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.Arcane
Monster Templates
By
Sean K Reynolds
Skreyn's
Register: The Bonds of Magic, Vol. 1: Cabal
puts to work a couple new monster templates that I
created a while ago for use on
my website. You don't need these templates to
use the characters, but we thought it would be fun
to reprint the templates here so readers could see
how Sel Kyree, Paz Murali, and Zursha were created.
Take a look at the Half-Medusa (below) and the Fleshbound
Vampire templates.
Half-Medusa
(Template)
Although they normally only breed among their own
kind because their gaze petrifies all others, sometimes
a medusa finds a mate that is unaffected by its stony
stare. These half-medusa offspring inherit some of
the traits of their snaky-haired parent.
A
half-medusa generally resembles its non-medusa parent,
save that its partly scaly skin tends to be an earthy
color and it has four to six snakes growing from its
head mixed in with its hair. Some individuals have
red-rimmed eyes, and others have eyes that only show
red when using their petrifying gaze. Many conceal
their hair under a hooded cloak or a large hat when
travelling in disguise.
A
half-medusa generally speaks whatever languages its
medusa parent speaks.
Creating
a Half-Medusa
"Half-medusa"
is an inherited template that can be added to any
humanoid or monstrous humanoid of Small to Large size
(referred to hereafter as the "base creature").
The creature's type changes to "monstrous humanoid."
A humanoid base creature gains the augmented subtype.
It uses all of the base creature's statistics and
special abilities except as noted here.
Speed:
As the base creature.
AC:
Natural armor improves by +1.
Attacks:
Same as the base creature, plus it gains an attack
by its snakes for 1d4 plus poison.
Special
Attacks: A half-medusa retains all of the special
attacks of the base creature and also gains the following
attacks:
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SAMPLE
HALF-MEDUSA
This example uses a 4th-level
human rogue as the base creature.
Koz,
human half-medusa Rog4
Medium Monstrous Humanoid (augmented humanoid)
Hit Dice: 4d6+4 (18 hp)
Initiative: +4 (+4 Dex)
Speed: 20 ft.
AC: 19 (touch 14, flat-footed 15)
Base
Attack Bonus:
+3
Grapple:
+2
Attack/Full Attack: Masterwork short
sword +8 melee (1d6-1); or snakes +3 melee (1d4
and poison); or masterwork dagger +4 melee (1d4-1);
or masterwork shortbow and masterwork arrow
+9 ranged (1d6)
Space/Reach: 5ft./5 ft.
Special Attacks: Petrifying attack, poison,
sneak attack +2d6
Special Qualities: Darkvision 60 ft.,
evasion, medusa blood, trapfinding, trap sense
+1, uncanny dodge
Saves: Fort +3, Reflex +9, Will +3.
Abilities: Str 8, Dex 18, Con 12, Int
14, Wis 13, Cha 12.
Skills: Climb +8, Decipher Script +5,
Diplomacy +4, Disguise +5, Hide +11, Intimidate
+4, Jump +9, Listen +10, Move Silently +11,
Open Lock +13, Search +9, Spot +10, Use Rope
+9.
Feats: Alertness, Dodge, Weapon Finesse
(short sword).
Combat
Petrifying Attack (Su): 1/day, Fortitude
save DC 13.
Poison (Ex): Fortitude save DC 13, initial
damage 1d4 temporary Str, secondary damage 2d4
Str.
Gear: masterwork short sword, masterwork
dagger, masterwork shortbow, 10 masterwork arrows,
10 +1 arrows, +1 studded leather, +1 cloak of
resistance, hat of disguise, potions (alter
self, eagle's splendor, cure moderate wounds,
invisibility), 50 ft. silk rope, grappling hook,
climber's kit, masterwork thieves' tools, backpack,
200 gp.
Challenge
Rating: 6
Alignment: Lawful evil
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Petrifying
Attack (Su): A half-medusa's visage is less potent
than its fullblooded parent; creatures are not turned
to stone simply by looking at it. However, it can
focus its power upon a single creature within 30 feet
just like a medusa actively using its gaze as an attack
action. The targeted creature can avoid the gaze as
normal (see page 294 in the DMG) and if she fails
to avoid the half-medusa's gaze she must succeed at
a Fortitude save (DC 10 + 1/2 half-medusa's HD + half-medusa's
Cha modifier) or be permanently turned to stone. The
creature can use this ability a number of times per
day equal to its Charisma bonus (minimum 1).
