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D&D Older Editions, OSR, & D&D Variants
Knightfall's "Humanoids + Templates = Fun" Thread (Retired)
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<blockquote data-quote="Knightfall" data-source="post: 905607" data-attributes="member: 2012"><p><strong>Quick and Dirty Creation!</strong></p><p></p><p>Heh! Heh!</p><p></p><p><strong><em>Anthropomorphic 5-Headed Hydra (Hydra Man)</em></strong></p><p><strong>Large Aberration (Reptilian)</strong></p><p><strong>Hit Dice:</strong> 3d8+12 (25 hp)</p><p><strong>Initiative:</strong> +2 (Dex)</p><p><strong>Speed:</strong> 20 ft., swim 10 ft.</p><p><strong>AC:</strong> 14 (-1 size, +2 Dex, +3 natural)</p><p><strong>Attacks:</strong> 5 bites +4 melee; or by weapon +2 melee; or by weapon +4 ranged</p><p><strong>Damage:</strong> Bite 1d8; or by weapon</p><p><strong>Face/Reach:</strong> 10 ft. /10 ft.</p><p><strong>Special Qualities:</strong> Darkvision 60 ft., scent</p><p><strong>Saves:</strong> Fort +4, Ref +3, Will +4</p><p><strong>Abilities:</strong> Str 10 (+0), Dex 14 (+2), Con 16 (+3), Int 11 (+0), Wis 12 (+1), Cha 13 (+1)</p><p><strong>Skills:</strong> Listen +9, Spot +9, Swim +8</p><p><strong>Feats:</strong> Weapon Finesse (bite), Toughness</p><p></p><p><strong>Climate/Terrain:</strong> Any marsh and underground</p><p><strong>Organization:</strong> Solitary</p><p><strong>Challenge Rating:</strong> 3</p><p><strong>Treasure:[b/] Standard</strong></p><p><strong><strong>Alignment:</strong> Always neutral evil</strong></p><p><strong><strong>Advancement:</strong> By character class</strong></p><p><strong><strong>Level Adjustment:</strong> +4</strong></p><p><strong></strong></p><p><strong>Hydra men speak Draconic.</strong></p><p><strong></strong></p><p><strong><strong>Combat</strong></strong></p><p><strong>A hydra man can be killed either by severing all it’s heads or by slaying its body. To sever a head, an opponent must hit the monster’s neck with a slashing weapon and deal damage equal to the hydra man’s original hit point total (25), divided by its number of heads (5), in one blow. (The player says where the attack is aimed just before making the attack roll.) Any excess damage is lost. A severed head dies and a natural reflex seals the neck shut to prevent further blood loss. The hydra man can no longer attack with the severed head but suffers no other penalties. A severed head regrows in about a month.</strong></p><p><strong></strong></p><p><strong><strong>Scent (Ex):</strong> A hydra man 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.</strong></p><p><strong></strong></p><p><strong><strong>Skills:</strong> Hydra men receive a +2 racial bonus to Listen and Spot checks, thanks to their multiple heads. Hydra men gain a +8 racial bonus to Swim checks due to their swim speed.</strong></p><p><strong></strong></p><p><strong><strong>Feats:</strong> A hydra man’s Combat Reflexes feat allows it to use all it’s heads for attacks of opportunity each round.</strong></p><p><strong></strong></p><p><strong><strong>Hydra Man Characters</strong></strong></p><p><strong>Hydra men favor the barbarian class.</strong></p></blockquote><p></p>
[QUOTE="Knightfall, post: 905607, member: 2012"] [b]Quick and Dirty Creation![/b] Heh! Heh! [b][i]Anthropomorphic 5-Headed Hydra (Hydra Man)[/i][/b] [b]Large Aberration (Reptilian)[/b] [b]Hit Dice:[/b] 3d8+12 (25 hp) [b]Initiative:[/b] +2 (Dex) [b]Speed:[/b] 20 ft., swim 10 ft. [b]AC:[/b] 14 (-1 size, +2 Dex, +3 natural) [b]Attacks:[/b] 5 bites +4 melee; or by weapon +2 melee; or by weapon +4 ranged [b]Damage:[/b] Bite 1d8; or by weapon [b]Face/Reach:[/b] 10 ft. /10 ft. [b]Special Qualities:[/b] Darkvision 60 ft., scent [b]Saves:[/b] Fort +4, Ref +3, Will +4 [b]Abilities:[/b] Str 10 (+0), Dex 14 (+2), Con 16 (+3), Int 11 (+0), Wis 12 (+1), Cha 13 (+1) [b]Skills:[/b] Listen +9, Spot +9, Swim +8 [b]Feats:[/b] Weapon Finesse (bite), Toughness [b]Climate/Terrain:[/b] Any marsh and underground [b]Organization:[/b] Solitary [b]Challenge Rating:[/b] 3 [b]Treasure:[b/] Standard [b]Alignment:[/b] Always neutral evil [b]Advancement:[/b] By character class [b]Level Adjustment:[/b] +4 Hydra men speak Draconic. [b]Combat[/b] A hydra man can be killed either by severing all it’s heads or by slaying its body. To sever a head, an opponent must hit the monster’s neck with a slashing weapon and deal damage equal to the hydra man’s original hit point total (25), divided by its number of heads (5), in one blow. (The player says where the attack is aimed just before making the attack roll.) Any excess damage is lost. A severed head dies and a natural reflex seals the neck shut to prevent further blood loss. The hydra man can no longer attack with the severed head but suffers no other penalties. A severed head regrows in about a month. [b]Scent (Ex):[/b] A hydra man 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. [b]Skills:[/b] Hydra men receive a +2 racial bonus to Listen and Spot checks, thanks to their multiple heads. Hydra men gain a +8 racial bonus to Swim checks due to their swim speed. [b]Feats:[/b] A hydra man’s Combat Reflexes feat allows it to use all it’s heads for attacks of opportunity each round. [b]Hydra Man Characters[/b] Hydra men favor the barbarian class.[/b] [/QUOTE]
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Knightfall's "Humanoids + Templates = Fun" Thread (Retired)
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