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Knightfall's "Humanoids + Templates = Fun" Thread (Retired)
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<blockquote data-quote="Kitsunekaboom" data-source="post: 913925" data-attributes="member: 8301"><p>Here we go again. I kind of like the Lekassi template, but this idea just spoke to me. The Lekassi is in Necromancer's Legacy, the Half-Machine is in Dungeon #91.</p><p></p><p>Dead Hunter (Minotaur + Lekassi + Half-Machine)</p><p>Large Monstrous Humanoid</p><p>Hit Dice: 6d10+24 (57)</p><p>Initiative: +0 (+0 Dex)</p><p>Speed: 30 Ft</p><p>AC: 22 (-1 Size, +5 Natural, +8 Exoskeleton)</p><p>Attacks: Huge greataxe +11/+6 melee, gore +6 melee, 4 claw +6 melee</p><p>Damage: Huge greataxe 2d8+6, gore 1d8+3, Claw 1d6+3 </p><p>Face/Reach: 5 Ft. By 5ft/10ft</p><p>Special Attacks: Charge 4d6+9, Smite Undead, Breath Weapon</p><p>Special Qualities: Scent, Natural Cunning, Detect Undead, Necromantic Resistance, Programmed, Rust Vulnerability, Damage Reduction 10/+1, Haste</p><p>Saves: Fort: +8 Ref: +7 Will: +6</p><p>Abilities: Str:23, Dex:10, Con:19, Int:7, Wis:12, Cha:8</p><p>Skills: Climb +12, Intimidate +7, Jump +8, Listen +17, Search+5, Spot +9</p><p>Feats: Alertness, Blind-Fight, Great Fortitude, Lightning Reflexes, Multiattack, </p><p>Power Attack</p><p>Climate/Terrain: Any underground</p><p>Organization: Solitary or Gang (2-4)</p><p>Challenge Rating: 7</p><p>Treasure: Standard</p><p>Alignment: Usually Chaotic Evil</p><p>Advancement: By character class</p><p></p><p>These creatures were created by a lich to destroy a great army of the undead under the command of a rival necromancer. The minotaurs were specially bred for generations, magically altered, and then given the mechanical implants that make it a living weapon against the undead. </p><p></p><p>The lich so far has only used these creatures to destroy rival necromancers and their undead armies, however, once no one stands against them, the Dead Hunters will probably be unleashed upon regular humanoids, to use them as slaves and more experimental fodder for the lich.</p><p></p><p>Combat</p><p></p><p>Dead Hunters ignore all combatants that do not attack them, concentrating their efforts on any undead. They usually use their breath weapons, haste, then charge. Smite Undead is a last resort ability. </p><p></p><p>Breath Weapon (Ex): A Dead Hunter can breath a Cone of Fire 40 ft. long dealing 5d6 damage, A reflex save DC: 17 will halve damage. This is usable once per day.</p><p></p><p>Charge (Ex): A Dead Hunter can charge at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack that deals 4d6+9 points of damage. </p><p></p><p>Detect Undead (Su): The Dead Hunter has the spell-like ability to detect undead as a 6th-level cleric three times per day.</p><p></p><p>Haste (Sp): After it has engaged in at least 1 round of combat, the Dead Hunter can haste itself once per day as a standard action. The effect is the same as the haste spell cast by a 10th-level sorcerer.</p><p></p><p>Natural Cunning (Ex): Although Dead Hunters are not especially intelligent, they possess innate cunning and logical ability. This makes them immune to Maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed.</p><p></p><p>Necromantic Resistance (Ex): Dead Hunters gain a +4 racial bonus to all saves against necromantic spells and effects.</p><p></p><p>Partial Construct (Ex): A Dead Hunter is immune to poison and disease and is considered one size larger when determining death from massive damage. A Dead Hunter is subject to critical hits but takes only half damage from subdual attacks. It can be healed with a successful Craft (metalworking) check as with the standard Heal check. A slain Dead Hunter that is resurrected returns to life as the base creature it was before undergoing mechanical alteration.</p><p></p><p>Dead Hunter get a +4 resistance bonus to mind-influencing effects.</p><p></p><p>Programmed (Su): The Dead Hunter is programmed to completely obey its creator as if under the effects of a dominate monster spell cast by a 20th-level wizard. If the creator dies or is destroyed, the Dead Hunter becomes free-willed, but the residual program gives the half-machine a –4 to Will saves against Enchantment spells. The programming can be erased only with a wish or similar spell.</p><p></p><p>Rust Vulnerability (Ex): All Dead Hunters are affected by rust attacks, such as that of the rust monster or rusting grasp spell.</p><p></p><p>Smite Undead (Su): Once per day a Dead Hunter can make a normal attack, dealing 6 additional damage to an Undead opponent.</p><p></p><p>Skills: Dead Hunters receive a +4 racial bonus to Search, Spot, and Listen, and a +2 racial bonus to Intimidate checks.</p></blockquote><p></p>