Poison
(Ex): Snakes, Fortitude save (DC 10 + 1/2 half-medusa's
HD + half-medusaÌs Con modifier); initial damage
1d4 temporary Strength, secondary damage 2d4 temporary
Strength.
Special
Qualities: A half-medusa retains all of the special
qualities of the base creature and also gain darkvision
with a range of 60 feet and the following:
Medusa
Blood (Ex): For all special abilities and effects,
a half-medusa is considered a medusa. Half-medusas,
for example, are immune to the gaze attacks of medusas,
and vice versa.
Saves:
Same as the base creature.
Abilities:
Increase from the base creature as follows: Dex +2,
Cha +2.
Skills:
Same as the base creature.
Feats:
Same as the base creature.
Environment: Any land and underground
Organization:
Same as the base creature.
Challenge
Rating: Same as the base creature +2 [[Compare
to a half-fiend: fewer special abilities, no immunities
other than medusa-petrification, weaker ability score
modifiers, but still worth more than a +1]]
Level
Adjustment: +3
Treasure:
Same as the base creature.
Alignment:
Usually lawful evil
Advancement:
Same as the base creature.
Fleshbound
Vampire (Template)
(This is a variant vampire template, useful if you
prefer the physically oriented vampires of movies
such as Blade and shows such as Buffy the
Vampire Slayer to more classical representations
of vampires with shapechanging and gaseous
form abilities).
Fleshbound
vampires are bloodsucking undead creatures possessing
superior physical abilities. Although they are undead,
they can breed with each other to produce young or
infect humanoids by forcing them to ingest vampire
blood. Damaged by sunlight, garlic, and silver, vampires
are not bound to coffins and lack many of the strange
abilities often attributed to supernatural vampires.
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Sample
Fleshbound Vampire
This example uses a 2nd-level
human fighter as the base creature.
Pav,
human male fleshbound vampire Ftr2
Medium Undead (augmented humanoid)
Hit Dice: 2d12+6 (19 hp)
Initiative: +5 (Dex, Improved Initiative)
Speed: 20 ft.
AC: 25 (+7 armor, +2 shield, +6 natural),
touch 19, flat-footed 25
Base
Attack Bonus: +2
Grapple: +6
Attack/Full Attack: Masterwork longsword
+8 melee (1d8+4); or masterwork mighty (+4)
composite longbow +8 ranged (1d8+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blood drain, create
spawn
Special Qualities: damage reduction 10/silver,
fast healing 5, resistance (cold and electricity
10), slow regeneration, turn resistance +4,
vampire weaknesses
Saves: Fort +3, Reflex +7, Will +0.
Abilities: Str 19, Dex 21, Con --, Int
10, Wis 10, Cha 12.
Skills: Handle Animal +6, Hide +6, Jump
+2, Listen +8, Move Silently +6, Ride +12, Spot
+8
Feats: Alertness, Combat Reflexes, Improved
Initiative, Improved Unarmed Strike, Lightning
Reflexes, Power Attack, Quick Draw, Toughness
(x2), Weapon Focus (longsword).
Gear: masterwork longsword, masterwork
mighty (+4) composite longbow, 20 arrows, masterwork
half-plate, masterwork large steel shield, potion
of inflict moderate wounds, potion of bull's
strength.
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Vampires
appear just as they did in life, although they are
often more pale than their living counterparts and
their eyes sometimes have an unnatural glow in firelight.
They cast shadows and have reflections in mirrors.
Vampires
speak any languages they knew in life.
Creating
a Fleshbound Vampire
"Fleshbound
vampire" is an acquired template that can be
added to any humanoid or monstrous humanoid creature
(referred to hereafter as the "base creature").
The creature's type changes to "undead"
and it gains the augmented subtype. It uses all the
base creature's statistics and special abilities except
as noted here.
Hit
Dice: Increase all current and future Hit Dice
to d12s.
Speed:
Same as the base creature.
AC:
The base creature's natural armor improves by +6.
Attacks:
A fleshbound vampire retains all the attacks of the
base creature.
Special
Attacks: A fleshbound vampire retains all the special
attacks of the base creature and also gains those
listed below.
