Verminking (3.5e Template)

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Verminkings are larger, smarter members of an ordinarily unitelligent race of vermin or animals. They are far more intelligent than their fellows and can control them mentally.

Verminkings are born in the same way normal members of their kind are. They can be of any alignment, but tend toward chaotic neutral, and even evil Verminkings empathise deeply with their followers. Invariably, they decide that the nonvermin denizens of wherever they happen to live are oppressing their fellow vermin, and lead the rest of the creatures in crusades, in an attempt at justice or revenge. While capable of realising that it is special, a Verminking cannot be convinced of his followers lack of intelligence, and often gives them orders they are incapable of.

Verminking Rat
Size/Type: small Magical beast
Hit Dice: 3d8 (12 hp)
Initiative: +2
Speed: 20 ft.
Armor Class: 15, touch 13, flat-footed 12
Base Attack/Grapple: +2/-6
Attack: Small Rapier +4 (1d4 18-20)
Full Attack: Small Rapier +4 (1d4 18-20)
Space/Reach: 5ft/5ft/5ft
Special Attacks:
Special Qualities: Control Lessers
Saves: Fort , Ref , Will
Abilities: Str 10, Dex 15, Con 10, Int 10, Wis 12, Cha 6
Skills: Balance+12 Climb+14 Hide+18 Move Silently+14 Swim+12
Feats: Stealthy, Weapon Finnesse, Weapon Focus:Rapier
Environment: Any
Organization: Solitary, Pack (1+1-9 rats), or Plague (1+10-100 rats)
Challenge Rating: 1
Treasure: none
Alignment: CN
Advancement: -
Level Adjustment: -


Creating a Verminking[edit]

This is an inherited template and does not bestow the augmented subtype. This template can be applied to any animal or vermin with an intelligence score of 1, 2, 0, or -.

Size and Type[edit]

Size increases by one category. See p. 291 of the Monster Manuel for ability and damage changes. It's type becomes magical beast, though no change in hit dice statistics occur.

Hit Dice[edit]

Fractional hit dice become full hit dice. If the creature has 1 hit die, it gains 2 more. If it has 2 to 4, it's hit dice double. If it has 5 or more, add 1 hit die.

Speed[edit]

Land speed increases by 5 ft, swim speed (if already had) increases by 10 ft, and fly speed (if already had) does not change but agility in flight increases by one step.

Armor Class[edit]

+2 natural armor, stacks with previous.

Attack[edit]

Creature retains natural weapons and gains the ability to use manufactured weapons

Full Attack[edit]

If armed, a Verminking uses its manufactured weapon as its primary attack. Otherwise, it fights as the base creature does.

Special Attacks[edit]

none

Special Qualities[edit]

Control Lessers (Su): A Verminking can control any creature the same as his base creature. The DM may choose to allow other, similar creatures to be controlled as well. There is no limit to the amount of creatures contolled, and there is no save allowed against control, unless the creature is a familiar or trained in which the dc is equal to 10+1/2 the the new hit dice count+the new charisma modifier.

Abilities[edit]

+4 Str +2 Dex +8 Int (creatures with no intelligence score count as having a score of 0 for this) +2 Wis +4 Cha

Skills[edit]

As base creature, but account for new hit die

Feats[edit]

As base creature, but account for new hit die

Environment[edit]

Same as base creature, but they may construct fortifications like buildings or walls. If the base creature normally makes a den or burrow, this one has one that is larger and more complicated.

Organization[edit]

More than one Verminkings appearing in one place is unheard of. A single Verminking gathers as many of its lessers as possible, then begins to make raids, thefts, or simple murder-sprees in humanoid settlements.

Challenge Rating[edit]

+1

Treasure[edit]

If the base creature typically likes shiny things, none, aside from a weapon, usually mundane.

Alignment[edit]

Any, but often chaotic nuetral

Advancement[edit]

By character class

Level Adjustment[edit]

not fit for player characters



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