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Knightfall's "Humanoids + Templates = Fun" Thread (Retired)
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<blockquote data-quote="Kitsunekaboom" data-source="post: 894136" data-attributes="member: 8301"><p>My entry into the CR: 10 Kobold; for extra fun add Half-Machine and/or Psionic templates. Possessing is from Legends & Lairs; Monster's Handbook.</p><p></p><p>Ghost Bear (Kobold + Lycanthrope: Bear, Brown + Half-Fiend + Possessing)</p><p>Small Outsider/Large Outsider</p><p>Hit Dice: 6d8+30 (57)</p><p>Initiative: +3</p><p>Speed: 30 Ft, fly 30 ft. (average); 40 Ft., fly 40 ft. (average) as Bear</p><p>AC: 20 (+1 Size, +3 Dex, +4 Natural, +2 Leather) (-1 Size, +3 Dex +8, Natural) as bear</p><p>Attacks: Bite +1 melee, 2 claws –1 melee; or light crossbow +2 ranged; </p><p>2 claws +13 melee, bite +11 melee as bear</p><p>Damage: Bite 1d4, Claw 1d3; or light crossbow 1d8</p><p>Claw 1d8+10, bite 2d8+5</p><p>Face/Reach: 5 Ft. By 5ft/5ft;</p><p>5 Ft. By 5ft/10ft as bear</p><p>Special Attacks: Spell-like abilities, Possession; plus Improved grab, curse of lycanthropy as bear</p><p>Special Qualities: Darkvision 60 ft., light sensitivity, Bear empathy, Poison Immunity, acid, cold, electricity, and fire resistance 20, Incorporeal Form; plus scent, damage reduction 15/silver as bear</p><p>Saves: Fort: +7 Ref: +6 Will: +4</p><p>Abilities: Str:10, Dex:17, Con:13, Int:14, Wis:14, Cha:18</p><p>Abilities as Bear: Str: 31, Dex 17, Con 21, Int:14, Wis:14, Cha:18</p><p>Skills: Craft (trapmaking) +10, Hide +10, Listen +12, Move Silently +10, Search +12, Spot +12</p><p>Skills as Bear: Listen +17, Search +15, Spot +17, Swim +15 </p><p>Feats: Alertness, Weapon Finesse (Claw)</p><p>Feats as Bear: Alertness, Blind-Fight, Multiattack, Power Attack</p><p>Climate/Terrain: Any</p><p>Organization: Usually Solitary</p><p>Challenge Rating: 10</p><p>Treasure: Standard</p><p>Alignment: Usually Lawful Evil</p><p>Advancement: By character class</p><p></p><p>The Ghost Bears are a slight misnomer. In truth an unfortunate group of kobolds once came upon a bear while hunting for food. The bear was smarter, faster, and more resilient than any other bear they had faced. All but one died in the encounter. She became a werebear, and led her tribe to brutal victory after brutal victory against the other local tribes. </p><p></p><p>Soon a greater demon found out about her escapades and asked if she would consent to be his bride. She did, and thus the Ghost Bear tribe of Kobolds was created.</p><p></p><p>Combat</p><p></p><p>Alternate Form (Su): All lycanthropes can shift into animal form as using the polymorph self spell (though their gear does not change). Upon assuming animal form the lycanthrope regains hit points as if having rested for a day. A slain lycanthrope reverts to its humanoid form, although it remains dead. This shapeshifting ability can be difficult to control.</p><p></p><p>Curse of Lycanthropy (Su): Any humanoid hit by a lycanthrope’s bite attack in animal form must succeed at a Fortitude save (DC 15) or contract lycanthropy. </p><p></p><p>Damage Reduction (Ex): A lycanthrope in animal or hybrid form gains damage reduction 15/silver.</p><p></p><p>Improved Grab (Ex): To use this ability, the werebear must hit with a claw attack.</p><p></p><p>Incorporeal Form (Su): At will as a full-round action the possessor may assume an incorporeal form. While in this form, the possessor can only be harmed by other incorporeal creatures. +1 or better weapons, spells, supernatural abilities, or spell-like effects. There is a 50% chance the possessor will ignore any damage inflicted by a corporeal creature via any source other than force effects such as magic missile. In this state, the creature loses its natural armor modifier but gains a deflection modifier of +6.