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View Full Version : If speed is the essence of war, these are WMDs [3.5 Monster Template, PEACH]



strawberryman
2011-01-11, 09:14 PM
...Yep. Not much pretext to this.

Haste-Warped
While magical experimentation with monsters is common, and commonly ends with beasts hardly recognizable as anything once belonging to nature in the spellwarped, some experiments are actually successful in their purpose. The purpose of creating Haste-warped creatures was to test the very boundaries of speed. It was an enormous success. So much so that these creatures easily escaped back into the world, unable to be caught by anyone...

Haste-warped is an inherited template that can be applied to any corporeal creature (referred to hereafter as the base creature).

Size and Type
Size is unchanged. Animals become Magical Beasts with the augmented subtype. Type is otherwise unchanged.

Hit Dice
Hit die is unchanged.

Initiative
A haste-warped creature gains a +12 bonus to initiative. This includes a +4 bonus from this template, +4 from the Improved Initiative feat granted by this template, and the +4 from Dexterity granted by this template.

Speed
All the creature's speeds gain a 30 foot enhancement bonus to speed because of their permanent Haste effect.

Armor Class
A haste-warped creature gains a +1 dodge bonus to armor class because of their permanent Haste effect.

Attack
A haste-warped creature gains a +1 bonus to attack rolls because of their permanent Haste effect. When it makes a full attack, it may make an additional attack with each of their different natural weapons. A haste-warped creature with a manufactured weapon may make an additional attack at their full base attack bonus when making a full attack.

Damage
A haste-warped creature's damage does not change.

Special Attack
A haste-warped creature retains all special attacks of the base creature, and gains the following special attack:

Speed Drain (Su)
A creature struck by a haste-warped creature's natural weapons must make a Fortitude save (DC 10 + 1/2 the haste-warped creature's HD + the haste-warped creature's Wisdom modifier) or be afflicted with a Slow effect (caster level equal to the haste-warped creature's hit die). In addition, the haste-warped creature gains a haste effect (same caster level, see details below).

Special Qualities
A haste-warped creature retains all special qualities of the base creature, and gains the following special qualities:

Blinding Haste (Ex)
A haste-warped creature is under the effect of a constant haste effect. In addition, it may gain additional benefits from additional haste effects granted to it: it gains an additional +10' to speed, +1 to attack, and additional +1 dodge bonus to AC and Reflex saves. Slow dispels all additional applications of Haste upon a haste-warped creature, and suppresses its haste quality for 1 round. A slow spell cast upon a haste-warped creature with no additional haste effects suppresses its haste quality for 1d6 rounds. Additional slow affects do not effect a haste-warped creature.

Faster than the Eye (Ex)
To creatures without a haste effect, a haste-warped creature seems to jump from place to place instead of moving normally. This is not teleportation, but is the haste-warped creature merely moving faster than eyesight. They do not provoke attacks of opportunity for movement from creatures who are not being affected by haste, or a similar effect.

Faster than Time (Ex)
A haste-warped creature may act normally when a creature within 100 feet casts the time stop spell, or manifests the temporal acceleration power. They can attack the caster/manifester as if they were still acting in normal time; however, they cannot affect other creatures, just as the caster/manifester cannot.

Fast Aging (Ex)
A haste-warped creature's constant speed ages them much faster than other creatures. A haste-warped creature ages 3 effectual years for every 2 they live in "normal time".

Saves
A haste-warped creature gains a +1 dodge bonus to Reflex saves because of their permanent Haste effect, an additional +4 to Reflex saves from increased Dexterity, and +1 to Will saves from increased Wisdom.

Abilities
Dex +8, Wis +2.

Skills
A haste-warped creature gains a +12 bonus to Jump checks on account of the greater speed granted by their permanent Haste effect.

Feats
A haste-warped creature gains Improved Initiative as a bonus feat.

Environment
Same as the base creature.

Organization
Same as the base creature.

Challenge Rating
+4

Treasure
As normal.

Alignment
As the base creature.

Advancement
As the base creature.

