Spiked Template!

Krishnath

First Post
I hope you like it.

Starting with the sample creature:

Spiked Bulette
Huge Magical Beast
Hit Dice:
9d10+54 (103 hp)
Initiative: +6 (+2 Dex, Improved Initiative)
Speed: 40', burrow 10'
AC: 24 (-2 size, +2 Dex, +14 natural), Touch 10, Flatfooted 22,
Attacks: Bite +15 melee and 2 claws +10 melee, spikes +9 ranged
Damage: Bite 4d6+8, claw 2d8+4, spikes 1d8 plus poison,
Face/Reach: 15'/10'
Special Attacks: Leap, Poison,
Special Qualities: Scent, Tremorsense 60',
Saves: Fort +12, Ref +8, Will +4
Abilities: Str 27, Dex 15, Con 22, Int 2, Wis 15, Cha 6
Skills: Jump +14, Listen +7
Feats: Cleave, Improved Initiative, Combat Reflexes, Power Attack (-9/+9),

Climate/Terrain: Temperate land and underground,
Organization: Solitary or Pair
Challenge Rating: 8
Treasure: None
Alignment: Always Neutral
Advancment: 10-16 HD (Huge), 17-27 HD (Gargantuan),

A spiked bulette looks like it common cousin but is covered in foot long bony spikes, that give it a slightly more feral look.

Combat:
The spiked bulette is just as an agressive predator as the standard bulette, and will enter any combat situation with glee. It usually starts combat either by bursting from the ground, or if allready above ground, by shooting with it's spikes.
Leap (Ex): A spiked bulette can jump into the air during combat, this enables it to make four claw attacks at a +15 attack bonus, but it cannot bite.
Poison (Ex): Spikes, Primary and Secondary 1d3 Wis, A fortitude save (DC: 20) negates.

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Spiked (template)

'Spiked' is a template that can be added to any corporeal Aberration, Construct, Dragon, Elemental, Fey, Giant, Humanoid, Magical Beast, Monstrous Humanoid, Outsider, Undead, or Vermin.
Creature Type: Humanoids become monstrous humanoids, otherwise the creature type remains unchanged.
AC: Natural armor improves by +2
Attacks: The base creature retains all it's natural attacks and get a spike attack. The spike attack is a ranged attack with a range increment of 20'.
Damage: The damage of the creatures natural attack increase by one step. The spike attack deals damage equal to the following table:

Size - - - Damage

F - - - - - - 1
D - - - - - - 1
T - - - - - - 1d2
S - - - - - - 1d3
M - - - - - - 1d4
L - - - - - - 1d6
H - - - - - - 1d8
G - - - - - - 2d6
C - - - - - - 2d8

Special Attacks: The base creature retains all it's special attacks, and also gains one of the following depending on it's type.
Poison (Ex): Aberrations, Dragons, Fey, Giants, Humanoids, Magical Beasts, Monstrous Humanoids, Outsiders, and Vermin, gain a poison attack delivered by it's spike attack, the primary and secondary damage from the poison is 1d3 wis, the poison DC equals 10+creatures HD/2+creatures con modifier.
Disease (Ex): The spikes of undead creatures carry a potent disease, usually filth fever (see DMG), but an enterprising DM may change this to suit his needs.
Elemental Damage (Ex): The spikes of Constructs and Elementals carry elemental damage, that causes the spikes to deal an additional 1d6 points of energy damage of the appopriate type. Constructs may have any one type of energy damage of the following types: Acid, Cold, Electricity, Fire, or Sonic. Elementals have the energy type associated with it in the following table, if the elemental has more than one elemental subtype, choose only one of the two:

Elemental - - - Energy

Air - - - - - - - - Electricity
Earth - - - - - - Acid
Fire - - - - - - - Fire
Water - - - - - - Cold

Abilities: Str +0, Dex +0, Con +2, Int +0, Wis +2, Cha +0, note that undead and constructs do not gain a bonus to their Con.
Challenge Rating: +1
LA: +2

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Comments and constructive critizism is appreciated, flames are not. Please tell me what you think.

Later,
 
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I like it. It's a funny idea. You should show it to Spikey Freak ;)


Another sample:

Spiked Caldron Magen
Medium-Size Construct
Hit Dice: 4d10 (22 hp)
Initiative: +6 (+2 Dex, +4 feat)
Speed: 60 ft.
AC: 17 (+2 Dex, +5 natural)
-Touch: 12
-Flat Footed: 13
Base Attack: +3
-Grapple: +5 (1d6+2 +1d10 acid)
-Attack: Slam +5 melee (1d8+2) or spikes +5 ranged (1d4 +1d6 acid)
-Full Attack: Slam +5 (1d6+2) or spikes +5 ranged (1d4 +1d6 acid)
Face/Reach: 5 ft./20 ft.
Special Attacks: Improved grab, acid
Special Qualities: Constructs traits
Saves: Fort +1, Ref +3, Will +1
Abilities: Str 15, Dex 14, Con -, Int 11, Wis 12, Cha 9
Skills: Climb +17, Jump +17
Feats: Combat Reflexes, Improved Initiative, Improved Trip (B)
--------------
Climate and Terrain: Any land and underground
Organization: Solitary or with creator (at least 12th-level wizard)
Challenge Rating: 3
Treasure: None
Alignment: Usually neutral
Advancement: By character class

The spiked caldron is an especially nasty magen. Its elastic arms and legs, combined with acid and spikes, make for deadly weapons.

