Half-Cathnakari (3.5e Template)

Description

The race of outsiders known as Cathnakari are capable of breeding with most things. Whilst the other party often does not survive the process the vast majority of Cathnakari are female, indeed males only arise from this form of crossbreeding. All Half-Cathnakari born this way are female and most are destroyed at birth. Male Half-Cathanakri are a more worrying sign, indicating that a male Cathnakari is present. Only the Felmios house routinely alows such creatures to live. More recently the other houses have started to see them as creatures that can be used as covert (and expendable) agents on the material plane.

3e Summary::Half-Cathnakari are relatively easy to spot from their pointed ears and short fur. They are extremely agile and cunning, possessing a few of the Cathnakari's shadow manipulation powers. They tend towards arcane magic like their ancestors.

Half-Cathnakari speak Cathnakar and the native tongues of their other parent.

Sample Half-Cathnakari

This is one of the more common cross breedings, aside from enslaved humanoids. It uses a Djinni as the base creature.

Half-Cathnakari Djinni

Half-Cathnakari Djinni
Size/Type: Large Outsider (Air, Native)
Hit Dice: 7d8+14 (45 hp)
Initiative: + 13
Speed: 30ft or fly 70ft (perfect)
Armor Class: 22 (-1 size, +9 dex, +3 Nat, +1 Def), touch 19, flat-footed 13
Base Attack/Grapple: +7/+15
Attack: Slam +10 melee (d8+4) or claw +10 melee (d8+4)
Full Attack: 2 Slams +10 melee (d8+4) and 2 claw +10 melee (d8+4)
Space/Reach: 10ft/10ft
Special Attacks: Air Mastery, Shadow shift, Spell like abilites, Whirlwind
Special Qualities: Darkvision 60ft, Immunity to acid, Plane shift, resistance to cold and fire 5, Spell resistance 25, Telepathy 100ft.
Saves: Fort +7, Ref +14, Will +8
Abilities: Str 18, Dex 29, Con 14, Int 14, Wis 17, Cha 15
Skills: Apprase +12, Concentration +12, Craft (any one) +12, Diplomacy +4, Escape artist +14, Knowladge (any one) +12, Listen +13, Move silently +14, Sence motive +13, Spellcraft +13, Spot +13, Use rope +4 (+6 with bindings)
Feats: Combat casting, Combat reflexes, Dodge, Improved initiativeB
Environment: Elmental plane of air or shadow plane
Organization: Solitary, Company (2-4) or Band (6-15)
Challenge Rating: 8
Treasure: Standard
Alignment: Usually Evil
Advancement: 8-10 HD (Large), 11-21 (Huge)
Level Adjustment:
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More information...

Combat

Shadow shift (Su): Once per day a Half-Cathnakari can use an ability identical to the blink spell except travel is between the material and shadow planes. As such force effects and ghost touch weapons gain no special bonus. In addition the Half-Cathnakari is bathed in shadow granting a 20% miss chance due to concealment. Duration 1 round per effective caster level, effective caster level=hd.

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

Spell-Like Abilities: At will—invisibility (self only); 1/day— create food and water, create wine (as create water, but wine instead), major creation (created vegetable matter is permanent), persistent image (DC 17), wind walk. Once per day, a djinni can assume gaseous form (as the spell) for up to 1 hour. Caster level 20th. The save DCs are Charisma-based.

Whirlwind (Su): A djinni can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 7 rounds. In this form, it can move through the air or along a surface at its fly speed.

The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top and up to 50 feet tall. The djinni controls the exact height, but it must be at least 10 feet.

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

Creatures one or more size categories smaller than the djinni might take damage when caught in the whirlwind and be lifted into the air. An affected creature must succeed on a DC 20 Reflex save when it comes into contact with the whirlwind or take 3d6 points of damage. It must also succeed on a second DC 20 Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking 1d8 points of damage each round. A creature with a fly speed is allowed a DC 20 Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The save DC is Strength-based and includes a +3 racial adjustment.

Creatures trapped in the whirlwind cannot move except to go where the djinni carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must make 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. The djinni can have only as many trapped inside a whirlwind at one time as will fit inside the whirlwind’s volume.

The djinni 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 the djinni 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.

A djinni in whirlwind form cannot make melee attacks and does not threaten the area around it.

Creating A Half-Cathnakari

“Half-Cathnakari” is an inherited template that can be added to any living creature creature (referred to hereafter as the base creature) that reproduces sexually.

A Half-Cathnakari has all the base creature’s statistics and special abilities except as noted here.

Size and Type: The creature’s type changes to Outsider (Native). Do not recalculate base attack bonus or saves. It is also not considered extra-planar on the plane of shadow.

Speed: Gains a +10 ft racial bonus on all natural speeds.

AC: A Half-Cathnakari has a +1 deflection bonus to AC.

Attacks: Same as the base creature and gains two claw attacks as primary attacks based on size.

Fine 1
Diminutive1d2
Tiny1d3
Small1d4
Medium1d6
Large1d8
Huge2d6
Gargantuan3d6
Colossal4d6

Special Attacks:

Gain the following.

Shadow shift (Su): Once per day a Half-Cathnakari can use an ability identical to the blink spell except travel is between the material and shadow planes. As such, force effects and ghost touch weapons gain no special bonus. In addition, the Half-Cathnakari is bathed in shadow granting a 20% miss chance due to concealment. Duration 1 round per effective caster level, effective caster level=hd.

Special Qualities: A Half-Cathnakari retains all the base creature’s special qualities and gains those described below.

Energy Resistance (Ex): The Half-Cathnakari gains cold resistance 5, acid resistance 5, and fire resistance 5.

Spell resistance (Su): A half-Cathnakari has Spell resistance equal to 15 + HD.

Abilities: Increase from the base creature as follows Dex +10 and Wis +4.

Skills: Skill points for racial levels increase to 8+int mod, class levels unaffected.

Climate/Terrain: As the base creature or Plane of shadows.

Organization: As the base creature.

Challenge Rating: Same as the base creature +3.

Treasure: Standard

Alignment: Usually evil.

Advancement: By character class.

Level Adjustment: --



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