Monday, January 3, 2011

General Rules: Monsters - Terran Creature (Template)

Terran Creature (from the Manual of the Planes)

Terran creatures dwell in the Elemental Plane of Earth. They appear as shambling hulks with the same general form as similar material beings, but are made entirely of stone, earth, and soil. Their eyes are multifaceted crystals.

"Terran" is a template that can be added to any corporeal aberration, animal, dragon, fæy, giant, humanoid, magical beast, monstrous humanoid, plant, or vermin. The creature's type changes to "elemental (earth)". Terran creatures encountered in the Three Worlds have the "extraplanar" subtype. It uses all the base creature's statistics and special abilities except as noted here.

Hit Dice: Change to d8.

Speed: A terran creature gains burrow at the base creature's normal speed or 20 feet, whichever is less, in addition to the normal speed for the base creature.

Armor Class: Natural armor increases by +3.

Attacks: Same as the base creature.

Damage: Same as the base creature.

Special Attacks: A terran creature retains all the special abilities of the base creature and also gains the following ones:
  • Earth Mastery (Ex): A terran creature gains a +1 bonus on attack and damage rolls if both it and its doe touch the ground. If an opponent is airborne or waterborne, the terran creature suffers a -4 penalty on attack and damage rolls.
  • Burrow (Ex): A terran creature can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish moves through water, in a manner similar to a xorn's.
Hit DiceDamage Reduction
1 - 7
8 - 11
Special Qualities: A terran creature retains all the special qualities of the base creature, and also gains the following ones:
  • Elemental: Immune to poison, sleep, paralysis, and stunning, Not subject to critical hits.
  • Darkvision with a range of 60 feet.
  • Damage reduction (see table to the right).
  • Tremorsense (Ex): The terran creature can automatically sense the location of anything within 60 feet that is in contact with the ground.
If the base creature already has one or more of these special qualities, use the better value. If a terran creature gains damage reduction, its natural weapons are treated as +1 weapons for the purpose of overcoming damage reduction.

Saves: Same as the base creature.
Abilities: Change from the base creature as follows: Strength +2, Dexterity -2.
Skills: Same as the base creature. If the terran creature has an Intelligence of 4 or greater, it speaks Terran.
Feats: Same as the base creature.
Climate/Terrain: Any land and underground.
Organization: Same as the base creature.
Challenge Rating: Variable (see below):

Hit DiceCR
Up to 3
Same as base creature
3 to 7
Base creature +1
Base creature +2

Treasure: Same as the base creature.
Alignment: Usually neutral.
Advancement: Same as the base creature.
Level Adjustment: Same as base creature +2.

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