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There are many races in the many worlds of DnD, here is an easier way to create them...
CREATING A HUMANOID 'Humanoid' can be added to any type of creature except "humanoid" or "monstrous humanoid". The creatures type changes to 'monstrous humanoid'. It use's all of the base creatures statistics and special abilities except as noted here. Size: The creature increases or decreases it's size to one step closer to medium-size. If it is already medium-sized then it stays medium-sized. Change the creatures size accordingly. Fine-Diminutive Diminutive-Tiny Tiny-Small Small-Medium size Large-Medium size Huge-Large Gargantuan-Huge Colossal-Gargantuan Hit Dice: Increased to d8 unless higher. Speed: Increased to 30 ft. unless higher. Keep's all of it fly, swim, etc speeds if any. AC: The base creatures AC can be increased by the usage of armor or shields. For example a Humanoid Howler has an AC of 17. However because it is humanoid, it wears for example studded leather +3 and holds a small shield +1. Thus it's AC increases to 21. Otherwise a creatures AC is unaffected apart from it changes size (see below) and any bonuses or penaltys due to size are to be added or taken away. Attacks: The base creature can now hold weapons, as well as keeping any natural attacks it may have. For example a Humanoid Bulette has a natural bite +12 melee and 2 claw attacks +7 melee. However it decides to carry a morningstar giving it a new attack of morningstar +4 melee and does whatever damage a morningstar delivers from a large creature. Otherwise a creatures AC is unaffected apart from it changes size (see below) and any bonuses or penaltys due to size are to be added or taken away. E.g. a large creature deals more damage with a weapon that a medium-size creature does, so it's morningstar deals 2d8+2 damage rather than 1d8+1 damage. Damage: See 'Attacks' Special Attacks: The base creature retains all of it's special attacks. Note if it had more than 4 limbs then these mannifest themselves as extra arms. Thus a Humanoid Ethereal Filcher would have 4 arms. Special Qualities: The base creatures retains all of it's special qualities. Saves: Increased from the base creature as follows: Fort +0, Ref +0*, Will +0*. *The reflex or willsave increases to +0 if any lower. For example a Humanoid Ochre Jelly reflex and will saves are -3, however because it is humanoid and intelligent now they now have it as +0. Thus saves are +0 unless the base creatures is higher. Abilities: The base creature retains all of it's abilities apart from the following changes. If the creature hasn't got an abilitie due to undead, primitive or artificial natures they increase this to 9. For example an Allip has no Str or Con score, but because of it's humanoid nature it now has Str 9 and Con 9. This feature works with any missing abilitie. Also if your creature has an Int score but it is to low for a humanoid creature (0 to 8), increase it to 9 as explained above. Skills: The base creature retains all of it's skill ranks. Feats: The base creature retains all of it's feats. __________________________________________________ Climate/Terrain: Same as base creature. Organization: Solitary, gang (2-4), band (11-20 plus a 2nd level Leader) or tribe (30-80 plus 50% non-combatants, 3 2nd level leaders and 1 5th level Lord) Challenge Rating: Same as base creature +1 Treasure: Increased to Standard unless better. Alignment: Same as base creature Advancement: By character class unless it already had it.
Languages: Unless the base creature already has a language, you may give them their own or another beings languages with which they begin with. This is really up to the DM. For example a Humanoid Stirge may it's own language 'Stirge'. Alternatively it can have another language such as common. It gains a language for every Int score starting from nine. Thus a creature with an Int score may have 3 languages if desired. It must have at least one language.
Here is an example of humanoid creature.
Humanoid Displacer Beast Medium-sized Monstrous Humanoid Hit Dice: 6d10+18 (51 hp) Iniative: +2 (Dex) Speed: 40 ft. AC: 18 (+2 Dex, +5 natural, +2 leather) Attacks: 2 tentacles +9 melee, Bite +4 melee, Longsword +1 melee Damage: Tentacle 1d6+4, Bite 1d8+2, Longsword 1d8 Face/Reach: 5 ft. by 5 ft./5 ft. (15 ft. with tentacles) Special Qualities: Displacement, resistance to ranged attacks Saves: Fort +8, Ref +7, Will +3 Abilities: Str 18, Dex 15, Con 16, Int 9, Wis 12, Cha 8 Skills: Hide +12, Listen +3, Move Silently +7, Spot +6 Feats: Alertness, Dodge __________________________________________________ Climate/Terrain: Temperate forest, hill or mountains and underground. Organization: Solitary, gang (2-4), band (11-20 plus a 2nd level Leader) or tribe (30-80 plus 50% non-combatants, 3 2nd level leaders and 1 5th level Lord) Challenge Rating: 5 Treasure: 1/10 coins; 50% goods; 50% items Alignment: Usually Lawful Evil Advancement: By character class
see the Displacer Beast for description of rules. Page 59 of the monster manual.
This shows how the template can be used with the DMs discretion to create new player races and interesting enemys for them to face.
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