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Knightfall's "Humanoids + Templates = Fun" Thread (Retired)
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<blockquote data-quote="demiurge1138" data-source="post: 870639" data-attributes="member: 7451"><p>There was talk of tricking out kobolds so that they became CR 10+, wasn't there? Well, my first contribution to the party is the...</p><p></p><p>Kolbrayda</p><p>Feral Lernaean Four Headed Winged Kobold/Large Viper Tauric</p><p>Large Monstrous Humanoid</p><p>Hit Dice: 10d10+40 (95 hp)</p><p>Initiative: +8</p><p>Speed: 40ft, climb 20ft, swim 20ft, fly 60ft</p><p>AC: 19 (-1 size, +4 Dex, +6 natural), touch 13, flat-footed 15</p><p>Base Attack/Grapple: +10/+16</p><p>Attacks: 2 claws +13 melee (19-20)</p><p>Damage: Claw 2d6+2</p><p>Face/Reach: 5ft/10ft</p><p>Special Attacks: Improved grab, pounce, rake</p><p>Special Qualities: Darkvision 90ft, fast healing 4, lernaean, light sensitivity, scent</p><p>Saves: Fort +7, Ref +11, Will +9 </p><p>Abilities: Str 14, Dex 19, Con 19, Int 6, Wis 14, Cha 10</p><p>Skills: Craft (traps) +3, Listen +11, Search +9, Spot +12,</p><p>Feats: Blind-fight, Combat Reflexes (B), Flyby Attack, Improved Critical (claw), Improved Initiative (B), Weapon Finesse (claw)</p><p>Climate/Terrain: Temperate and warm forests and mountains and underground</p><p>Organization: Solitary, pair, gang (3-5) or cult (10-30)</p><p>CR: 11</p><p>Treasure: 50% coins, standard goods and items</p><p>Alignment: Usually lawful evil</p><p>Advancement: By character class</p><p>Level Adjustment: +8 (18 total ECL)</p><p></p><p>Kolbraydas are the result of the whim of a particularly perverse god pertaining to her particularly perverse followers.</p><p></p><p>The first kolbraydas originated as Tiamat-worshipping kobolds. After destroying an entire human civilization by subterfuge and deceit, the kobolds sacrificed the entire wealth of the fallen cities to their dark goddess, hoping to gain her favor. Tiamat “blessed” these kobolds by transforming them into bizarre mockeries of her own form, giving them only three extra heads, to remind them of their perpetual inferiority. The transformed kobolds were driven insane by their alterations, and soon fell into savage barbarism. They still worship Tiamat in dark crypts and deep jungles, and few humans still live who know they exist.</p><p></p><p>A kolbrayda is snake shaped from the waist down, with two claw-like appendages at the end of the tail. They have humanoid torsos, with small but powerful claws on their short arms and bat-like wings growing from their shoulders. They have four kobold-like heads atop sinuous necks, each one a different color. One is green, one white, one blue and one black, in imitation of Tiamat. They speak broken Draconic in four hissing voices. </p><p></p><p>Combat</p><p></p><p>Kolbraydas disdain the use of weaponry, preferring to use their powerful claws. They prefer to fight from ambush, and a favorite tactic is to send one kolbrayda into melee before the rest, so it can hold a foe while others tear it with their claws. If outnumbered, they attempt to flee, utilizing their multiple forms of movement to great advantage. They often create simple traps such as deadfalls, snares and pits around their lairs, to trap or kill intruders.</p><p></p><p>Improved Grab (Ex): When a kolbrayda hits a Medium-sized or smaller foe with a claw attack, it can make a grapple check as a free action without provoking an attack of opportunity (grapple bonus +16). If the check succeeds, it can decide to conduct the grapple normally or hold the foe with only its claw (-20 to all grapple checks, but the kolbrayda is not considered grappled). In either case, the foe automatically takes claw damage each round, and is susceptible to rake attacks.</p><p></p><p>Lernaean (Su): The body of a kolbrayda is immune to all forms of attack. The only way to slay a kolbrayda is to sever all of its heads by dealing damage to a neck equal to ¼ the kolbrayda’s total hit points (typically 23 points of damage) in a single attack with a slashing weapon. However, each time a head is severed, two new heads spring from the stump in 1d4 rounds. A kolbrayda may never have more than eight heads. Any heads more than four die after a day. To prevent this regeneration, at least 5 points of fire or acid damage must be dealt to the stump (AC 19) before the heads grow back. Death effects and Constitution damage can still kill a kolbrayda. In the case of a spell that deals damage on a successful save, that damage is directed at one of the kolbrayda’s heads.</p><p></p><p>Light Sensitivity (Ex): Kolbraydas suffer a –1 penalty to all attack rolls in bright sunlight or within the radius of a daylight spell.</p><p></p><p>Pounce (Ex): When charging into combat, jumping on a foe or diving, a kolbrayda may make a full attack, even though it has already moved. It can also make rake attacks when pouncing.</p><p></p><p>Rake (Ex): When pouncing on or grappling with a foe, a kolbrayda can make two rake attacks (+11 melee) that deal 2d6+1 damage each.</p><p></p><p>Skills: Kolbraydas still retain some of the instincts of their kobold ancestors. They gain a +2 racial bonus to Craft (traps) checks. They also gain a +6 bonus to Listen and Spot checks, and a +8 to Search checks, on account of their multiple heads and kobold instincts.</p><p></p><p>Demiurge out.</p></blockquote><p></p>