Blood
Drain (Ex): A fleshbound vampire can suck blood
from a living victim with its fangs by making a successful
grapple check. If it pins the foe, it drains blood,
inflicting 1d4 points of temporary Constitution damage
each round the pin is maintained.
Create
Spawn (Ex): A humanoid or monstrous humanoid slain
by a fleshbound vampire's blood drain attack rises
as a fleshbound vampire 1d3 days after its death.
These new vampires are not under the control of their
sire in any way.
Special
Qualities: A fleshbound vampire retains all the
special qualities of the base creature and those listed
below, and also gains the undead type.
Damage
Reduction (Su): A fleshbound vampire's undead
body is tough, giving the creature damage reduction
10/silver.
Turn
Resistance (Ex): A fleshbound vampire has +4 turn
resistance.
Resistance
(Ex): A fleshbound vampire has cold and electricity
resistance 10.
Fast
Healing (Ex): A fleshbound vampire heals 5 points
of damage each round so long as it has at least 1
hit point. A fleshbound vampire harmed by silver or
magic weapons cannot heal that damage until all of
its other damage has been healed, and even then only
heals at a rate of 1 point of damage per round.
Slow
Regeneration (Ex): Fleshbound vampires can slowly
regenerate lost limbs over the course of several days,
but cannot reattach severed limbs.
Saves:
Same as the base creature.
Abilities:
Increase from the base creature as follows: Str +6,
Dex +6, Wis +2, Cha +2. As undead creatures, fleshbound
vampires have no Constitution score.
Skills:
Fleshbound vampires receive a +8 racial bonus to Hide,
Listen, Move Silently, and Spot checks. Otherwise
same as the base creature.
Feats:
Fleshbound vampires gain Alertness, Combat Reflexes,
Improved Initiative, Improved Unarmed Strike, Lightning
Reflexes, and Toughness as bonus feats.
Environment: Any land and underground.
Organization:
Solitary, pair, gang (2-5), or troop (1-2 plus
2-5 vampire spawn).
Challenge
Rating: Same as the base creature +1.
Level Adjustment: +4.
Treasure:
Standard.
Alignment:
Any evil.
Advancement:
By character class.
Fleshbound
Vampire Weaknesses
Like
supernatural vampires, fleshbound vampires have a
number of weaknesses.
Garlic:
Fleshbound vampires can be killed by garlic. A single
clove of garlic crushed onto a weapon allows the weapon
to inflict one negative level upon a vampire in addition
to its normal damage (this is an exception to the
rule that undead are immune to negative levels); each
application has a limit of one successful strike,
in the manner of poisoned weapons. An entire vial
of garlic juice injected into or consumed by the vampire
inflicts 2d4 negative levels. If the vampire's negative
levels ever meet or exceed its actual hit dice, the
vampire is destroyed.
Sunlight:
Fleshbound vampires cannot stand sunlight. Exposing
one to sunlight for a full round causes it to take
damage equal to its maximum hit points, killing it
instantly. A vampire exposed to sunlight for less
than a full round loses half its maximum hit points.
Cover or concealment reduces the amount of damage
by the amount of cover or concealment (so being exposed
to sunlight for a full round through nine-tenths cover,
such as an arrow slit, means the vampire only loses
one-tenth of its maximum hit points).
Variant
Rule: Staking a Fleshbound Vampire's Heart
In
a more cinematic game, consider making a fleshbound
vampire's heart vulnerable to certain attacks. A wooden
stake or a silver weapon thrust into its heart can
destroy it instantly (a weapon with a metal blade
and wooden shaft, such as a spear, can be used in
this manner at a -4 penalty to hit because of the
extra force needed to push past the blade). To strike
its heart, an opponent must use a full-round action
to aim for its heart with a melee weapon (the opponent
may use a bow or crossbow if they are adjacent to
the vampire). Making a heart strike draws an attack
of opportunity from the defender and from all threatening
foes. The attacker then makes an attack roll at -4
(the penalty for using a spear or similar weapon stacks
with this penalty); if the attack succeeds, the vampire
suffers normal damage and must make a Fortitude save
(DC 10 + damage dealt) or be destroyed instantly.
The attack is not a critical hit, nor does sneak attack
damage apply.
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Content by virtue of appearing in the System Reference
Document or some other OGC source.
"Half-Medusa"
and "Fleshbound Vampire" templates ©2002
Sean K Reynolds. All rights reserved.
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