other Iscin races to submit to crugar rule. This is also why the word choungra also means dictator in the other languages of the Iscin races. The other races did not submit, which caused more death and suffering then Iscin ever did. As a result of Choungra's views, Tauch-kie priests teach crugar-superiority and many battles and attacks, lead by the Tauch-kie, are fought in the name of Chen Ichi.

Crugar Characters
Crugar favor the fighter class. Crugar clerics most often worship Choungra as an aspect of the Reaper. Crugar clerics can choose any two of the following domains: Death, Earth, Evil, Law, and Trickery.
 
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Ok, going to make it a flat 2 ranks of Performance, and one must be pan pipes. And nice mix, I like a half-satyr minotaur, yep that could be interesting. >) (because from a distance it will Still look like a minotaur)
 

Oh crap here comes another. >)

Mwanga is from Nyambe: African Adventures, Alien Entity is from Legends and Lairs: Monster's Handbook, Pseudonatural is from Tome and Blood, Psionic is from Psionicist's handbook.

Void Viper (Medusa + Mwanga + Alien Entity + Pseudonatural + Psionic)
Medium Aberration
Hit Dice: 6d8+30 (57)
Initiative: +11 (+7 Dex +4 Improved Initiative)
Speed: 30 Ft, 60 Ft. Fly (Average)
AC: 24 (+7 Dex, +7 Natural)
Attacks: Shortbow +8/+3 ranged; or dagger +8/+3 melee, snakes +3 melee, bite +3 melee
Damage: Shortbow 1d6; or dagger 1d4+5, snakes 1d4+3 and poison, bite 1d4+3 and poison
Face/Reach: 5 Ft. By 5ft/5ft
Special Attacks: Petrifying gaze, poison, Psionics
Special Qualities: Damage Reduction 15/+1, Spell Immunities, SR: 16,
Electricity and Acid resistance 10, Telepathy
Saves: Fort: +5 Ref: +14 Will: +5
Abilities: Str:16, Dex:25, Con:20, Int:4, Wis:7, Cha:11
Skills: Bluff +8, Disguise +4, Hide +11, Intimidate +4, Move Silently +11,
Sense Motive +2, Spot +8
Feats: Point Blank Shot, Precise Shot, Weapon Finesse (snakes), Alertness. Dodge, Improved Initiative, Lightning Reflexes, Concentrated Venom#, Iron Will
Climate/Terrain: Any land and underground
Organization: Solitary, pair, or gang (2-5)
Challenge Rating: 13
Treasure: Standard
Alignment: Always Chaotic Evil
Advancement: By character class
# = From Legends and Lairs: Monster’s Handbook

Void Vipers are strange creatures, thought to be the beings that created the Medusae on the Prime. However, the truth is enough to shatter minds. Most beings have been fortunate enough to never run across the realm the Void Vipers call home. A place beyond the regular spectrum of planes.

In their “natural” form Void Vipers stand at 7 feet tall. They are extremely gaunt, their skin is translucent and bizarre alien organs can be seen beneath. They have no wings yet manage to fly. They are vaguely humanoid, they have no faces, and the snakes like appendages on their heads are like stingers. They use their telepathic power to speak when needed, they rarely do. However, the Void Viper has a plethora of shapes it can take including that of a regular medusa, dire rat, dire bat, and a leopard.

They feed on blood.

Combat

The Void Viper can switch from Petrification to Charm gazes as a free action. They usually soften an opponent up with psionic attacks while in the form of a leopard, bat, or rat. Once this is accomplished the Void Viper takes its true form and drains the victim dry.

Alternate Form (Su): A Void Viper can assume the shape of leopard, dire rat, or dire bat as a standard action. This ability is similar to a polymorph self spell cast by a 12th level sorcerer, except that the Void Viper can assume only one of the forms listed here. It can remain in that form until it assumes another, or until the next sunrise.

In addition, at will a Void Viper can take its true shape. Changing shape is a standard action. Other creatures receive a –1 morale penalty against the Void Viper in its true form.

Blood Drain (Su): A Void Viper can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains the blood, inflicting 1d4 points of permanent Constitution drain each round the pin is maintained. The Void Viper gains 5 temporary hit points. These vanish at the rate of one per hour.

Charm Gaze (Su): A Void Viper has a gaze attack that functions as a charm person spell cast by a 12th-level sorcerer. This has a range of 30.

Create Spawn (Su): A humanoid or monstrous humanoid whose constitution is drained to 0 or less Constitution by the Blood Drain attack dies. A humanoid or monstrous humanoid of 5 or more HD is transformed into a Mwanga and regains drained Constitution points at a rate of 1 per day. The new mwanga is under the command of the Void Viper that created it and remains enslaved until its master’s death.

Improved Grab (Ex): To use this ability, the Void Viper must hit with its bite attack. If it gets a hold, it can drain blood.

Petrifying Gaze (Su): Turn to stone permanently, 30 feet, Fortitude save (DC 15).

Psionics (Sp): At will - Planeshift, Shadow Body, and Mind Seed. These abilities are as the powers manifested by an 6th-level psion.
Attack/Defense Modes (Sp): At will – ego whip, id insinuation/empty mind, mental barrier

Poison (Ex): Snakes, Foritude save (DC 14); initial damage 1d6 temporary Strength, secondary damage 2d6 temporary Strength.

Regeneration (Ex): Cold and Electricity deal normal damage to a Void Viper.
If a Void Viper loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

Spell Immunity: A Void Viper is immune to all mind-influencing effects and spells from the Enchantment school.

Telepathy (Su): A Void Viper creature can communicate telepathically with any creature witin 100 feet that has a language.

True Strike (Su): Once per day, the creature can make a normal attack with a +20 insight modifier on a single attack roll. The creature is not affected by the chance that apples to attacks against a concealed target.

Skills
Void Vipers recieve a +4 racial bonus to Bluff, Intimidate, Hide, Move Silently, and Sense Motive.
 
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