Element Magebred (3.5e Template)
3e Summary::Found on the elemental plain of electricity are electric magebreed creatures whom resemble those of the material plane except for their blue or yellow tinged skin and they normally have bigger, stronger builds. They are stronger versions of their similar electric creature cousins except stronger, faster and tougher and a built for war. Electric magebreed creatures while rare can be curious and playful at their best but unpredictable and destructive at their worst.
Creating an Electric magebreed
'Electric magebreed' is a template that can be acquired or inherited and can be applied to any creature (referred to hereafter as the base creature).
A electric magebreed 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
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.
Armor Class
The base creature gains +4 natural armor bonus
Damage
The creature gains two claw attacks if it did not already have them and the damage is as follows:
Fine 1D2
Diminutive 1D3
Tiny 1D4
Small 1D6
Medium 1D8
Large 2D6
Huge 2D8
Gargantua 4D6
Colossal 4D8
If the base creature already has a claw attack it uses the better base damage
Special Attacks
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 5 extra point of electricity damage. Its metallic weapons also conduct this electricity.
Spell-like Abilities
An electric creature has the following spell-like abilities: 3/day-shocking grasp, lesser orb of electricity; 1/day-lightning ray. Caster level equals the creature’s HD, and the save DC is Charisma-based.
Special Qualities
An electric creature retains all the special qualities of the base creature and also gains the following.
Immunity to electricity
Vulnerability to water
Bonus Languages: Joltan
Base creature also gains:
Greater Damage: The damage from all natural attacks improves by one category.
Abilities
Increase from the base creature as follows:
Gain a +2 inherent bonus to one of the following:
Dexterity/Strength/Constitution
Lose -4 on one of the following:
Charisma/Intelligence/Wisdom
Feats
Base creature gains Improved Natural Weapon damage for all its natural attacks and Improved Initiative as bonus feats
Environment
Electric Magebred creatures are native to the Paraelemental Plane of Storms, but some have been known to wander to other planes.
Organization
Same as base creature
Challenge Rating
HD 3 or less, as base creature; HD 4 to 7, as base creature +1; HD 8 or more, as base creature +2
Alignment
CN, CE or CG
Advancement
As base creature
Level Adjustment
+1
Thanks to pirate-sorcerer for the idea
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