Monday, June 06, 2005

Been messing with templates

I've produced several templated critters for my new D&D campaign, but the monster below I made strictly as an homage to the old Legend of Zelda nintendo game. The rest of my new beasties will be published after my PCs encounter them.


(a.k.a. Half-(red) Dragon Unicorn)
Large Dragon
Hit Dice: 4d12+24 (52 hp)
Initiative: +3
Speed: 60 ft. (12 squares), fly 120 ft. (24 squares), average maneuverability
Armor Class: 22 (–1 size, +3 Dex, +10 natural), touch 12, flat-footed 19
Base Attack/Grapple: +4/+13
Attack: Claw +12 melee (1d6+9)
Full Attack: 2 Claws +12 melee (1d6+9 each) and 1 Bite +7 melee (1d8+9)
Space/Reach: 10 ft./5 ft.
Special Attacks: Breath Weapon
Special Qualities: Darkvision 60 ft., magic circle against evil, spell-like abilities, immunity to poison, charm, paralysis, sleep, and compulsion, low-light vision, scent, wild empathy, immunity to fire
Saves: Fort +10, Ref +7, Will +6
Abilities: Str 28, Dex 17, Con 23, Int 12, Wis 21, Cha 26
Skills: Bluff +5, Jump +30, Listen +11, Move Silently +9, Spot +11, Survival +8*
Feats: Alertness, Skill Focus (Survival)
Environment: Temperate forests or warm mountains
Organization: Solitary, pair, or grace (3–6)
Challenge Rating: 5
Treasure: None
Alignment: Always chaotic evil
Advancement: 5–8 HD (Large)
Level Adjustment: +7 (cohort)

Aquamenti speak Draconic, Sylvan, and Common.

Magic Circle against Law (Su): This ability continuously duplicates the effect of the spell. An aquamentus cannot suppress this ability.
Spell-Like Abilities: Aquamenti can use detect law at will as a free action.
Once per day it can use greater teleport to move anywhere within its home. It cannot teleport beyond the boundaries of its native forest or mountain chain nor back from outside.
An aquamentus can use cure light wounds three times per day and cure moderate wounds once per day (caster level 5th) by touching a wounded creature with its horn. Once per day it can use neutralize poison (DC 22, caster level 8th) with a touch of its horn. The save DC is Charisma-based.
Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that an aquamentus has a +6 racial bonus on the check.
Breath Weapon (Ex): 30-foot cone of fire. Reflex save vs. DC 15 for half. Useable once per day.
Skills: Aquamenti have a +4 racial bonus on Move Silently checks. *Aquamenti have a +3 competence bonus on Survival checks within the boundaries of their forest.


  1. So, where are my anarchist bombs?

  2. I'll see what I can do, but don't be surprised if I send at least one Dodongo after you -before- you acquire bombs.

  3. From Monte Cook's Ptolus campaign:

    Powder Bomb, cost 150 gp, Light weapon, 2d6 damage in a 5' radius, range increment 10'