Extraterrestrial (3.5e Template)

From D&D Wiki

Jump to: navigation, search


This individual is definitely not of this world, with strangely tinted skin, unusual eyes, and a different build from his race. The fact that he's using odd technology seals the deal.

Extraterrestrials are beings that remarkably resemble creatures found on our planet, with differences as varied as the planets they call home. Extraterrestrials appear on Oerth for a variety of reasons, whether it is for Research, Trade, or in a worst-case scenario, Invasion.

Creating an Extraterrestrial[edit]

Extraterrestrial is an inherited template that can be applied to any Humanoid, Monstrous Humanoid, or Giant with an intelligence score of 10 or more, hereafter referred to as the "Base Creature".

Size and Type[edit]

Type changes to Outsider (Extra-Terrain). Do not recalculate Base Attack Bonus, Base Saves, or Hit Dice.

Hit Dice[edit]

Same as Base Creature


An Extraterrestrial's speed increases by five feet. Extraterrestrial creatures in Power Armor also have a fly speed of 40 feet (Average).

Armor Class[edit]

Extraterrestrial creatures usually have an energy shield that provides them with a +4 deflection bonus to armor class. Energy shield generators have AC 15, Hardness 8 and 20 hp. An extraterrestrial creature may activate or deactivate this shield as a standard action that does not provoke an attack of opportunity.

One in five Extraterrestrial creatures will also have a suit of Power Armor that provides an additional +6 bonus to AC and allows them to breathe in airless environments for 30 minutes before it must return. They can also fly with the above-given speed for about three minutes before the suit's fuel-tanks need refilling. Power Armor has an Armor check penalty of -5 and an arcane spell failure chance of 30%. Power Armor weighs about 100 pounds. Because the suit moves with the wearer, the armor's weight is not detrimental to an Extraterrestrial.


Extraterrestrial creatures gain three of the following natural weapons, chosen from the list below:

Two Arm-blades: Treat these as claws of two size categories larger (See page 296 of the Monster Manual for details)

Two Slams: (See page 296 of the Monster Manual for details)

Bite: (See page 296 of the Monster Manual for details)

Four Tentacle-legs: (See page 296 of the Monster Manual for details)

Tail Slap: (See page 296 of the Monster Manual for details)

Two Talons: Treat these as claw attacks of one size category larger (See page 296 of the Monster Manual for details)

The base creature may attack with one of these weapons as a standard action.

Full Attack[edit]

In a full attack, an Extraterrestrial Creature may attack with all selected natural weapons if its base attack bonus is high enough.

Special Attacks[edit]

Supernatural Abilities (Su): choose two of the following powers listed below:

Mind Wipe: An Extraterrestrial with this ability can attempt to erase up to 24 hours of memory from a target with a successful touch attack. A potentially affected creature must make a successful will save (DC= 10 + Extraterrestrial's HD + 1/2 Wisdom or Charisma modifier)

Change Shape: An Extraterrestrial with this ability can transform into any humanoid, monstrous humanoid, or giant within one size category of itself. It does not gain any supernatural or spell-like abilities of the new form, and it cannot transform into any of these creatures with more hit dice than it has.

Confusing Gaze: Confused for 1d10 rounds, 30 feet, Will Negates (DC 10 + HD + 1/2 Wisdom Modifier)

Positive Energy Touch: With a successful touch attack, an Extraterrestrial with this ability deals 1d10 points of damage to an undead creature. If it touches a living creature, it heals that same amount.

Self-Destruct (Ex): When reduced to -10 HP, an Extraterrestrial's Shield Generator explodes, dealing 1d12 points of Typeless Damage to all creatures in a 10-foot radius. A successful Reflex save (DC 10 + E.T's HD) negates this damage. If the Extraterrestrial is wearing Power Armor, the damage increases to 2d10. Regardless, the Extraterrestrial's body and any gear it is carrying are destroyed in the blast.

Pulse-Wave Blast (Ex): An Extraterrestrial creature in Power Armor may use this in place of its full attack. All creatures within a 10 foot radius of the Extraterrestrial take 1d12 points of bludgeoning damage.

Special Qualities[edit]

Weapon Familiarity (Ex): An Extraterrestrial treats all Futuristic Weapons (See the Dungeon Master's Guide for more information) as Martial Weapons rather than exotic weapons. Science based weapons: They can have weapons such as a laser beam that can heat objects faster or an absorber which can endeavor or capture organisms on a small gun like object.


Add the Elite Ability Score array (see Savage Species) to an Extraterrestrial without Power Armor. For an Extraterrestrial wearing Power Armor, add an additional +2 bonus to strength and +1 Constitution.


Outer Space, The Moon, or Any Land.


As Base Creature

Challenge Rating[edit]

As Base Creature +3 (normal) or +6 (Power Armor)






By Character Class

Level Adjustment[edit]


Back to Main Page3.5e HomebrewCreaturesTemplates

Home of user-generated,
homebrew pages!