The Dragonlance Nexus

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Monsters from Wild Elves, Part 1

D&D 3e (3.0/3.5) Rules

by daperdepa


Curotai (template)

The curotai are the magical mutation of the Kalanesti elves who have been unfortunately enough of being trapped by the vicious Jiathuli, so called Handmaiden of Takhisis. By means of a profane ritual only known to her that involves a magical stone called Willstone, originally given as a gift to the Kalanesti by Habbakuk, the demigoddess is able to augment the bodies and retort the minds of her captives, creating three-torsoed, six-armed giants disposed towards evil and servitude. It is unknown how the Spider Queen was able to obtain the Willstone, or what is the purpose behind the creation of the curotais, but rumors whispered from tribe to tribe speak of a magical place where many Kalanesti fled looking for freedom only to find a different kind of slavery at the hands of dark elves and Jiathuli.

Curotai Characters

Curotai are always chaotic evil, which causes characters of certain alignment to lose some class abilities, as noted in Chapter 3 of the Player's Handbook. In addition, certain classes are affected in other ways.

  • Clerics: Curotai clerics lose access to spellcasting and supernatural abilities, including their ability to turn undead. Being only a demigoddess, Jiathuli cannot grant spells, much to her fury.
  • Druids and Rangers: Curotai druids and rangers lose access to spellcasting and supernatural abilities and their animal companions as well. Curotai rangers may change one of their favored enemies to humanoid (elf).
  • Wizards and Sorcerers: Curotai wizards and sorcerers retain their class abilities, but lose their familiars. Wizards of High Sorcery will suffer the consequences of changing alignments as described in Chapter Two of the DRAGONLANCE Campaign Setting.

Creating a Curotai

"Curotai" is an acquired template that can be added to a Kalanesti elf (referred hereafter as the "base creature"). A curotai uses all the base creature's statistics and special abilities except as noted here.

Size and Type: The creature's size changes to Large and its type changes to monstrous humanoid. Do not recalculate base attack bonus, saves or skill points.

Armor Class: The base creature's natural armor bonus increases by +4 (size increase already included).

Attack: A curotai always employs three to six melee weapons.

Full Attack: A curotai makes use of its Multiweapon Fighting feat, but the number of attacks varies depending of its use of the Parry special defense.

Special Qualities: A curotai retains all of the special qualities of the base creature and gains those described below.

  • Immunity to Charms (Su): A curotai is completely protected from any spell with the Charm descriptor by its connection with the Willstone.
  • Parry (Ex): A curotai may use two, four or its six arms just for defense as a standard action. Every pair of arms employed in this way grants a +4 dodge bonus to AC (that does not stack with fighting defensively or full defense actions) and does not interfere with the other arms' actions. That is, a curotai could use one pair of arms for a +4 AC bonus and attack normally with the other two pairs, use two pairs for a +8 bonus and attack normally with the remaining pair, or use all its arms for a +12 bonus and no attacks.
  • Reversion (Su): A dead curotai reverts to its original Kalanesti form within a minute of dying. Its body can be then employed to resuscitate him as an elf under the usual rules.

Abilities: Strength +8, Dexterity +2, Constitution +4 (size increase already included)

Feats: A curotai retains of all the base creature's feats and gains Alertness, Multiweapon Fighting and Two-Weapon Defense as racial feats.

Environment: Underground

Organization: Solitary, guard (2-4) or squad (5-12)

Challenge Rating: Same as the base creature +2

Alignment: Always chaotic evil

Level Adjustment: +3

Ice Vampire (template)

An ice vampire is a truly sad and terrific vision. Not true vampires, they are the remains of Kalanesti women who have drowned themselves in grief. They may take two forms: a female Kalanesti surrounded by mist, or a pool of cool water 30' ft. radius. Ice vampires feed off the warmth of living creatures, preferring humans, elves, and other intelligent warm-blooded creatures.

Ice Vampire Characters

Ice vampires are always neutral evil, which causes characters of certain alignments to lose some class abilities, as noted in Chapter 3 of the Player's Handbook. In addition, certain classes are affected in other ways.

  • Clerics: Ice vampire clerics become clerics of Chemosh. They select two domains from the following to replace those they had previously: Death, Evil, or Trickery. Wichtlin clerics lose their ability to turn undead, instead gaining the ability to rebuke undead.
  • Druids and Rangers: Ice vampire druids and rangers lose access to spellcasting and supernatural abilities, but retain their animal companions. These companions acquire the cold element creature template (Towers of High Sorcery, page 40), their type changing to elemental (cold). Ice vampire rangers may change one of their favored enemies to humanoid (elf).
  • Wizards and Sorcerers: Ice vampire wizards and sorcerers retain their class abilities. Wizard and sorcerer familiars acquire the cold element creature template (Towers of High Sorcery, page 40), their type changing to elemental (cold), but the special attacks of their master may be delivered by the familiar if the master's caster level at least 3rd. Wizards of High Sorcery will suffer the consequences of changing alignments as described in Chapter Two of the DRAGONLANCE Campaign Setting.

Creating an Ice Vampire

"Ice vampire" is an acquired template that can be added to a female Kalanesti elf (referred hereafter as the "base creature"). An ice vampire uses all the base creature's statistics and special abilities except as noted here.

Size and Type: The creature's type changes to Undead (cold). Size does not change. Do not recalculate base attack bonus, saves or skill points.

Hit Dice: Increase all current and future Hit Dice to d12s.

