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


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Thanks all for the comments on the Hive-kin, and now, here's mom. For more fun add my legendary animal template to the giant lizard used for the tauric :). Hive Mind is from Book of Templates incase I didn't say so before.

Hive Queen (Lizard, Giant + Tauric + Kobold + Winged + Insectile + Hive Mind + Psionic)
Medium Aberration
Hit Dice: 4d8+12 (30)
Initiative: +10 (+6 Dex, +4 Improved Initiative)
Speed: 30 Ft, swim 30 ft., Fly 50 Ft. (Perfect), Climb 30 Ft.
AC: 23 (+6 Dex, +5 Natural, +2 Insight)
Attacks: Bite +7 melee, Halfspear +2 melee; or light crossbow +10 ranged
Damage: Bite 1d8+4, Halfspear 1d6+2; or light crossbow 1d8
Face/Reach: 5 Ft. By 5 /5ft
Special Attacks: Psionics, Swarm Attack
Special Qualities: Darkvision 60 ft., light sensitivity, limited telepathy, shared senses, telepathy, tremorsense, uncanny dodge, wide vision
Saves: Fort: +6, Ref: +11, Will: +5
Abilities: Str:17, Dex:23, Con:17, Int:10, Wis:18, Cha:10
Skills: Craft (trapmaking) +2, Climb +6, Hide +13*, Listen +9, Move Silently +14, Profession (mining) +2, Search +8, Spot +13
Feats: Alertness, Improved Initiative
Climate/Terrain: Any underground
Organization: Solitary
Challenge Rating: 8
Treasure: Standard
Alignment: Usually Lawful Evil
Advancement: By character class

The Hive Queen is the leader of the Hive-kin, a race of bizarre creatures that live only to feed. She is the mother to them all and their leader and queen. She does not often venture from the hive but will as necessary.

The life cycle of the Hive-kin resembles that of ants, the queen is all, and the rest work to please her and to construct an orderly society.

Combat

The Hive Queen avoids combat, she will signal all hive-kin in the nearby area to defend her using her telepathic abilities.

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

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

Psionics (Sp): At will - Mass Cocoon, Planeshift, Suspend Life; This ability is as the powers manifested by an 4th-level psion.
Attack/Defense Modes (Sp): At will – ego whip, id insinuation /empty mind, thought shield

Shared Senses (Su): At will, as a standard action, a hive queen creature can use another hive-kin’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-kins 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.

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

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

Uncanny Dodge: A hive queen 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 queen gains a +4 racial bonus to all Spot checks and cannot be flanked.

Skills: Hive queens receive a +4 racial bonus to Hide, Move Silently, and Search checks. The Hive queen also gains a +2 racial bonus to Craft (trapmaking), Profession (mining), Listen, and spot checks.
*In forested or overgrown areas, the Hide bonus improves to +8.
 

Just got Fiend Folio today, saw the Yurian, and thought to myself "hey, now surf and turf can be done by the rules even!" No need for an aberration when we have the Yurian :) Figured a bison was close enough to a bull for this, so here we go.

Son of Surf and Turf (Bison + Tauric + Yurian)
Large Monstrous Humanoid (Aquatic)
Hit Dice: 8d8+24 (60)
Initiative: +0 (Dex)
Speed: 40 Ft
AC: 15 (-1 Size, +6 Natural), touch 10, flat-footed 15
Base Attack/Grapple: +8/+11
Attack: Claw +12 melee
Full Attack: 2 claws +12 melee
Damage: Claw 1d6+4
Face/Reach: 5 Ft. By 10ft/5ft
Special Attacks: Stampede
Special Qualities: Limited Regeneration
Saves: Fort: +5, Ref: +6, Will: +6
Abilities: Str:18, Dex:10, Con:16, Int:9, Wis:11, Cha:8
Skills: Hide +3, Listen +5, Spot +5, Swim +14
Feats: Alertness, Power Attack
Climate/Terrain: Temperate plains and aquatic
Organization: Solitary or tribe (2-12)
Challenge Rating: 3
Treasure: No coins; standard goods, 50% items
Alignment: Usually neutral
Advancement: By Class

Created by two goblin mages by the names of Surf and Turf, these beings have come to be a terror for fisherman and farmers alike.

They have the upper body of a crab like humanoid, and the lower body of a bull. Their tribes rampage, destroying and trampling anything in their path.

Combat

Sons of Surf and Turf are not overly bright, in combat they usually stampede first, except they will charge at their foes instead of away from.

Limited Regeneration (Ex): Sons of Surf and Turf can regrow lost body parts as part of their natural healing ability. If a yurian loses a limb or eyestalk, the lost part regrows as soon as the daamage is healed by any means.

Stampede (Ex): A group of Sons of Surf and Turf can act as a group in and charge. They literally run over anything of size Large or smaller that gets in their way, dealing 1d12 points of damage for each five Sons of Surf and Turf in the group. A successful Reflex save (DC 16) halves the damage.

Skills: Sons of Surf and Turf receive a +4 racial bonus to Hide checks. They have a +8 racial bonus on any Swim checks to perform some special action or avoid a hazard and can always choose to take 10 on Swim checks, even if distracted or endangered.
 