</p><p></p><p>While incorporeal, the possessor can pass through solid objects, cannot be heard unless it wishes to be, ignores natural and all physical armor, and has no Strength score. Its dexterity modifier applies to both melee and ranged attacks.</p><p></p><p>Light Sensitivity (Ex): Kobolds suffer a –1 penalty to attack rolls in bright sunlight or within the radius of a daylight spell.</p><p></p><p>Lycanthropic Empathy (Ex): Lycanthropes can comminicate and empathize with normal or dire animals of their animal form. This gives them a +4 racial bonus to checks when influencing the animal’s attitude and allows communication of simple concepts and commands.</p><p></p><p>Possession (Su): While in its incorporeal form the possessor can attempt to hijack a living creature’s body by overpowering its intellect and personality. This counts as a mind-influencing effect. </p><p></p><p>The possessor must be within 5 feet of its potential victim. As a standard action, it makes a Charisma check opposed by its victim’s Will save. If the possessor succeeds, it gains control of its victim’s body for one day for each point by which it beat its target’s save. After this time, the possessor once again makes a Charisma check opposed by a Will save. This process continues until the creature fails its Charisma check.</p><p></p><p>Use the possessed template to determine the possessor’s stats while it controls its victim’s body. Any spell that can force an outsider to return to the outer planes may be used to force a possessor out of its victim’s body. </p><p></p><p>Using this ability drains the possessor’s willpower and endurance. It may only use this ability once per day. As a standard action, the possessor may abandon the body it controls. The victim immediately regains control but is unconscious for 1d4 minutes due to the psychic trauma of the possession. If the victim’s body dies while the possessor controls it, the possessor dies along with it.</p><p></p><p>Spell-Like Abilities: 3/day – Darkness, 1/day Desecrate, Unholy Blight; cast as a Sorcerer of 6th level.</p><p></p><p>Skills</p><p>Kobolds receive a +2 racial bonus to Craft (trapmaking), Profession (mining), and Search checks. Lycanthropes receive a +4 racial bonus to Search, Spot, and Listen checks when in human form. When in animal form these bonuses increase to +8.</p></blockquote><p></p>
[QUOTE="Kitsunekaboom, post: 894136, member: 8301"] My entry into the CR: 10 Kobold; for extra fun add Half-Machine and/or Psionic templates. Possessing is from Legends & Lairs; Monster's Handbook. Ghost Bear (Kobold + Lycanthrope: Bear, Brown + Half-Fiend + Possessing) Small Outsider/Large Outsider Hit Dice: 6d8+30 (57) Initiative: +3 Speed: 30 Ft, fly 30 ft. (average); 40 Ft., fly 40 ft. (average) as Bear AC: 20 (+1 Size, +3 Dex, +4 Natural, +2 Leather) (-1 Size, +3 Dex +8, Natural) as bear Attacks: Bite +1 melee, 2 claws –1 melee; or light crossbow +2 ranged; 2 claws +13 melee, bite +11 melee as bear Damage: Bite 1d4, Claw 1d3; or light crossbow 1d8 Claw 1d8+10, bite 2d8+5 Face/Reach: 5 Ft. By 5ft/5ft; 5 Ft. By 5ft/10ft as bear Special Attacks: Spell-like abilities, Possession; plus Improved grab, curse of lycanthropy as bear Special Qualities: Darkvision 60 ft., light sensitivity, Bear empathy, Poison Immunity, acid, cold, electricity, and fire resistance 20, Incorporeal Form; plus scent, damage reduction 15/silver as bear Saves: Fort: +7 Ref: +6 Will: +4 Abilities: Str:10, Dex:17, Con:13, Int:14, Wis:14, Cha:18 Abilities as Bear: Str: 31, Dex 17, Con 21, Int:14, Wis:14, Cha:18 Skills: Craft (trapmaking) +10, Hide +10, Listen +12, Move Silently +10, Search +12, Spot +12 Skills as Bear: Listen +17, Search +15, Spot +17, Swim +15 Feats: Alertness, Weapon Finesse (Claw) Feats as Bear: Alertness, Blind-Fight, Multiattack, Power Attack Climate/Terrain: Any Organization: Usually Solitary Challenge Rating: 10 Treasure: Standard Alignment: Usually Lawful Evil Advancement: By character class The Ghost Bears are a slight misnomer. In truth an unfortunate group of