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Spiked Template!

Krishnath said:
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... ;)


Ahh, missed that. (You'd think that would teach me not to skim over stuff when I'm really tired.) ;)
 

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Bwah-ha-ha!!!

Blood Elf [Half-Elf (Wild) / Half-Fiend w/ Spiked Template]
Medium-Size Outsider (Chaotic, Elf, Evil)
Hit Dice: 1d8+3 (7 hp)
Initiative: +2 (Dex)
Speed: 30 ft., and see text
AC: 16 (+2 Dex, +3 natural, +1 small shield)
Attacks: 2 claws +3 melee, bite +1 melee, spike +1 ranged *; or longsword +3 melee; or longbow +3 ranged
* 20-foot increment for spike attack
Damage: Claw 1d4+2, bite 1d6+1, spike 1d4+1 plus poison; or longsword 1d8+2; or longbow 1d8
Face/Reach: 5 ft. by 5 ft. / 5 ft.
Special Attacks: Poison, spell-like abilities
Special Qualities: Elven traits; darkvision 60 ft.; acid, cold, electricity, and fire resistance 20; poison immunity
Saves: Fort +5, Ref +4, Will +3
Abilities: Str 14 (+2), Dex 15 (+2), Con 16 (+3), Int 11 (+0), Wis 16 (+3), Cha 15 (+2)
Skills: Concentration +6, Hide +5, Knowledge (arcana) +3, Listen +8, Move Silently +4, Search +4, Sense Motive +5, Spellcraft +3, Spot +8
Feats: Multiattack

Climate/Terrain: Temperate and warm forest
Organization: Company (2-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or band (30-100 plus 20% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)
Challenge Rating: 3
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class
Level Adjustment: +6

Elven Traits (Ex): Blood elves benefit from a number of racial traits.
* Proficient with longsword or rapier, longbow, composite longbow, shortbow, and composite shortbow, regardless of character class.
* Immunity to magic sleep spells and effects.
* +2 racial bonus to Will saves against enchantment spells or effects.
* Low-Light Vision: Blood elves can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of low illumination.
* +2 racial bonus to Search, Spot, and Listen checks.

Fly: A blood elf has a 50% chance of having bat-like wings. Those that do can fly at a Speed of 30 feet (average maneuverability).

Poison (Ex): Spikes; primary and secondary 1d3 Wisdom; a Fortitude save (DC 12) negates.

Spell-like Abilities: 3/day – darkness. This ability is as the spell cast by a 1st-level cleric.
 
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Cool, but I would change it's HD to 5 (as outsider of course, for the skill points, attack bonus and saves, not to mention the spell-like abilities) to keep it in line with the other half-fiends that have been published by WotC (such as the Draegloth and the Durzagon). Also, I would roll wether or not all half-fiends of this particular type has wings.

But it's still some *DAMN* good work ;)
 

Krishnath said:
Cool, but I would change it's HD to 5 (as outsider of course, for the skill points, attack bonus and saves, not to mention the spell-like abilities) to keep it in line with the other half-fiends that have been published by WotC (such as the Draegloth and the Durzagon). Also, I would roll wether or not all half-fiends of this particular type has wings.

But it's still some *DAMN* good work ;)

I considered it but that would be stepping to far away from the guidlines of the templates that were added. Besides, the idea is that since advancement is by character class that you would use it as a bad guy race with leveled leaders.

But go ahead and add some extra hit dice to 'em if you like.
 






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