This is all your fault

One of you gentlemen happened to make a crack about tentacles and schoolgirls. This is the end result of that comment.

SKOOLGURL (Pseudonatural Corrupted Nymph)
Medium Outsider
HD: 3d8+21 (45 hp; always maximum HP)
Initiative: +5 Dex
Speed: 60’, swim 40’
AC: 54 (+5 Dex, +39 Natural) (Touch 15, Flat-Footed 49)
Base Attack/Grapple: +3/+16
Attack: Tentacle Rake +31 (+1, +13 Strength, +15 insight)
Full Attack: 2 Tentacle Rakes +31
Damage: 2d10+13+1 point of vile damage
Face/Reach: 5’/5’
Special Attacks: Blinding Beauty, Unearthly Beauty, Disruptive Attack, Improved Grab, Rotting Constriction
Special Qualities: Spell-Like Abilities, Darkvision 60’, Acid Immunity, Electricity Resistance 15, Damage Reduction 20/+5, SR 15, Fast Healing 1
Saves: Fortitude +8 Reflex +9 Will +15
Abilities: STR 36 (+13) DEX 21 (+5) CON 24 (+7) INT 18 (+4) WIS 25 (+7) CHA 17 (+3)
Skills: Bluff 10, Concentrate 10, Disguise 11, Knowledge (Something Horrid) 7, Heal 7, Hide 10, Listen 7, Move Silently 10, Sense Motive 8, Spot 10
Feats: Ability Focus (Unearthly Beauty), Alertness, Dodge, Iron Will
Climate/Terrain: Any
Organization: Solitary
Alignment: Neutral Evil
Advancement: 4-9 HD (Medium Size)
Challenge Rating: 23

Long ago, a group of Nymphs embittered by constant assaults of civilization sequestered themselves and began to examine wicked secrets and curses. As they leisurely drifted further into corruption, they developed rather unsavory tastes in both beauty and lovers. The product of their unholy dalliances and insanity are the Skoolgurls.
Skoolgurls initially appear as Nymphs, with the same amazing beauty, and they often affect an air of innocence, sometimes pretending to be in danger or otherwise helpless. Though sometimes they pose as Nymphs, they have also been known to impersonate young women of varying race, even to the point of disguising themselves with clothing appropriate to the role. Their normal rather skimpy wardrobes are reflections of their true nature if examined closely; the short pleated skirts and thin tunics are made of folded and crimped flesh, twisted and withered, sometimes decorated with pieces of bone, nails, or other small gruesome trophies.
Skoolgurls are much less solitary than Nymphs. They live in small groups, usually in a hidden place of exceeding foulness (the largest Skoolgurl nest was the ancient ruin of a grotesque god’s temple forgotten for so long it was being used as a cesspool for a nearby city). They spend their time absorbing the disgusting rituals and ways of their ancestors, seeking out greater sources of madness and corruption to exploit, and in turn to spread to the rest of the world. Usually, they venture forth to trick prey into accompanying them ‘home’ for fun and experimentation, or set up an ambush where one Skoolgurl pretends to be in great peril while the others wait for the moment to strike. Occasionally, however, a Skoolgurl group will attempt to infiltrate a society in order to bring their experiments and foul whims to an unsuspecting populace.
Despite what some may think, being captured by Skoolgurls is something that should be avoided at all costs.

Combat: Skoolgurls prefer to fight from ambush, playing coy to catch victims off guard and the like. At first they attempt to use their spells and spell-like abilities to hinder and slow targets, hoping to render them helpless for further attentions, and avoid melee. Casting Charm at Fighters, surreptitiously spreading Contagion, possible use of Rusting Grasp or Heat Metal to destroy equipment are all examples of preliminary attack. Entangle, Soften Earth and Stone, Snare and Stone Shape are all used to immobilize targets if possible, for Skoolgurls love to take captives.
When open combat begins or the initial trickery ends, Skoolgurls assume their ropy true forms, and attack, making liberal use of Dimension Door for flanking and Blur. Often, they will take turns switching back to their Nymph-like form in order to use their Beauty abilities while the other Skoolgurls guard their comrade. Allies are usually already summoned to help deal with targets, hiding nearby in ambush. Hapless targets in combat are usually grappled and molested in a horrible fashion (see Rotting Constriction, below).

