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View Full Version : The "Enviromental" Farspawn [3.5 Mini-templates]



PersonMan
2013-04-17, 02:00 PM
Most being from the Far Realm are inimical to life on the Material Plane - for many, our world is as poisonous to them as theirs is to us. Some, however, adapt to their environment. A creature with one of these as a distant ancestor, or simply one that has been exposed to the reality-warping energies of the Far Realm in just the right way, often has an affinity for one or more of these elements, manifesting as unusual abilities and physical changes. These changes are always more subtle than the "normal" signs of Far Realm influence, but often hint at an elemental nature, often leading to confusion when such beings are mistaken for elemental-like creatures.

These are "mini-templates" that add a few things to whatever you apply it to.
Because of this, they have the same "+0 or +1" note as the Dark template - something that gains significantly from the addition of the template could get a +1 CR, but adding Waterspawn to an aquatic monster, for example, won't bring as much benefit.

Creating an environmental farspawn

The environmental farspawn templates are acquired templates that can be added to any creature with Aberrant feats or the Half-Farspawn template, hereafter referred to as the “base creature”. An environmental farspawn uses all the base creature's statistics and special abilities except as noted here.

If the base creature has the Half-Farspawn template, do not change the type when applying these templates.



Earthspawn

Posessing an affinity for earth, the earthspawn often have smooth, shiny skin with hair-thin lines running through it, as if they were made of plates of gem-like stone. They stick to stone easily, resisting gravity to stay connected with their element. Earthspawn often have brown body hair and eyes, but some bear stranger colors.

Size and Type: Type changes to Aberration. Do not recalculate base attack bonus, hit points, saves, or skill points. Size is unchanged.
Speed: The base creature gains a climb and burrow speed equal to their base land speed. An earthspawn can burrow through solid rock, but only at 1/3 of its normal speed. An earthspawn can choose whether or not to leave a usable tunnel behind it when it burrows.
Armor Class: The base creature's natural armor increases by +2.
Special Qualities: An earthspawn retains all the special qualities of the base creature and gains those described below.
Damage Reduction equal to 1 + ½ the base creature's Hit Dice, bypassed by adamantine.
Earth Attraction (Ex): An earthspawn can climb surfaces of stone as if under the effects of a Spider Climb spell.
Earth Healing (Ex): As long as an earthspawn is covered in dirt or stone, it heals 1 point of damage per minute.
Resistance to acid 5
Abilities: Increase from the base creature as follows: Con +2.
Challenge Rating: +0 or +1
Level Adjustment: +1


Icespawn

In the coldest regions of the world, icespawn glide through the ice as if it were water, their pale forms glimmering as if covered by a thin layer of water. Despite their inherent fortitude, icespawn often have stretched, almost emaciated forms.

Size and Type: Type changes to Aberration. Do not recalculate base attack bonus, hit points, saves, or skill points. Size is unchanged.
Special Qualities: An icespawn retains all the special qualities of the base creature and gains those described below.
Immunity to cold.
Ice Glide (Ex): An icespawn can glide through solid ice as easy as a fish through water. See Earth Glide for a further description. A Move Earth spell does not affect a gliding icespawn.
Ice Healing (Ex): As long as an icespawn is covered in ice or snow, it heals 1 point of damage per minute.
Abilities: Increase from the base creature as follows: Con +2.
Skills: An icespawn gains a +4 racial bonus to Survival checks made in an arctic environment.
Challenge Rating: +0 or +1
Level Adjustment: +1


Slimespawn

Generally born from the farspawn that adapted to magic-altered terrain, slimespawn are covered in a flesh-eating acid that slowly burns anything touching them. Concentrated around certain points, it all but drips from the slimespawn's natural arsenal, whether it be tentacle, claw, tooth or something more strange.

Size and Type: Type changes to Aberration. Do not recalculate base attack bonus, hit points, saves, or skill points. Size is unchanged.
Special Attacks: A slimespawn retains all the special attacks of the base creature and gains those described below.
A slimespawn's natural weapons deal an additional 1d4 + the slimespawn's Constitution modifier points of acid damage.
Special Qualities: A slimespawn retains all the special qualities of the base creature and gains those described below.
Immune to acid.
Slimy Coating (Ex): A slimespawn's skin is covered by a thin layer of acidic slime. This does not threaten those merely briefly touching or striking the slimespawn, but longer contact (such as during a grapple) causes the creature touching the slimespawn to take 1d4 + the slimespawn's Constitution modifier points of acid damage per round of contact. Objects are immune to this damage.
Skills: Due to its slimy coating, a slimespawn gains a +2 bonus to Escape Artist checks.
Challenge Rating: +0 or +1
Level Adjustment: +1


Waterspawn

The waterspawn are often as thin as their icespawn cousins, but generally of darker coloration - some are even blue. They do not bear fins or gills, but have bizarre internal organs that fulfill the same roles in ways a mystery to all but the more learned in Far Realm biology.

Size and Type: Type changes to Aberration. Do not recalculate base attack bonus, hit points, saves, or skill points. Size is unchanged.
Speed: The base creature gains a swim speed equal to their base land speed.
Special Qualities: A waterspawn retains all the special qualities of the base creature and gains those described below.
A waterspawn gains the Aquatic subtype.
Amphibious: A waterspawn can breathe air and water with equal ease.
Resistance to cold 5.
Water Healing: As long as a waterspawn is immersed in water, it heals 1 point of damage per minute.
Abilities: Increase from the base creature as follows: Dex +2.
Skills: A waterspawn gains a +8 racial bonus to Swim checks and can take 10 on any Swim check, even when distracted or threatened. A waterspawn can use the run action while swimming, provided it moves in a straight line.
Challenge Rating: +0 or +1
Level Adjustment: +1