Tiberian (3.5e Template)

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Tiberian creatures have been infused with a mutating crystalline source of energy. In most circumstances, this causes the creature to become faster, stronger, consumed by pain and hunger, and mindlessly brutal.

Creating a Tiberian Creature[edit]

“Tiberian” is an acquired template that can be added to any living corporeal creature that has a skeletal system (referred to hereafter as the base creature). "Tiberian zombies" may also occur.

Size and Type: The creature’s type does not change. It retains any subtypes. It does gain the augmented subtype. It uses all the base creature’s statistics and special abilities except as noted here.

Hit Dice: Drop any Hit Dice from class levels (to a minimum of 1), double the number of Hit Dice left, and raise them to d12s. If the resulting creature has more than 10 Hit Dice, cap at 20.

Speed: The creature's speed is increased by one third for all movement modes. If the base creature can fly, its maneuverability rating drops to clumsy.

Armor Class: Natural armor bonus increases by a number based on the final creature’s size:

Tiny or smaller +0
Small +1
Medium +2
Large +3
Huge +4
Gargantuan +7
Colossal +11

Base Attack: A tiberian mutant has a base attack bonus equal to 1/2 its Hit Dice.

Attacks: A tiberian mutant retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. A tiberian mutant also gains a shard attack.

Damage: Natural and manufactured weapons deal damage normally.

Special Attacks: A tiberian mutant retains all of the base creature’s special attacks that do not require psychic or magical ability to operate.

Special Qualities: A tiberian mutant loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A zombie gains the following special quality.

Damage Reduction 5/Slashing (Ex): Tiberian mutants are lumbering masses of flesh.

Single Actions Only (Ex): Tiberian mutants have poor reflexes and can perform only a single move action or attack action each round. A zombie can move up to its speed and attack in the same round, but only if it attempts a charge.

Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2.

Abilities: A tiberian mutant’s Strength increases by +2, its Dexterity decreases by 2, it has no Consitution or Intelligence score, its Wisdom changes to 10, and its Charisma changes to 1.

Skills: A tiberian mutant has no skills.

Feats: A tiberian mutant loses all feats of the base creature and gains Toughness.

Environment: Any land and underground.

Organization: Any.

Challenge Rating: Depends on Hit Dice, as follows:

Hit Dice Challenge Rating
1/2 1/8
1 1/4
2 1/2
4 1
6 2
8–10 3
12–14 4
15–16 5
18–20 6

Treasure: None.

Alignment: Always neutral evil.

Advancement: As base creature, but double Hit Dice (maximum 20), or — if the base creature advances by character class.

Level Adjustment: —.


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