Level Adjustment
+5

flabort
2011-01-11, 10:13 PM
I'm going to try an example critter for you, if you don't mind.
Haste Warped Dire Porcupine hedgehog (http://www.giantitp.com/forums/showpost.php?p=5861044&postcount=534)
Large Magical Beast (Augmented Animal)
Hit Dice: 8d8+40 (76 hp)
Initiative: +13
Speed: 60 ft (12 squares), Climbe 60 ft
Armor Class: 23 (-1 size, +5 dex, +8 natural, +1 dodge), touch 10, flat-footed 17
Base attack/Grapple: +6/+17
Attack: Quill Slam +13 melee (1d4+7)
Full Attack: 2 Quill Slams +13 melee (1d4+7)
Space/Reach: 10 ft./5 ft.
Special Attacks: Quill Slam, Speed Drain
Special Qualities: Low light Vision, Quill Defense, Blinding Haste, Faster than the Eye, Faster than Time, Fast aging
Saves: Fort +10, Reflex +12, Will +4
Abilities: str 24, dex 21, con 18, int 2, wis 14, cha 8
Skills: climb +16, listen +6, spot +6, jump +12
Feats: Alertness, Endurance, Toughness, Improved initiative (B)
Environment: Warm or temperate Desert, Forest, hills and plains
Orginization: solitary
Challenge rating: 8
Treasure: none
Alignment: Always neutral
Advancement: 9-16 (large)
Level Adjustment:--

Quill Defense (Ex): Anyone striking the Porcupine Speed-warped Hedgehog with an unarmed strike, a natural weapon, or (god forbid you're this stupid) grappling one becomes impaled on it's quills taking piercing damage equal to 1d6 plus the attackers Strength bonus. For each point of damage taken, 1 quill is embedded in the opponent. If the opponent is using melee weapons that don't have Reach he must make a DC 18 Reflex Save to avoid the quills (Save DC is Constitution based). Any round the character spends doing something strenuous (climbing, swimming, running, fighting, etc) they work their way in further causing the opponent to take a -2 penalty to all rolls until 1d6 rounds after he stops doing strenuous activity. If he spends more than 5 rounds performing strenuous activity he takes 1d6 damage. Quills can be removed several ways. They can be yanked out, doing 1 point of damage per quill. Or they can be removed by a DC 15 Healing check per quill to remove them without doing damage. If the quills aren't removed within a day, infection may set in and they must daily make Fortitude checks to avoid contacting the Red Ache (See DMG page 292). Damage done by the PorcupineHedgehog's Quill Slam embeds 1 quill per point of damage as well.

Speed Drain (Su)
A creature struck by a haste-warped Dire Hedgehog's natural weapons must make a Fortitude save (DC 20, wisdom based) or be afflicted with a Slow effect (caster level 8). In addition, the haste-warped creature gains a haste effect (same caster level, see details below).

Blinding Haste (Ex)
A haste-warped creature is under the effect of a constant haste effect. In addition, it may gain additional benefits from additional haste effects granted to it: it gains an additional +10' to speed, +1 to attack, and additional +1 dodge bonus to AC and Reflex saves. Slow dispels all additional applications of Haste upon a haste-warped creature, and suppresses its haste quality for 1 round. A slow spell cast upon a haste-warped creature with no additional haste effects suppresses its haste quality for 1d6 rounds. Additional slow affects do not effect a haste-warped creature.

Faster than the Eye (Ex)
To creatures without a haste effect, a haste-warped creature seems to jump from place to place instead of moving normally. This is not teleportation, but is the haste-warped creature merely moving faster than eyesight. They do not provoke attacks of opportunity for movement from creatures who are not being affected by haste, or a similar effect.

Faster than Time (Ex)
A haste-warped creature may act normally when a creature within 100 feet casts the time stop spell, or manifests the temporal acceleration power. They can attack the caster/manifester as if they were still acting in normal time; however, they cannot affect other creatures, just as the caster/manifester cannot.

Fast Aging (Ex)
A haste-warped creature's constant speed ages them much faster than other creatures. A haste-warped creature ages 3 effectual years for every 2 they live in "normal time".

Also,you forgot to specify that reflex saves also gain +4 from increased dex, and will +1 from increased wis (I changed it in sample critter, though), But otherwise it seems pretty error free. Good work!