Northern Spawn (3.5e Template)
Northern Spawn
3e Summary::Aberrations that have spent a great deal of time in colder regions.
Aberrations with this template hale from the Northern Areas of the material plane. They have thick, pale skin and enjoy colder regions of any plane. These creatures have learned to deal with the sharp cold of the Northern Lands. Northern Spawn are hardy versions of their original races with forceful personalities which allow them to convince other cold region denizens to help them survive. These aberrations are irrational; preferring to force others to see their view point through sheer personality than through logic or rationale.
Creating a Northern Spawn
This is an acquired template. Only creatures with the ability to take aberration feats (referred to hereafter as "base creature") can acquire this template.
Size and Type
Base creature keeps original size and gains no additional types or sub-types. Do not recalculate BAB, Fortitude Saves, Reflex Saves or skill points.
- The base creature gains +2 to Will Saves against aberrations.
Hit Dice
All Hit Dice remain unchanged.
Speed
In cold environments, base creature takes +10 speed to all movement types. In hot environments, base creature takes -10 speed to all movement types and last 1d6 days after leaving hot environs. There is no change to speed in temperate environments.
Armor Class
The base creature gains no additional AC.
Attack
The base creature retains all natural weapons. If the base creature had the ability to use manufacture weapons, it retains this ability.
Full Attack
Same as base creature.
Special Attacks
All natural weapons deal an additional 1 cold damage on every successful hit. This effect is considered spell for the purposes of dampening or removing it. It can be temporarily dampened by dispel effects or altered from wild magic effects.
Special Qualities
- Cold Immunity
- Fire Vulnerability
Abilities
Northern Aberrations gain the following:
- +2 Constitution
- -2 Intelligence and Wisdom
- +6 Charisma
- +2 Dexterity
Skills
The base creature takes +4 to Survival Checks in cold environments, but takes -4 in hot environments. The creature's Intelligence Modifier + half the creature's level rounded down is added to the Knowledge (planes) skill.
Feats
Any Feats that grant fire immunity are removed. The base creature gains aberrant blood.
Environment
Northern Spawn are from the cold regions of the world. They socialize with other species and each other when necessary, but they have little need to interact any more than the base creature.
Organization
Same as base creature.
Challenge Rating
Base creature +1.
Treasure
Same as base creature.
Alignment
Any.
Advancement
By character class.