[QUOTE="Kitsunekaboom, post: 913925, member: 8301"] Here we go again. I kind of like the Lekassi template, but this idea just spoke to me. The Lekassi is in Necromancer's Legacy, the Half-Machine is in Dungeon #91. Dead Hunter (Minotaur + Lekassi + Half-Machine) Large Monstrous Humanoid Hit Dice: 6d10+24 (57) Initiative: +0 (+0 Dex) Speed: 30 Ft AC: 22 (-1 Size, +5 Natural, +8 Exoskeleton) Attacks: Huge greataxe +11/+6 melee, gore +6 melee, 4 claw +6 melee Damage: Huge greataxe 2d8+6, gore 1d8+3, Claw 1d6+3 Face/Reach: 5 Ft. By 5ft/10ft Special Attacks: Charge 4d6+9, Smite Undead, Breath Weapon Special Qualities: Scent, Natural Cunning, Detect Undead, Necromantic Resistance, Programmed, Rust Vulnerability, Damage Reduction 10/+1, Haste Saves: Fort: +8 Ref: +7 Will: +6 Abilities: Str:23, Dex:10, Con:19, Int:7, Wis:12, Cha:8 Skills: Climb +12, Intimidate +7, Jump +8, Listen +17, Search+5, Spot +9 Feats: Alertness, Blind-Fight, Great Fortitude, Lightning Reflexes, Multiattack, Power Attack Climate/Terrain: Any underground Organization: Solitary or Gang (2-4) Challenge Rating: 7 Treasure: Standard Alignment: Usually Chaotic Evil Advancement: By character class These creatures were created by a lich to destroy a great army of the undead under the command of a rival necromancer. The minotaurs were specially bred for generations, magically altered, and then given the mechanical implants that make it a living weapon against the undead. The lich so far has only used these creatures to destroy rival necromancers and their undead armies, however, once no one stands against them, the Dead Hunters will probably be unleashed upon regular humanoids, to use them as slaves and more experimental fodder for the lich. Combat Dead Hunters ignore all combatants that do not attack them, concentrating their efforts on any undead. They usually use their breath weapons, haste, then charge. Smite Undead is a last resort ability. Breath Weapon (Ex): A Dead Hunter can breath a Cone of Fire 40 ft. long dealing 5d6 damage, A reflex save DC: 17 will halve damage. This is usable once per day. Charge (Ex): A Dead Hunter can charge at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack that deals 4d6+9 points of damage. Detect Undead (Su): The Dead Hunter has the spell-like ability to detect undead as a 6th-level cleric three times per day. Haste (Sp): After it has engaged in at least 1 round of combat, the Dead Hunter can haste itself once per day as a standard action. The effect is the same as the haste spell cast by a 10th-level sorcerer. Natural Cunning (Ex): Although Dead Hunters are not especially intelligent, they possess innate cunning and logical ability. This makes them immune to Maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed. Necromantic Resistance (Ex): Dead Hunters gain a +4 racial bonus to all saves against necromantic spells and effects. Partial Construct (Ex): A Dead Hunter is immune to poison and disease and is considered one size larger when determining death from massive damage. A Dead Hunter is subject to critical hits but takes only half damage from subdual attacks. It can be healed with a successful Craft (metalworking) check as with the standard Heal check. A slain Dead Hunter that is resurrected returns to life as the base creature it was before undergoing mechanical alteration. Dead Hunter get a +4 resistance bonus to mind-influencing effects. Programmed (Su): The Dead Hunter is programmed to completely obey its creator as if under the effects of a dominate monster spell cast by a 20th-level wizard. If the creator dies or is destroyed, the Dead Hunter becomes free-willed, but the residual program gives the half-machine a –4 to Will saves against Enchantment spells. The programming can be erased only with a wish or similar spell. Rust Vulnerability (Ex): All Dead Hunters are affected by rust attacks, such as that of the rust monster or rusting grasp spell. Smite Undead (Su): Once per day a Dead Hunter can make a normal attack, dealing 6 additional damage to an Undead opponent. Skills: Dead Hunters receive a +4 racial bonus to Search, Spot, and Listen, and a +2 racial bonus to Intimidate checks. [/QUOTE]
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