kobolds once came upon a bear while hunting for food. The bear was smarter, faster, and more resilient than any other bear they had faced. All but one died in the encounter. She became a werebear, and led her tribe to brutal victory after brutal victory against the other local tribes. Soon a greater demon found out about her escapades and asked if she would consent to be his bride. She did, and thus the Ghost Bear tribe of Kobolds was created. Combat Alternate Form (Su): All lycanthropes can shift into animal form as using the polymorph self spell (though their gear does not change). Upon assuming animal form the lycanthrope regains hit points as if having rested for a day. A slain lycanthrope reverts to its humanoid form, although it remains dead. This shapeshifting ability can be difficult to control. Curse of Lycanthropy (Su): Any humanoid hit by a lycanthrope’s bite attack in animal form must succeed at a Fortitude save (DC 15) or contract lycanthropy. Damage Reduction (Ex): A lycanthrope in animal or hybrid form gains damage reduction 15/silver. Improved Grab (Ex): To use this ability, the werebear must hit with a claw attack. Incorporeal Form (Su): At will as a full-round action the possessor may assume an incorporeal form. While in this form, the possessor can only be harmed by other incorporeal creatures. +1 or better weapons, spells, supernatural abilities, or spell-like effects. There is a 50% chance the possessor will ignore any damage inflicted by a corporeal creature via any source other than force effects such as magic missile. In this state, the creature loses its natural armor modifier but gains a deflection modifier of +6. While incorporeal, the possessor can pass through solid objects, cannot be heard unless it wishes to be, ignores natural and all physical armor, and has no Strength score. Its dexterity modifier applies to both melee and ranged attacks. Light Sensitivity (Ex): Kobolds suffer a –1 penalty to attack rolls in bright sunlight or within the radius of a daylight spell. Lycanthropic Empathy (Ex): Lycanthropes can comminicate and empathize with normal or dire animals of their animal form. This gives them a +4 racial bonus to checks when influencing the animal’s attitude and allows communication of simple concepts and commands. Possession (Su): While in its incorporeal form the possessor can attempt to hijack a living creature’s body by overpowering its intellect and personality. This counts as a mind-influencing effect. The possessor must be within 5 feet of its potential victim. As a standard action, it makes a Charisma check opposed by its victim’s Will save. If the possessor succeeds, it gains control of its victim’s body for one day for each point by which it beat its target’s save. After this time, the possessor once again makes a Charisma check opposed by a Will save. This process continues until the creature fails its Charisma check. Use the possessed template to determine the possessor’s stats while it controls its victim’s body. Any spell that can force an outsider to return to the outer planes may be used to force a possessor out of its victim’s body. Using this ability drains the possessor’s willpower and endurance. It may only use this ability once per day. As a standard action, the possessor may abandon the body it controls. The victim immediately regains control but is unconscious for 1d4 minutes due to the psychic trauma of the possession. If the victim’s body dies while the possessor controls it, the possessor dies along with it. Spell-Like Abilities: 3/day – Darkness, 1/day Desecrate, Unholy Blight; cast as a Sorcerer of 6th level. Skills Kobolds receive a +2 racial bonus to Craft (trapmaking), Profession (mining), and Search checks. Lycanthropes receive a +4 racial bonus to Search, Spot, and Listen checks when in human form. When in animal form these bonuses increase to +8. [/QUOTE]
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