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wippit
2006-08-25, 11:35 PM
This is what happens when you've watched Dune too much. And that Star Trek episode where people were de-evolving.

Yes, I know it's a weird idea for a template, but it's definitely unique. I don't know that I have the CR modifier right, so let me know.

Annelic Template

With the plethora of magical experiements that many a wizard apply to living creatures day in and day out, it's inevitable that some are failures. Quite a few case the creature to go through a de-evolution of sorts, whereupon traits of a species in the genetic past of the creature re-manifest. Annelic creatures are those who have manifested traits of worms.

Creating an Annelic

"Annelic" is an acquired template that can be added to any humanoid, monsterous humanoid, giant, animal, or magical beast (referred to hereafter as the base creature) that is not already a worm. An annelic creature uses all the base creature's statistics and special abilities except as noted here.

Size and Type: The creatures type changes to magical beast. Do not recalculate base attack bonus, saves, or skill points. Size increases by 1 size over the base creature, to a maximum of collosal.

Hit Dice: Change to d10

Speed: All land speed is changed to 20 ft. The annelic also gains burrow of 20 ft, and a swim of 10 ft. The ceature loses any wings it once had, and so loses all non-magical flight.

Armor Class: No change if size remains medium or smaller. Otherwise, the base creature's natural armor increases by +4 for each size greater than Medium of the resulting annelic creature. Armor class is also changed based on the creatures new size.

Attack: An annelic creature loses all attacks of the base creature. It gains a bite attack, the damage of which is reflected in the chart below, based on the new size of the creature:

Fine 1
Diminutive 1d2
Tiny 1d3
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
Gargantuan 2d8
Colossal 4d6

Special attacks: An annelic creature retains any exceptional or supernatural attacks related to the base creature's natural attacks, if any. Exceptional attacks which require more than one limb (such as rend) are lost, as are any attack which require conscious thought (such as spell-like abilities) It also gains the following:

Improved Grab (Ex): To use this ability, an annelic creature must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to swallow the foe the following round.

Swallow Whole (Ex): An annelic creature can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes the eqivalent the to base bite damage+12 points of crushing damage plus 8 points of acid damage per round from the annelic’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 17). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

Special Qualities: An annelic creature retains any special qualities which are automatic (such as damage reduction or fast healing), but loses any special qualities which require conscious thought (such as spell-like abilities). In addition, an annelic creature gains Tremorsense 60 ft.

Abilities: Change from the base creature as follows: Str +2, Con +4, Dex -2, Wis -2, Cha -2. Abilities also change based on the new creature size. All annelic creatures have an Int of 1.

Skills: An annelic has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Envirionment: Changes to underground

Organization: Solitary

Treasure: Changes to: No coins, 50% goods (stone only), no items

Alignment: Changes to Always neutral

CR: Same as base creature +4

Example:

Annelic Troll
Huge Magical Beast
Hit Dice: 6d10+60 (93 hp)
Speed: 20 ft, burrow 20 ft, swim 10 ft
Armor Class: 23 (-2 size, +2 Dex, +13 natural)
Base Attack/Grapple: +3/+22
Attack: Bite (2d6+11)
Full Attack: Bite (2d6+11)
Space/Reach: 15 ft / 15 ft
Special attacks: Improved grab, swallow
Special qualities: Darkvision 90 ft, low-light vision, regeneration 5, scent, tremorsense 60 ft
Saves: Fort +15, Ref +2, Will +2
Abilities: Str 33, Dex 10, Con 31, Int 1, Wis 7, Cha 4
Skills: Listen +4, Spot +5, Swim +19
Feats: Alertness, Iron Will, Track
Environment: Underground
Challenge Rating: 9

Regeneration (Ex): Fire and acid deal normal damage to an annelic troll. If it loses a portion of itself, it will regrow in 3d6 minutes.

Improved Grab (Ex): To use this ability, the annelic troll must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to swallow the foe the following round.

Swallow Whole (Ex): An annelic troll can try to swallow a grabbed opponent of size large or smaller by making a successful grapple check. Once inside, the opponent takes 2d6+12 points of crushing damage plus 8 points of acid damage per round from the annelic’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 17). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

asromta
2006-08-26, 11:31 AM
I don't know if it is stricktly necesary, but I would make a note that the increase in size triggers the change in other things, according to Table 4-2 in the MMI.