Blinding Beauty (Su): This ability operates continuously, affecting all humanoids within 60’ of the Skoolgurl. Those who look directly at the Skoolgurl must succeed at a Fortitude save (DC 18) or be blinded permanently as though by the Blindness spell. The Skoolgurl can suppress or resume this ability as a free action.
Unearthly Beauty (Su): The Skoolgurl can evoke this ability once every 10 minutes. Those within 30’ of the Skoolgurl who look directly at it must succeed at a Will save (DC 20) or die.
Spell-Like Abilities: At will: Blur, Dimension Door, Shield, Unhallow, all at 20th level. Skoolgurls can also replicate Druid spells as 7th level casters (save DC 17+spell level). 6/0, 6/1, 5/2, 4/3, 2/4
Note that these are NOT true Druid spells, but are corruptions of Druidic magic. Plants controlled by these spells are suddenly infested by weird fungus, flames summoned are blue and hissing, mist always seems to hide something huge and slimy. The basic effects are the same, however. Creatures summoned are always Aberrations, Oozes or similar creatures.
Typical spell list for a Skoolgurl:
1st level: Entangle, Faerie Fire, Goodberry, Invisibility to Animals, Obscuring Mist, Pass Without Trace
2nd level: Charm Person, Resist Elements, Soften Earth and Stone, Summon Swarm, Tree Shape
3rd level: Meld into Stone, Snare, Stone Shape, Summon Nature’s Ally III
4th level: Giant Vermin, Freedom of Movement
Disruptive Attack (Su): A Skoolgurl delivers additional vile damage when it touches uncorrupted, living, corporeal non-outsiders. This inflicts additional vile damage equal to half the Skoolgurl’s HD.
Vile damage can only be healed by magic cast within the area of a Consecrate or Hallow spell.
Enhanced Power (Su): The save DCs of any and all of the Skoolgurl’s special attacks are increased by 4.
Fast Healing (Ex): Each round, a Skoolgurl heals damage equal to half its HD, maximum of 10.
Constant Insight (Su): All attacks are made with a +15 insight bonus. The Skoolgurl is not affected by the miss chance that applies to attacks against a concealed target.
Improved Grab (Ex): If a Skoolgurl hits an opponent smaller than it with a tentacle, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity.
Rotting Constriction (Ex): Once a Skoolgurl has hold of an opponent, each successful grapple check it makes during subsequent rounds permanently drains 2d4 points of Constitution. At the same time, the Skoolgurl regains 10 lost hit points.
Alternate Form (Su): At will, a Skoolgurl can shed its outer beauty and appear as a Nymph made entirely of pressed-together pulsing tentacles, writhing together, and studded with large, lovely, and rather sad looking blue eyes. Changing shape is a standard action. Other creatures receive a -1 morale penalty on their attack rolls against a Skoolgurl in this form.
Note that the Blinding and Unearthly Beauty abilities do not function in this form.



Edited for content! ;)

-MsM
 
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For some reason the word Skoolgirls makes me think of throwing these into Invader Zim land.

Ureshiel (Displacer Beast + Tauric + Medusa + Half-Fiend)
Large Outsider (Evil)
Hit Dice: 12d10+48 (114)
Initiative: +4 (Dex)
Speed: 40 Ft
AC: 19 (-1 Size, +4 Dex, +6 Natural) touch: 13, flat footed: 15
Base Attack/Grapple: +12/+16
Attack: tentacle +18 melee
Attacks: 2 Tentacles +18 melee, 2 claws +13 melee, bite +13 melee, snakes +13 melee
Damage: Tentacle 1d6+6, claws 1d6+3, bite 1d8+3, snakes 1d4+3 and poison
Face/Reach: 5 Ft. By 10ft/5ft (15 Ft. with tentacles)
Special Attacks: Petrifying gaze, poison, spell-like abilities
Special Qualities: Displacement, Immunities, Resistance to ranged attacks
Saves: Fort: +9, Ref: +9, Will: +6
Abilities: Str:22, Dex:19, Con:18, Int:16, Wis:13, Cha:17
Skills: Bluff +18, Hide +23, Listen +16, Move Silently +19, Spot +16
Feats: Dodge, Irresistable Gaze@, Mobility, Piercing Gaze@, Spring Attack
Climate/Terrain: Temperate forest, hill, or mountains and underground
Organization: Solitary, or covey (2-4)
Challenge Rating: 10
Treasure: Double Standard
Alignment: Always Lawful Evil
Advancement: By Character Class
@ = Savage Species

The Ureshiel are medusas retooled by devils into horrifying mockeries of their former selves. They stand at seven feet, with the upper body of a red scaled medusa, and the lower body of a blood red cat like creatures, with two great tentacles coming from just behind the lower back of the medusa and the upper back of the cat. They have no lips, so their gleaming sharp teeth are exposed in a terrifying grin.

There are very few Ureshiel, they can not breed but are instead created by devils as more fuel for their eternal war.

Combat

Anything not petrifyed by their gaze is usually the target of a spring attack. Other creatures are usually attacked with tentacles and claws.

Displacement (Su) Any melee or ranged attack directed at it has a 50% chance of missing unless the attacker can locate the Ureshiel by some means other than sight. A true seeing effect allows the user to see the Ureshiel?s position but see invisibility has no effect.

Immunities: An Ureshiel is immune to poison. They also have acid, cold, electricity, and fire resistance 20.

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

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

Resistance to Ranged Attacks (Su): An Ureshiel gains a +2 resistance bonus to saves against any ranged spell or ranged magical attack that specifically targets it (except for ranged touch attacks)

Spell-Like Abilities: 3/day-Darkness, Poison; 1/day ? Blasphemy, Contagion, Desecreate, Unholy Blight; as a 12th level sorcerer.

Skills
An Ureshiel receives a +8 racial bonus to Hide checks, due to its displacement powers.
 





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