Speed: Same as the base creature, but the ice vampire gains a Swim speed of 50 feet.

Armor Class: The base creature's natural armor bonus increases by +8

Attack: An ice vampire has a touch attack which it can use once per round. If the base creature can use weapons, the ice vampire retains this ability but may only use one-handed weapons. A creature with natural weapons retains those natural weapons. An ice vampire fighting without weapons uses either its touch attack or its primary natural weapon (if it has any). An ice vampire armed with a weapon uses its touch or a weapon, as it desires.

Full Attack: An ice vampire fighting without weapons uses either its touch attack (see above) or its primary natural weapon (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack along with a touch as a natural secondary attack, provided it has a way to make that attack either a free hand or a free hand or a natural weapon that it can use as a secondary attack).

Damage: An ice vampire without natural weapons has a touch attack that uses cold to deal 2d4 points of damage to living creatures. A wichtlin with natural weapons can use its touch attack or its natural weaponry, as it prefers. If it chooses the latter, it deals 2d4 points of extra damage on one natural weapon attack.

Special Attacks: An ice vampire retains all the base creature's special attacks and gains those described below. Save DCs are equal to 10 + ½ ice vampire's HD + ice vampire's Cha modifier unless otherwise noted.

  • Warmth Drain (Su): Any elf or half-elf a wichtlin hits with its touch attack loses 1 point of Strength damage. For every point drained the ice vampire gains 5 temporary hit points, which are added to its total and will fade away in 24 hours. This is a cold effect.
  • Spell-Like Abilities: 1/day—cone of cold, ice storm, wall of ice. Caster level 7.

Special Qualities: An ice vampire retains all the special qualities of the base creature and gains those described below.

  • Damage Reduction (Su): An ice vampire has damage reduction 10/silver and magic. An ice vampire's natural weapons are treated as magical weapons for the purposes of overcoming damage reduction.
  • Turn Resistance (Su): An ice vampire has turn resistance +2.
  • Fast Healing 5 (Ex): An ice vampire regains 5 hit points every round it's above 1 hp whenever it finds submersed unless partially in water.
  • Alternate Form (Su): An ice vampire can transform itself into a pool of cool water as a standard action.
  • Lure (Sp): If in its pool form and under a waterfall, an ice vampire continually generates a Lure effect in a 240' radius; the effect enthralls one creature, including those usually immune or partially resistant to charms like elves, and draw him to immerse into the water, losing 2d4 hp and possibly 1 point of Strength as if he were being affected by the Warmth Drain attack. A Will save to resist the Lure effect can be rolled with a DC equal to 13 + 1/2 ice vampire's HD + ice vampire's Cha modifier (this includes the bonus from the ice vampire's Ability Focus feat).

Abilities: Strength -2, Dexterity +8, Charisma +8, Wisdom +6, Intelligence –4. As an undead creature, an ice vampire has no Constitution score.

Feats: An ice vampire retains of all the base creature's feats and gains Ability Focus (lure), Alertness, Dodge, and Improved Initiative as racial feats.

Skills: Ice vampires have a +4 bonus to Bluff, Hide, Listen, Move Silently, Spot and Swim checks. Otherwise same as the base creature. An ice vampire can always choose to take 10 when swimming.

Environment: Temperate and warm forest.

Challenge Rating: Same as the base creature +2.

Alignment: Always neutral evil.

Level Adjustment: Same as the base creature +7.

Weapon, Living (creature)

You walk down the corridor of the ancient tower, surrounded by the armor and weapons of old warriors long time dead. Suddenly, several swords abandon their panoplies and attack you viciously, as if animated by an evil soul of their own.

Weapon, Living CR 6
Always CE Medium Construct (undead)
Init
+4; Senses darkvision 60 ft., tremorsense 60 ft.; Listen +6, Spot +6
Languages Understands Common
AC 21, touch 11, flat-footed 20 (+1 Dex, +10 natural)
hp 60 (6 HD); DR 10/magic
Fort +2, Ref +3, Will +3
Spd fly 50 ft. (good)
Melee +11 (as weapon +8; includes Strength, feats, and magic)
Space 5 ft.; Reach 5 ft.
Base Atk +4; Grp +9
Atk Options Combat Reflexes, Fly-by Attack, Hover, Weapon Focus (weapon), Weapon Specialization (weapon)
Abilities Str 20, Dex 13, Con ---, Int 6, Wis 12, Cha 10
Feats Alertness(B), Combat Reflexes(B), Fly-by Attack(B), Hover, Weapon Focus, Weapon Specialization
Skills Hide +1 (+11 in panoply), Listen +6, Spot +6
SQ construct traits, magic immunity, turn resistance +4
Environment Any land and underground
Organization Solitary or weaponry (2-12)
Treasure none
Advancement 7-10 HD (Large)
Level Adjustment

Living weapons are the ultimate guardians, fearless, ever vigilant sentinels created by dark wizards by imbuing a magic weapon (sample creature is a +1 weapon) with an evil undead spirit, devoted only to the bloodshed of their creators' enemies. Cunning and vicious, their favourite tactic is to lie still among other normal weapons until an enemy comes close enough for a surprise attack. Once they have chosen a target, they fight to the very end.

Magic immunity: Living weapons are immune to any spell that allows spell resistance.

Turn Resistance (Su): A living weapon undead host may be turned as an undead creature, but its vessel grants it turn resistance +4.

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