Fused essence (3.5e template)

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Fused Essence[edit]

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Fusion of two or more singular essenced beings

The creature is unusual in its form and possibly its type.

Sample Fused Essence (Based on a Small water elemental, Small air elemental, Gelatinous cube, and Shadow)

Gelatinous Storm Shadow
Size/Type: Huge Elemental(Water, Air, Extraplanar)/Ooze
Hit Dice: 11d12 + 99 (164 hp)
Initiative: +1
Speed: 20 ft. (4 squares), swim 90 ft (18 squares), Fly 100 ft. (perfect) (20 squares)
Armor Class: 16(-2 size, +9 natural, -2 dex, +1 deflection), touch 7, flat-footed 16
Base Attack/Grapple: +4/+14
Attack: Slam +5 melee (1d6+3 plus 1d6 acid)
Full Attack: Slam +5 melee (1d6+3 plus 1d6 acid)
Space/Reach: 15 ft./10 ft.
Special Attacks: Acid, engulf, paralysis, Create spawn, strength damage, Water mastery, drench, vortex, Air mastery, whirlwind
Special Qualities: Blindsight 60 ft.,Darkvision 60 ft., immunity to electricity,ooze/incorporeal/elemental mix traits (See description below)
Saves: Fort +17, Ref -1, Will +0
Abilities: Str 14, Dex 7, Con 28, Int 8, Wis 4, Cha 4
Skills: Hide +8*, Listen +11, Search +10, Spot +13
Feats: Alertness, Power Attack, Flyby Attack, Improved Initiative
Environment: Any
Organization: Solitary or Clan (1-2 with 5-10 Shadows under command)
Challenge Rating: 8
Treasure: 1/10th coins, 50% goods (no nonmetal or nonstone), 50% items (no nonmetal or nonstone)
Alignment: Usually neutral
Advancement: 12-19 HD Huge; 20-31 HD Gargantuan
Level Adjustment: +7


Gelatinous Storm Shadows are roughly humanoid in shape and stands roughly 15 feet tall. The 'skin' appears to be some sort of semi-transparent semi-solid material. There are some solids spots around areas that are presumed to be the reproductive organs and they have a sort of natural undergarment. Usually it is seen with basic clothing on. A few inches inside the skin is a swirling energy of excited water particles, giving it an electrical interior. About where the heart of the humanoid would be is a dark spot, appearing to be some kind of core to the creature. Its eyes are visible spots the same color as the apparent heart. Its 'hair' is actually what appears to be storm clouds that retains the general shape of hair. The exact shape is to the will of the storm shadow's decision. Males tend to have a more squared torso, and the females more curved bodies.

Combat[edit]

The Storm Shadow prefers to not fight if it can, and if in a clan will demand the shadows attack first. However, if it does have to fight, it has a rather effective arsenal to its disposal. Then again, it was once 4 different creatures with varying talents and abilities. It will use whatever natural attacks it has to its disposal despite its ability to wield weapons. It also will turn an enemy into a servant if given the opportunity.

ooze/incorporeal/elemental mix traits: 12 sided racial HD, Base attack bonus equal to 3/4 total Hit Dice (as cleric), good Fort and Ref save throws, Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die, deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus), Darkvision and Blindsight (blindsight applies when darkvision is ineffective), not subject to flanking, proficient with natural weapons, does not need to sleep, can be raised as humanoid or as elemental. Despite its body and soul being one and the same, a condensed core of essence remains behind upon death that can be used to raise the creature from its death.

Acid (Ex): The acidic skin does not harm metal or stone.

Engulf (Ex): It can simply mow down a creature of its size category or smaller as a standard action. It cannot make a slam attack during a round in which it engulfs. It merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against it, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 13 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as it moves forward. Engulfed creatures are subject to the its paralysis and acid, and are considered to be grappled and trapped within its body. The save DC is Strength-based and includes a +1 racial bonus.

Paralysis (Ex): A target hit by its melee or engulf attack must succeed on a DC 20 Fortitude save or be paralyzed for 3d6 rounds. It can automatically engulf a paralyzed opponent. The save DC is Constitution-based.

Strength Damage (Su): The touch of it deals 1d6 points of Strength damage to a living foe. A creature reduced to Strength 0 by it dies. This is a negative energy effect.

Create Spawn (Su): Any humanoid reduced to Strength 0 by it becomes a shadow under the control of its killer within 1d4 rounds.

Water Mastery (Ex): It gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water.

It can be a serious threat to a ship that crosses its path. It can easily overturn small craft (5 feet of length per Hit Die of the creature) and stop larger vessels (10 feet long per HD). Even large ships (20 feet long per HD) can be slowed to half speed.

Drench (Ex): Its touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals its HD).

Vortex (Su): It can transform itself into a whirlpool once every 10 minutes, provided it is underwater or touching water, and remain in that form for up to 1 round for every 2 HD it has. In vortex form, it can move through the water or along the bottom at its swim speed. The vortex is 5 feet wide at the base, up to 30 feet wide at the top, and 15 feet or more tall, depending on its size and if it is also creating a whirlwind above water (in which case it is reduced by 10 feet). It controls the exact height, but it must be at least 15 feet (or 5 feet in conjunction with a whirlwind).

its movement while in vortex form does not provoke attacks of opportunity, even if it enters the space another creature occupies. Another creature might be caught in the vortex if it touches or enters the vortex, or if it moves into or through the creature’s space.

