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Homebrew Design Roll up your sleeves and get working: there's lots of homebrewin' to be done! Post your custom creation for critiques or review those of your peers.

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Old 06-17-2012, 07:17 AM   Top  -  End  -  #1
Milo v3
Troll in the Playground
 
 
Join Date: Aug 2010
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Australia
Gender: Male
Default Husks of Life [3.5e Template]

Husks are corpses reanimated through Positive Energy manipulated by Necromasters and priests. There flesh is warped and cancerous in addition to the rot prior to its reanimation. Despite this deformation, Husk do not decay further because of the positive energy within themselves.

Because of their utter lack of intelligence, the instructions given to a newly created husk must be very simple.

Creating a Husk
“Husks” is an acquired template that can be added to any corporeal creature (other than an Deathless) that has a skeletal system (referred to hereafter as the base creature).

Size and Type: The creature’s type changes to Deathless. It retains any subtypes except alignment subtypes and subtypes that indicate kind. It does not gain the augmented subtype. It uses all the base creature’s statistics and special abilities except as noted here.

Hit Dice: Drop any Hit Dice from class levels (to a minimum of 1), double the number of Hit Dice left, and raise them to d12s. If the base creature has more than 10 Hit Dice (not counting those gained with experience), it can’t be made into a husk with the Animate Deathless spell.

Speed: If the base creature can fly, its maneuverability rating drops to clumsy.

Armor Class: Natural armor bonus increases by a number based on the husk’s size:
Tiny or smaller+0
Small+1
Medium+2
Large+3
Huge+4
Gargantuan+7
Colossal+11

Base Attack: A husk has a base attack bonus equal to 1/2 its Hit Dice.

Attacks: A husk retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. A husk also gains a slam attack.

Damage: Natural and manufactured weapons deal damage normally. A slam attack deals damage depending on the husk’s size. (Use the base creature’s slam damage if it’s better.)

Fine1
Diminutive1d2
Tiny1d3
Small1d4
Medium1d6
Large1d8
Huge2d6
Gargantuan2d8
Colossal4d6

Special Attacks: A husk retains none of the base creature’s special attacks.

Special Qualities: A husk loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A husk gains the following special quality.

Damage Reduction 5/Slashing (Ex): Husks are lumbering masses of flesh.

Single Actions Only (Ex): Husks have poor reflexes and can perform only a single move action or attack action each round. A husk can move up to its speed and attack in the same round, but only if it attempts a charge.

Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2.

Abilities: A husk’s Strength increases by +2, its Dexterity decreases by 2, it has no Consitution or Intelligence score, its Wisdom changes to 10, and its Charisma changes to 1.

Skills: A husk has no skills.

Feats: A husk loses all feats of the base creature and gains Toughness.

Environment: Any land and underground.

Organization: Any.

Challenge Rating: Depends on Hit Dice, as follows:
Hit DiceChallenge Rating
1/21/8
11/4
2-31/2
4-51
6-72
8–103
12–144
15–165
18–206

Treasure: None.

Alignment: Always neutral.

Advancement: As base creature, but double Hit Dice (maximum 20), or — if the base creature advances by character class.

Level Adjustment: —.
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I once had a DM shoot down my wizard with an octopus familiar idea when I pointed out the ink loophole and declared my intention to escape bad situations by holding my pet above my head and shouting "BEHOLD, THE OCTOPUS!" before disappearing in a cloud of chemical darkness.
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