The Dragonlance Nexus

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Void Creature (template)

D&D 3e (3.0/3.5) Rules

by Ogre Bane


The plane known as the Void is stuck between the four different elemental planes and is known to be associated with negative energy. It is home to many unnatural creatures, some that are even familiar to commonly found creatures in the Material Plane. But, ultimately, these creatures have been corrupted by the very essence of the Void and turned into twisted beings in their own right.

Void creatures are naturally evil and ruthlessly violent. Where some of the standard monsters encountered on the Material Plane may be considered evil, a void-touched version of the creature is beyond comprehension. The evil radiates out of them like waves of concussive force.

Creating a Void Creature

"Void Creature" is an acquired template that can be added to any creature (hereafter referred to as the base creature) that is not already an outsider. Outsiders cannot become void creatures. The creature's type does not change, but it gains the following subtypes: extraplanar, void, and evil.

The void creature uses all the base creature's statistics and special abilities except as noted here.

Size and Type: The void creature's type does not change, but it gains the following subtypes: extraplanar, void, and evil. Size is unchanged.

Speed: The void creature's base speed is increased by 10 feet.

Armor Class: The natural armor of the base creature improves by +2. If the base creature did not have a natural armor bonus, then it gains a natural armor bonus of +2.

Special Attacks: A void creature retains all the special attacks of the base creature. It retains all spellcasting abilities. If it had the power to turn or destroy undead, it can now only rebuke or bolster undead. It also gains the following ability:

  Inflicting Touch (Sp): By channeling the natural negative energy flowing through the void creature, it can harm enemies with its mere touch. Once per day, the void creature can make a melee touch attack (at its highest bonus) to damage an enemy with negative energy (as an inflict moderate wounds spell). The damage done is 2d8 + the void creature's Hit Dice (to a maximum of 2d8+10). This damage is negative energy. If the void creature has any natural attacks, it can channel this attack through one of its natural weapons, inflicting normal damage for the attack plus the damage from the inflicting touch special attack. If the attack misses or the enemy is not harmed by negative energy, then the use is wasted for the day.

Special Qualities: A void creature retains all the special qualities of the base creature. It also gains the following abilities:

  Damage Reduction: The natural skin of a void creature is very dense and tough. It is naturally resistant to normal attacks unless they are magical. Good weapons only harm some larger void creatures.

Base Creature's Hit Dice Damage Reduction
1-10 5/magic
11-20 10/magic
21+ 10/magic and good
     Void Subtype: Void creatures are made of the same empty space that compromises the Void. Normal creatures (that is, creatures without the void subtype) cannot see them unless the void creature makes its presence known, either by an act of will (a free action) or by attacking. A void creature has total concealment (50% miss chance) unless it reveals itself. See invisibility and invisibility purge don't reveal void creatures, but true seeing does. Blindsight and blindsense don't reveal void creatures. Once it reveals itself, a void creature remains visible until it uses a free action to conceal itself again.

  Evasion: A void creature can avoid magical and unusual attacks with great agility; it has the evasion special ability. If the creature makes a successful Reflex save against an attack that normally deals half damage on a successful save, the void creature instead takes no damage. A helpless void creature does not gain the benefit of evasion. A void creature must be wearing light or no armor to benefit from evasion.

  Immunity to Energy Drain (Ex): Due to their physical makeup, energy drains of any type (level drain, temporary or permanent ability damage, etc.) cannot affect void creatures.

Abilities: Increase from the base creature as follows: Dex +2.

Environment: The Void.

Challenge Rating: Same as base creature +4.

Alignment: Always neutral evil.

Level Adjustment: Same as base creature +5.

Sample Void Creature

This large giant has molted gray skin and long arms that end in sharp claws. It lumbers towards you, dragging its arms along the ground. Its eyes are completely black, like looking into the night sky.

  Here is an example of a void creature using a troll (from the Monster Manual) as the base creature.

Void Troll

Large Giant (Evil, Extraplanar, Void)
Hit Dice: 6d8+36 (63 hp)
Initiative: +3 (Dex)
Speed: 40 ft. (8 squares)
AC: 19 (-1 size, +3 Dex, +7 natural)
Base Attack/Grapple: +4/+14
Attack: Claw +9 melee (1d6+6)
Full Attack: 2 claws +9 melee (1d6+6) and bite +4 melee (1d6+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rend 2d6+9, inflicting touch
Special Qualities: Darkvision 90 ft., low-light vision, regeneration 5, scent, DR 5/magic, Void subtype, immune to energy drain, evasion
Saves: Fort +11, Ref +5, Will +3
Abilities: Str 23, Dex 16, Con 23, Int 6, Wis 9, Cha 6
Skills: Listen +5, Spot +6
Feats: Alertness, Iron Will, Track
Environment: The Void
Organization: Solitary or gang (2-4)
Challenge Rating: 9
Treasure: Standard
Alignment: Always neutral evil
Advancement: By character class
Level Adjustment: +10

More dangerous than the standard troll, void trolls care for nothing but slaughter and devouring anything they meet. They are a bit more agile than a normal troll, but still as strong and powerful.

Combat

Void trolls have no fear of combat, often leaping into it as soon as possible. Void trolls love to use their natural ability to fade from sight to sneak up on enemies and gain a full attack on them, allowing them to better use their rend ability. They will also imbue their claw attacks with their inflicting touch special ability.

Rend (Ex): If a void troll hits with both claw attacks, it latches onto the opponent's body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage.

Regeneration (Ex): Fire and acid deal normal damage to a void troll. If a void troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

Inflicting Touch (Sp): Once per day, the void troll can make a melee touch attack (+9 bonus) to damage the enemy with negative energy (as an inflict moderate wounds spell). The damage done is 2d8+6. The void troll will often use this ability in addition to making its claw attack to deal extra damage.

Void subtype: Void trolls are made of the same empty space that comprises the Void. Normal creatures (that is, creatures without the void subtype) cannot see them unless the void troll makes its presence known, either by an act of will (a free action) or by attacking. A void troll has total concealment (50% miss chance) unless it reveals itself. See invisibility and invisibility purge don't reveal the void troll, but true seeing does. Blindsight and blindsense don't reveal the void troll. Once it reveals itself, a void troll remains visible until it uses a free action to conceal itself again.

Immunity to Energy Drain (Ex): Due to their physical makeup, energy drains of any type (level drain, temporary or permanent ability damage, etc.) cannot affect void trolls.

Inspired by "Monster Mayhem: Dwellers of the Void," Scott Brocius and Mark A. Jindra, Wizards of the Coast, 2003.
Found at http://www.wizards.com/default.asp?x=dnd/mm/20031219a

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