Combat

Caldrons make good use of their impressive reach to attack opponents while staying out of range of melee retribution. They will use their attacks of opportunity to perform trip attack or grapple attempts so as to prevent opponents from reaching them.

Improved Grab: If a caldron hits an opponent of up to one size larger than itself, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +5). The caldron has the option to conduct the grapple normally, or simply use its long arm to hold the opponent (-20 penalty on grapple check, but the caldron is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals slam damage.

Acid: Caldrons may secrete an acid that will inflict 1d10 points of damage each round to a grappled (or grappling) creature. This is in addition to normal grapple damage. This acid also permeates their spikes, dealing 1d6 additional damage.

Skills: Caldrons get a +8 racial bonus to climb and jump from their stretchable arms and legs.


I'll pimp my conversion, dammit! ;)
 
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Very nice template, Krish!

I'm going to use this one for my Humaniods + Templates = Fun thread, alright?

One note, you inverted the F for Fine and D for Diminutive in your damage table.

Other option to consider for the template is to allow the base creature to 'spray' spikes in combat as a ranged attack, instead of poison/disease/elemental damage.

Just a thought...

KF72
 


There are some creatures that are prone to mutation anyway... Beholders and slaadi. A spiked beholder would be something fun: "Look, a flying morningstar!"
 

Nice template! :)

Why the +2 to Wis?

Originally posted by Gez
There are some creatures that are prone to mutation anyway... Beholders and slaadi.

3rd Edition needs more variants of these two creatures, and badly! :D

Of course, it doesn't really help that they are no longer OGC. :(
 

Knightfall: Go right ahead and use it for the humanoids + templates thread, also, I've fixed the inversion... :D
Also, the spikes are a ranged attack, so... ;)

Knight Otu: Why not a +2 to wis? Also, I'm pretty sure that the creatures that where removed from the SRD will be put back in when 3.5 hit's the shelves, remember, everything in the three core books should be OGC...

-

Feel free to post your own 'spiked' creatures here.

Later,
 

Krishnath said:
I'm pretty sure that the creatures that where removed from the SRD will be put back in when 3.5 hit's the shelves, remember, everything in the three core books should be OGC...

Are you really sure ? I heard the new material would become OGC, but I don't believe that would include old material that has been denied openness. I would like some of it, at least, get sneaked back (like the names Tanar'ri and Baatezu, essential if you want to make a planar sourcebook accurate with D&D cosmology).
 

I said should, not would. :p But anyways, short of the specific names such as Baatezu or Mordenkainen and stuff like that, the important stuff (such as beholders and mindflayers) will most likely resurface when the SRD is updated with the revised books.

So, let's hope WotC has enough sense to put the creatures back in.
 

Kulette (Spiked Bulette)

Huge Magical Beast (Electricity)
Hit Dice: 9d10+54 (103 hp)
Initiative: +1 (Dex)
Speed: 40 ft., climb 15 ft.
AC: 18 (-2 size, +1 Dex, +9 natural)
Attacks: Bite +15 melee, 6 claws +10 melee
Damage: Bite 2d4+8, claw 1d4+4, Spike 1d8 20ft
Face/Reach: 10 ft. by 30 ft./10 ft.
Special Attacks: Breath weapon, improved grab, swallow whole, constrict 3d8+8, Dex poison
Special Qualities: Electricity immunity, scent, can’t be tripped
Saves: Fort +11, Ref +7, Will +5
Abilities: Str 26, Dex 13, Con 23, Int 7, Wis 16, Cha 12
Skills: Climb +18, Hide +5, Spot +8
Feats: Cleave, Power Attack
Climate/Terrain: Any land and underground
Organization: Solitary or pair
Challenge Rating: 9
Treasure: Standard
Alignment: Often neutral
Advancement: 10-13 HD (Huge); 14-27 HD (Gargantuan)
Behirs speak Common.
Combat

A behir usually bites and grabs its prey first, then either swallows or constricts the opponent. If beset by a large number of foes, it uses its breath weapon.

Breath Weapon (Su): Line of lightning 5 feet wide, 5 feet high, and 20 feet long, once a minute; damage 7d6, Reflex half DC 19.

Improved Grab (Ex): To use this ability, the behir must hit with its bite attack. If it gets a hold, it can attempt to swallow or constrict the opponent.

Swallow Whole (Ex): A behir can try to swallow a grabbed Medium-size or smaller opponent by making a successful grapple check. A behir that swallows an opponent can use its Cleave feat to bite and grab another opponent.
The swallowed creature takes 2d8+8 points of crushing damage and 8 points of acid damage per round from the behir’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 20). Once the creature exits, muscular action closes the hole; another swallowed opponent must again cut its own way out.
The behir’s gizzard can hold two Medium-size, eight Small, or thirty-two Tiny or smaller opponents.

Constrict (Ex): When a behir grabs a foe with its bite, it can coil its body around the foe. A behir deals 3d8+8 damage with a successful grapple check against Gargantuan or smaller creatures.

The Behirs spikes are coated with a anesthical poison that deals 1d3 poison damage. DC 20

I like this very much, oh the possibilities!:D
 
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