Creatures one or more size categories smaller than it might take damage when caught in the vortex (see the table found on Small Water Elemental) and may be swept up by it. An affected creature must succeed on a Reflex save when it comes into contact with the vortex or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. An affected creature is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The DC for saves against the vortex’s effects varies with its size. The save DC is Strength-based.

Creatures trapped in the vortex cannot move except to go where it carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must make a Concentration check (DC 10 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. It can have only as many creatures trapped inside the vortex at one time as will fit inside the vortex’s volume.

It can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be.

If the vortex’s base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on it and has a diameter equal to half the vortex’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.

Those caught in the cloud must make a Concentration check (DC 15 + spell level) to cast a spell.

In vortex form, it cannot make slam attacks and does not threaten the area around it.

Air Mastery (Ex):' Airborne creatures take a –1 penalty on attack and damage rolls against this creature.

Whirlwind (Su): It can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, it can move through the air or along a surface at its fly speed. If it touches water, it can use both this and the Vortex feature mentioned above together, but using the Vortex's movement statistics instead, effectively treating it as partially submerged.

The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall, depending on its size. It controls the exact height, but it must be at least 15 feet. If the base touches water, the cylinder can be 30 feet wide at the base and top and it must be at least 10 feet tall (45 feet tall at maximum)

Its movement while in whirlwind form does not provoke attacks of opportunity, even if it enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if it moves into or through the creature’s space.

Creatures one or more size categories smaller than it might take damage when caught in the whirlwind and may be lifted into the air (see Small Air Elemental's Whirlwind for details). An affected creature must succeed on a Reflex save when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The DC for saves against the whirlwind’s effects (see the table mentioned in Small Air Elemental). The save DC is Strength based.

Creatures trapped in the whirlwind cannot move except to go where it carries them or to escape the whirlwind.

Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. It can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind’s volume.

It can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be.

If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on it and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.

Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.

While it is in whirlwind form, it cannot make slam attacks and does not threaten the area around it.

Skills: +2 racial bonus on Listen and Spot checks,a +4 racial bonus on Search checks. *Gains a -4 racial bonus on Hide checks in areas of shadowy illumination. In brightly lit areas, it takes a +4 penalty on Hide checks, a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.


Creating a Fused Essence[edit]

This is an inherited template for creatures with the Ooze type, Elemental type, or Incorporeal subtype (referred to hereafter as the base creature) which this template can be applied to. The template is gained when the essence of an Elemental type or Incorporeal subtype attempts to fuse with the base creature, or an ooze attempts fuse with the base creature (In the case of an ooze/ooze pair, use Fused ooze template instead). If both creatures are willing, the fusion is a success. This can also occur with more than 2 creatures, in which case, all creatures must be willing and the template is applied as many times as there are creatures besides the base creature (Same exception applies with the ooze/ooze/ooze/... scenario, following that template's rules).

For example: 2 elementals, 1 ooze, and 1 incorporeal creature all attempt to fuse together into one powerful creature. All creatures are willing due to their desperation. The base creature chosen is the ooze since it can withstand the elementals fusing into it due to its natural tolerance to the element of the elementals, and the ghost can occupy the same space as the ooze due to its incorporeal qualities.

Size and Type[edit]

Use better size (unless both are the same size, in which case, increase size by one step). If an incorporeal creature is part of the fusion and the base creature does not have the incorporeal subtype, this subtype is lost.

In the event it is an incorporeal creature fusing with a same sized elemental or ooze, the size increase is a result of a conversion of ectoplasm to mass (similar in composition to the elemental/ooze)

Hit Dice[edit]

Recalculate HD of xdy (x being the combined x part of die between two creatures, and y being the better die size). Class HD does not change. Racial HD changes to better value. Calculate base saves (without ability modifiers) from the base creature and other creature, combine saves, reapply new ability modifiers after recalculation.

Speed[edit]

Use better speed values for each movement mode. If speed values match, add 10' to that value instead.

Armor Class[edit]

Add natural armor, Deflection, and any other bonuses (except dexterity) to AC, recalculate dexterity bonus after ability scores have been recalculated.

Attack[edit]

The base creature's attack statistics are used in determining the use of manufactured weapons (Except for incorporal attacks, which said attacks are lost). All natural attacks between the base creature and second creature. If any of the natural attacks are the same, use better value. If the values are the same, either increase the HD by one step (Max d12), add +2 to damage, or improve ability modifier by 1/2 more (EG: Str Mod*1-1/2 becomes Str Mod*2). If different modifiers are added to the same attack, but the base HD is the same, use both modifiers (EG: 1d4 + str mod from one, 1d4 + dex mod from another, results in 1d4 + str mod + dex mod).

Full Attack[edit]

See Attack

Special Attacks[edit]

All special attacks between base creature and other creature(s) are combined. If two creatures share the same special attack, improve special quality by +2 in some way.

Special Qualities[edit]

Aside from most of the Incorporeal subtype qualities being lost and possibly the mindless quality of an ooze being lost, all qualities between/among creatures are combined.

Abilities[edit]

Add ability modifiers from other creature to base creature's ability scores (Min +1). If an ability is a nonability, take other creature's ability score and use as ability score.

Skills[edit]

Combine racial skill modifiers

Feats[edit]

Combine all feats. Unless there is no intelligence score, in which case all feats are removed.

Environment[edit]

As creatures involved in fusion.

Organization[edit]

Varies from case to case. Usually an Elemental's Organization description if an elemental is involved.

Challenge Rating[edit]

+CRs of other creature(s)

Treasure[edit]

Use best treasure statistics with the adjustment of the CR

Alignment[edit]

Varies

Advancement[edit]

By HD or character class

Level Adjustment[edit]

See CR


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