[QUOTE="demiurge1138, post: 870639, member: 7451"] There was talk of tricking out kobolds so that they became CR 10+, wasn't there? Well, my first contribution to the party is the... Kolbrayda Feral Lernaean Four Headed Winged Kobold/Large Viper Tauric Large Monstrous Humanoid Hit Dice: 10d10+40 (95 hp) Initiative: +8 Speed: 40ft, climb 20ft, swim 20ft, fly 60ft AC: 19 (-1 size, +4 Dex, +6 natural), touch 13, flat-footed 15 Base Attack/Grapple: +10/+16 Attacks: 2 claws +13 melee (19-20) Damage: Claw 2d6+2 Face/Reach: 5ft/10ft Special Attacks: Improved grab, pounce, rake Special Qualities: Darkvision 90ft, fast healing 4, lernaean, light sensitivity, scent Saves: Fort +7, Ref +11, Will +9 Abilities: Str 14, Dex 19, Con 19, Int 6, Wis 14, Cha 10 Skills: Craft (traps) +3, Listen +11, Search +9, Spot +12, Feats: Blind-fight, Combat Reflexes (B), Flyby Attack, Improved Critical (claw), Improved Initiative (B), Weapon Finesse (claw) Climate/Terrain: Temperate and warm forests and mountains and underground Organization: Solitary, pair, gang (3-5) or cult (10-30) CR: 11 Treasure: 50% coins, standard goods and items Alignment: Usually lawful evil Advancement: By character class Level Adjustment: +8 (18 total ECL) Kolbraydas are the result of the whim of a particularly perverse god pertaining to her particularly perverse followers. The first kolbraydas originated as Tiamat-worshipping kobolds. After destroying an entire human civilization by subterfuge and deceit, the kobolds sacrificed the entire wealth of the fallen cities to their dark goddess, hoping to gain her favor. Tiamat “blessed” these kobolds by transforming them into bizarre mockeries of her own form, giving them only three extra heads, to remind them of their perpetual inferiority. The transformed kobolds were driven insane by their alterations, and soon fell into savage barbarism. They still worship Tiamat in dark crypts and deep jungles, and few humans still live who know they exist. A kolbrayda is snake shaped from the waist down, with two claw-like appendages at the end of the tail. They have humanoid torsos, with small but powerful claws on their short arms and bat-like wings growing from their shoulders. They have four kobold-like heads atop sinuous necks, each one a different color. One is green, one white, one blue and one black, in imitation of Tiamat. They speak broken Draconic in four hissing voices. Combat Kolbraydas disdain the use of weaponry, preferring to use their powerful claws. They prefer to fight from ambush, and a favorite tactic is to send one kolbrayda into melee before the rest, so it can hold a foe while others tear it with their claws. If outnumbered, they attempt to flee, utilizing their multiple forms of movement to great advantage. They often create simple traps such as deadfalls, snares and pits around their lairs, to trap or kill intruders. Improved Grab (Ex): When a kolbrayda hits a Medium-sized or smaller foe with a claw attack, it can make a grapple check as a free action without provoking an attack of opportunity (grapple bonus +16). If the check succeeds, it can decide to conduct the grapple normally or hold the foe with only its claw (-20 to all grapple checks, but the kolbrayda is not considered grappled). In either case, the foe automatically takes claw damage each round, and is susceptible to rake attacks. Lernaean (Su): The body of a kolbrayda is immune to all forms of attack. The only way to slay a kolbrayda is to sever all of its heads by dealing damage to a neck equal to ¼ the kolbrayda’s total hit points (typically 23 points of damage) in a single attack with a slashing weapon. However, each time a head is severed, two new heads spring from the stump in 1d4 rounds. A kolbrayda may never have more than eight heads. Any heads more than four die after a day. To prevent this regeneration, at least 5 points of fire or acid damage must be dealt to the stump (AC 19) before the heads grow back. Death effects and Constitution damage can still kill a kolbrayda. In the case of a spell that deals damage on a successful save, that damage is directed at one of the kolbrayda’s heads. Light Sensitivity (Ex): Kolbraydas suffer a –1 penalty to all attack rolls in bright sunlight or within the radius of a daylight spell. Pounce (Ex): When charging into combat, jumping on a foe or diving, a kolbrayda may make a full attack, even though it has already moved. It can also make rake attacks when pouncing. Rake (Ex): When pouncing on or grappling with a foe, a kolbrayda can make two rake attacks (+11 melee) that deal 2d6+1 damage each. Skills: Kolbraydas still retain some of the instincts of their kobold ancestors. They gain a +2 racial bonus to Craft (traps) checks. They also gain a +6 bonus to Listen and Spot checks, and a +8 to Search checks, on account of their multiple heads and kobold instincts. Demiurge out. [/QUOTE]
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