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Ferret Hedgehog Magraravich Spawn Tiefling |
Magraravich Spawn | ||
Template | ||
Type | Changes to Outsider | |
Hit Dice | +2 HP / HD. | |
Speed | Can fly at normal movement and maneuverability is perfect. | |
AC | Natural armor increases by 1/3 of the creature's HD. | |
Attacks | The spawn retains all the attacks of the base creature. | |
Damage | The spawn retains the damage values of the base creature. | |
Special Attacks | A Magraravich Spawn gains special abilities as the DM sees fit. A full explanation will later be posted when the party has access to this information. Until then, just make something up. Assume that the damage is typeless or unholy (since they have both types!). Damage dice from attacks should not exceed more than 2x the creature's HD (this does NOT mean that all attacks have this high amount of damage!) | |
Special Qualities | A Magraravich Spawn loses the special qualities of the base creature and gains the following: • Darkvision 120 feet • (su) Regen 10 HP/round • (su) Resist energy=HD. This applies to fire, cold, electricity, acid, sonic, and force. • (su) DR 10/+3 • (su) SR = 11 + HD • (sp) Cast Darkness 1/day • (su) Auto-Dispel: The Spawn can attempt to dispel one non-instantaneous magical or psionic effect on itself as a free action each round. Use rules for Dispel Magic with the following exceptions: Caster Level = ½ HD +1/round spent attempting to dispel a specific effect. Any non-instaneous effect, at the DM's discretion, can be dispelled even if not subject to Dispel Magic. There is no outward sign that the Spawn is doing this. | |
Saves | Modify the base creature as follows: Fortitude+2, Reflex +2, Willpower+2. | |
Abilities | Modify the base creature as follows: Str +2, Dex +2, Con +2, Int +2, Wis +2, Cha +2. | |
Skills | Same as base creature. | |
Feats | Same as base creature. | |
Climate/Terrain | Any | |
Organization | Solitary (1) | |
Challenge Rating | Up to 10 HD: as base creature +1. 11-20 HD: as base creature +2. 21+ HD: as base creature +3. | |
Treasure | Good Stuff! | |
Alignment | Always Lawful evil | |
Advancement | Same as the base creature |
Tiefling | ||
Template | ||
Type | Changes to Native Outsider | |
Hit Dice | same as base creature | |
Speed | Same as base creature | |
AC | Same as base creature | |
Attacks | Same as base creature | |
Damage | Same as base creature | |
Special Attacks | Same as base creature | |
Special Qualities | The tiefling retains all special qualities of the base creature and gains the following: • Darkvision 60 feet • Infernal as a free bonus language • (ex) Fire and Cold Resistance (5 point each). • (sp) Cast Darkness 1/day as a sorcerer = to the character level of the tiefling | |
Saves | The tiefling gains a +2 racial bonus to saves vs. poison. | |
Abilities | Modify the base creature as follows: +2 to two stats, -2 to one stat. The person writing up the tiefling chooses which stats are altered in this fashion. When combined with the Spawn template, this results in a net +4 to two stats, +0 to one, and +2 to the rest. | |
Skills | Same as base creature. | |
Feats | Same as base creature. | |
Climate/Terrain | Any | |
Organization | Solitary (1) | |
Challenge Rating | +0 | |
Treasure | Same as base creature | |
Alignment | Usually Lawful evil | |
Advancement | Same as the base creature |
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