Electric Creature (3.5e Template)

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Electric Creature[edit]

Electric creatures are creatures that are found on the elemental plane of electricity, although they resemble beings found on other planes. Electric creatures tend to be more yellowish or bluish in color. They are also quicker & more intelligent than creatures found in other planes.

Electric Nekomusume[edit]

Electric Nekomusume, 1st level warrior

Size/Type: Medium Humanoid (Feline, Electricity, Extraplaner)
Hit Dice: 1d8 (4 hp)
Initiative: +3
Speed: 35 feet (7 squares)
Armor Class: 18 (+4 dex, +3 studded leather, +1 buckler), touch 14, flat-footed 14
Base Attack/Grapple: +1/+2
Attack: Rapier+5 melee (1d6/18-20 plus 1 electricity) or light battle-musket+5 ranged (1d10/ ×3)
Full Attack: Rapier+5 melee (1d6/18-20 plus 1 electricity) or light battle-musket+5 ranged (1d10/×3) or claw +1 melee (1d3/×2 plus 1 electricity)
Space/Reach: 5 ft/5 ft
Special Attacks: Static, spell-like abilities, pounce
Special Qualities: Low-light vision, immunity to electricity
Saves: Fort +2, Ref +3, Will -1
Abilities: Str 11, Dex 19, Con 10, Int 12, Wis 9, Cha 8
Skills: Balance +2, Climb +6, Hide +4, Jump +11, Move Silently +3
Feats: Weapon Finnesse (Rapier)
Environment: The elemental plane of thunder
Organization: Squad (2-4), company (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or band (30-100 plus 20% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Any
Advancement: By character class
Level Adjustment: +1
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You see a medium-sized humanoid. It appears human, but has large cat-like ears, cat-like eyes, & a cat tail. The humanoid's skin is a light shade of yellow and its hair & tail & ear fur is blue with yellow tabby stripes.

Electric nekomusume are nekomusume that inhabit the elemental plane of electricity. They are, on average, just under 5 feet tall & weigh 90 pounds. Their skin & fur/hair usually comes in shades of either yellow or blue.

Combat:[edit]

Since electric nekomusume are very quick, but generally frail, they usually stay out of melee combat if they can, shooting at their enemies from a distance. If they go into melee combat, electric nekomusume use weapons that are finesseable.

Static (Ex): An electric creature's body is flowing with intense amounts of electricity, so its unarmed attacks & natural weapons deal 1 extra point of electricity damage. Its metallic weapons also conduct this electricity. This damage increases to 1d6 at 5 HD, 2d6 at 10 HD and 3d6 at 15 HD. The electric creature can engage and suppress the ability at will as a free action. Static can also be added to any of an electric creatures super natural spell like electrical abilities.

Spell-like Abilites: 3/day-shocking grasp, lesser orb of electricity; 1/day-lightning ray . Caster level equals the creature’s HD, and the save DC is 10 plus 1/2 the creatures HD with Charisma modifier.

Pounce: If a Nekomusume charges a foe, it can make a full attack.

The electric nekomusume warrior presented here had the following ability scores before racial adjustments: Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 8.

Creating an Electric Creature[edit]

“Electric” is an inherited or acquired template that can be applied to any creature (referred to hereafter as the base creature).

A electric creature uses all the base creature’s statistics and abilities except as noted here. Do not recalculate the creature’s Hit Dice, base attack bonus, saves, or skill points if its type changes.

Size and Type[edit]

Animals or vermin with this template become magical beasts, but otherwise the creature type is unchanged. Size is unchanged. Electric creatures gain the electricity subtype. Electric creatures encountered outside the elemental plane of electricity also have the extraplanar subtype.

Speed[edit]

An electric creature gains a +5 racial bonus to all movement speeds

Special Attacks[edit]

An electric creature retains all the special attacks of the base creature, plus gains the following special attack:

Static (Ex): An electric creature's body is flowing with intense amounts of electricity, so its unarmed attacks & natural weapons deal 1 extra point of electricity damage. Its metallic weapons also conduct this electricity. This damage increases to 1d6 at 5 HD, 2d6 at 10 HD and 3d6 at 15 HD. The electric creature can engage and suppress the ability at will as a free action. Static can also be added to any of an electric creatures super natural spell like electrical abilities.

Spell-like Abilities[edit]

An electric creature has the following spell-like abilities: 3/day-shocking grasp (SU), lesser orb of electricity (SU); 1/day-lightning ray (SU). Caster level equals the creature’s HD, and the save DC is 10 plus 1/2 the creatures HD with Charisma modifier.

Special Qualities[edit]

An electric creature retains all the special qualities of the base creature and also gains the following.

  • Immunity to electricity
  • Bonus Languages: Joltan

Abilities[edit]

Increase from the base creature as follows: Dexterity +4, Intelligence +2.

Skills[edit]

Due to there lightning fast reflexes, electric creatures can a +5 on Jump Checks.

Environment[edit]

The elemental plane of thunder.

Organization[edit]

As base creature.

Challenge Rating[edit]

HD 3 or less, as base creature; HD 4 to 7, as base creature +1; HD 8 or more, as base creature +2.

Advancement[edit]

As base creature

Level Adjustment[edit]

Same as the base creature +1.



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