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


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Yes another one.

Bakil (Badger + Half-Human + Half-Earth Elemental)
Small Outsider
Hit Dice: 1d8+3 (7)
Initiative: +0 (Dex)
Speed: 30 Ft, Burrow 5 Ft.
AC: 14 (+1 Size, +3 Natural)
Attacks: 2 claws +2 melee, Bite -3 melee; or by weapon
Damage: Bite 1d4+1, Claw 1d4; or by weapon
Face/Reach: 5 Ft. By 5ft/5ft
Special Attacks: Rage, Spell-like abilities
Special Qualities: Immunities, Scent
Saves: Fort: +2, Ref: +1, Will: +0
Abilities: Str:13, Dex:11, Con:16, Int:10, Wis:11, Cha:10
Skills: Escape Artist +5, Knowledge (Planes) +6, Knowledge (Space) +6, Listen +3,
Spot +3
Feats: Skill Focus (Knowledge (Planes)),Skill Focus (Knowledge (Space))
Climate/Terrain: Any Land
Organization: Solitary or Colony (2-12)
Challenge Rating: 2
Treasure: None
Alignment: Always Neutral
Advancement: By Class (Sorcerer)

The Bakil are a race of interplanar travelers originating from the Elemental Plane of Earth. They travel in spherical ships and act as explorers. They have allegiances with dao, gnomes, and the Scarchok, though they do not ally themselves with the Scarchok’s mission of vengeance.

Their ships act as neutral ground for interplanar confrontations, the Bakil are peacemakers.

Combat

Bakil avoid combat, prefering pacifism. If combat is forced upon them, it doesn’t take long to tap the inner rage of the pacifist.

Immunities: Bakills are immune to disease and gains a +4 racial bonus on Fortitude saves vs. Poison. They are also immune to any spells that effect earth.

Rage (Ex): A Bakil that takes damage in combat flies into a berserk rage the following round, clawing and biting madly until either it or its opponent is dead. It gains +4 Strength, +4 Constitution, and –2 AC. The creature cannot end its rage voluntarily.

Spell-like Abilities: 1/day - magic stone; as a 1st level sorcerer.
 


Hive-kin (Kobold + Winged + Insectoid + Hive Mind)
Small Aberration
Hit Dice: ½d8 (2)
Initiative: +5 (Dex)
Speed: 30 Ft, Fly 50 (Perfect), Climb 30 Ft.
AC: 23 (+1 Size, +5 Dex, +3 Natural, +2 Leather, +2 Insight)
Attacks: Halfspear -1 melee; or light crossbow +7 ranged
Damage: Halfspear 1d6-2; or light crossbow 1d8
Face/Reach: 5 Ft. By 5ft/5ft
Special Attacks: Swarm Attack
Special Qualities: Darkvision 60 ft., light sensitivity, limited telepathy, shared senses, tremorsense, uncanny dodge, wide vision
Saves: Fort: +0, Ref: +7, Will: +6
Abilities: Str:6, Dex:21, Con:11, Int:10, Wis:18, Cha:10
Skills: Craft (trapmaking) +2, Hide +12, Listen +8, Move Silently +8, Search +8,
Spot +12
Feats: Alertness
Climate/Terrain: Any Forest and underground
Organization: Gang (4-9), band (10-100 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th-6th level), warband (10-24), or tribe (40-400 plus 1 3rd level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually Lawful Evil
Advancement: By character class

Hive-kin are intelligent locusts. They eat everything around one of their hives before moving on. Nothing stops them, nothing halts their progress, and nothing stands in their way for long. They strip whole islands of life within days.

They stand at 3 or 4 feet, have brown chitinous armor, several eyes, 6 limbs, and buzzing insectile wings.

Combat
Hive-kin never attack unless they outnumber their opponents, in which case they swoop down without mercy to gather more food.

Light Sensitivity (Ex): Hive-kin suffer a –1 penalty to attack rolls in bright sunlight or within the radius of a daylight spell.

Limited Telepathy (Su): A hive-kin can mentally communicate with any other hive-kin within a 10-mile radius. A hive-kin cannot use this telepathic ability to communicate with any other type of creature.

Shared Senses (Su): At will, as a standard action, a hive-kin can use another hive mind creature’s senses rather than its own. This ability can be maintained for 1 minute.

Swarm Attack (Ex): If there are two or more Hive-kin in the combat and each of those creatures is within twenty feet of a single intended target, each hive-kin gains a +1 circumstance bonus to attack and damage rolls for every two hive-kin making the attack. For example, six hive-kin decide to attack a paladin that is ten feet away from them. They each gain a +3 bonus to hit and damage versus the paladin.

Tremorsense (Ex): The hive-kin can automatically sense the location of anything within 60 feet that is in contact with the ground.

Uncanny Dodge: A hive-kin retains its Dexterity bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker.

Widevision (Ex): Because of its multiple eyes and wide angle of vision, a hive-kin gains a +4 racial bonus to all Spot checks and cannot be flanked.

Skills
Hive-kin receive a +4 racial bonus to Search checks and a +2 racial bonus to Craft (trapmaking), Listen, Profession (mining), and Spot checks.
 



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