Monsters from Wild Elves, Part 1
D&D 3e (3.0/3.5) Rules
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 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.
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.
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.
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.
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.
Special Qualities: An ice vampire retains all the special qualities of the base creature and gains those described below.
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
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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