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Knightfall's "Humanoids + Templates = Fun" Thread (Retired)
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<blockquote data-quote="Knightfall" data-source="post: 911299" data-attributes="member: 2012"><p>i couldn't think of a cool name for this one. It just boggles the mind. Hmm, boggelganger, maybe?</p><p></p><p><strong><em>Doppelganger, Feral Reptilian</em></strong></p><p><strong>Medium-Size Monstrous Humanoid (Reptilian, Shapechanger)</strong></p><p><strong>Hit Dice:</strong> 4d10+12 (34 hp)</p><p><strong>Initiative:</strong> +0</p><p><strong>Speed:</strong> 40 ft.</p><p><strong>AC:</strong> 18 (+8 natural)</p><p><strong>Attacks:</strong> 2 claws +7 melee</p><p><strong>Damage:</strong> Claw 1d8+6</p><p><strong>Face/Reach:</strong> 5 ft. / 5 ft.</p><p><strong>Special Attacks:</strong> Detect thoughts, improved grab, pounce</p><p><strong>Special Qualities:</strong> Alter self, darkvision 60 ft., immunities, fast healing 3, scent</p><p><strong>Saves:</strong> Fort +7, Ref +4, Will +8</p><p><strong>Abilities:</strong> Str 18 (+4), Dex 11 (+0), Con 16 (+3), Int 9 (-1), Wis 18 (+4), Cha 13 (+1)</p><p><strong>Skills:</strong> Balance +4, Bluff +12*, Disguise +12*, Jump +8, Listen +13, Sense Motive +8, Spot +10</p><p><strong>Feats:</strong> Alertness, Dodge</p><p></p><p><strong>Climate/Terrain:</strong> Any land and underground</p><p><strong>Organization:</strong> Solitary, pair, or gang (3-6)</p><p><strong>Challenge Rating:</strong> 6</p><p><strong>Treasure:</strong> 50% coins; standard goods and items, no scrolls</p><p><strong>Alignment:</strong> Usually neutral</p><p><strong>Advancement:</strong> By character class</p><p><strong>Level Adjustment:</strong> +7</p><p></p><p><strong>Alter Self (Su):</strong> The creature can assume the shape of any Small or Medium-size humanoid. This works like alter self as cast by an 18th-level sorcerer, but the creature can remain in the chosen form indefinitely. It can assume a new form or return to its own as a standard action.</p><p></p><p><strong>Detect Thoughts (Su):</strong> The creature can continuously detect thoughts as the spell cast by an 18th-level sorcerer (save DC 13). It can suppress or resume this ability as a free action.</p><p></p><p><strong>Immunities (Ex):</strong> These creatures are immune to sleep and charm effects.</p><p></p><p><strong>Improved Grab (Ex):</strong> If the creature hits an opponent that is at least Small-sized or smaller than itself with a claw attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The creature has the option to conduct the grapple normally, or simply use its claw to hold the opponent (-20 penalty on grapple check, but the feral kobold is not considered grappled). Each successive grapple check the creature makes during successive rounds automatically deals claw damage.</p><p></p><p><strong>Pounce (Ex):</strong> If the creature leaps upon a foe during the first round of combat, it can make a full attack even though it has already moved.</p><p></p><p><strong>Scent (Ex):</strong> This creature 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.</p><p></p><p><strong>Skills:</strong> This creature receives a +4 racial bonus to Balance, Bluff, Jump and Disguise checks. *When using alter self, the creature receives an additional +10 circumstance bonus to Disguise checks. If it can read an opponent’s mind, it gets a further +4 circumstance bonus to Bluff and Disguise checks.</p></blockquote><p></p>
[QUOTE="Knightfall, post: 911299, member: 2012"] i couldn't think of a cool name for this one. It just boggles the mind. Hmm, boggelganger, maybe? [b][i]Doppelganger, Feral Reptilian[/i][/b] [b]Medium-Size Monstrous Humanoid (Reptilian, Shapechanger)[/b] [b]Hit Dice:[/b] 4d10+12 (34 hp) [b]Initiative:[/b] +0 [b]Speed:[/b] 40 ft. [b]AC:[/b] 18 (+8 natural) [b]Attacks:[/b] 2 claws +7 melee [b]Damage:[/b] Claw 1d8+6 [b]Face/Reach:[/b] 5 ft. / 5 ft. [b]Special Attacks:[/b] Detect thoughts, improved grab, pounce [b]Special Qualities:[/b] Alter self, darkvision 60 ft., immunities, fast healing 3, scent [b]Saves:[/b] Fort +7, Ref +4, Will +8 [b]Abilities:[/b] Str 18 (+4), Dex 11 (+0), Con 16 (+3), Int 9 (-1), Wis 18 (+4), Cha 13 (+1) [b]Skills:[/b] Balance +4, Bluff +12*, Disguise +12*, Jump +8, Listen +13, Sense Motive +8, Spot +10 [b]Feats:[/b] Alertness, Dodge [b]Climate/Terrain:[/b] Any land and underground [b]Organization:[/b] Solitary, pair, or gang (3-6) [b]Challenge Rating:[/b] 6 [b]Treasure:[/b] 50% coins; standard goods and items, no scrolls [b]Alignment:[/b] Usually neutral [b]Advancement:[/b] By character class [b]Level Adjustment:[/b] +7 [b]Alter Self (Su):[/b] The creature can assume the shape of any Small or Medium-size humanoid. This works like alter self as cast by an 18th-level sorcerer, but the creature can remain in the chosen form indefinitely. It can assume a new form or return to its own as a standard action. [b]Detect Thoughts (Su):[/b] The creature can continuously detect thoughts as the spell cast by an 18th-level sorcerer (save DC 13). It can suppress or resume this ability as a free action. [b]Immunities (Ex):[/b] These creatures are immune to sleep and charm effects. [b]Improved Grab (Ex):[/b] If the creature hits an opponent that is at least Small-sized or smaller than itself with a claw attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The creature has the option to conduct the grapple normally, or simply use its claw to hold the opponent (-20 penalty on grapple check, but the feral kobold is not considered grappled). Each successive grapple check the creature makes during successive rounds automatically deals claw damage. [b]Pounce (Ex):[/b] If the creature leaps upon a foe during the first round of combat, it can make a full attack even though it has already moved. [b]Scent (Ex):[/b] This creature 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] This creature receives a +4 racial bonus to Balance, Bluff, Jump and Disguise checks. *When using alter self, the creature receives an additional +10 circumstance bonus to Disguise checks. If it can read an opponent’s mind, it gets a further +4 circumstance bonus to Bluff and Disguise checks. [/QUOTE]
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