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Far-Spawn, Variant (3.5e Template)

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A Far-Spawn creature is the offspring of creatures from the Far-Realm. Generations after the pureblood creature mated (or created) with the aberration (consensually or not), abberant traits can still appear. How diluted the bloodline is depends on the power.

Creating a Far-Spawn[edit]

This template is an inherited template that can be added to any Aberration, animal, dragon, elemental, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, vermin, or living construct (Warforged for example).

Size and Type[edit]

The creatures type changes to outsider. Size is unchanged.

Armor Class[edit]

Natural armor increases by 3


Every Far-Spawn has at least 2 tentacles that deal 1d8(for medium creatures)+Str. Mod. A Far-Spawn with a Dexterity of 15 or higher can use each to wield a weapon. (Treat as a separate pair of hands for determining attack bonus)

Full Attack[edit]

A Far-Spawn typically uses its tentacles for attacking first, then its other weapons.

Special Attacks[edit]

Grab, and Constrict also See Level adjustment


See Level adjustment


A Far-Spawn has skill points equal to (8+Int mod.)X(HD+3). Replaces skill points from class levels.


As base creature



Challenge Rating[edit]

See Level adjustment


Often Chaotic or Evil

Level Adjustment[edit]

A Far-Spawn's level adjustment depends on the strength of its bloodline

Level Adjustment
LA +0 <0.0-1.0
LA +1 1.0-2.0
LA +2 2.0-3.0
LA +3 3.0-4.0
LA +4 4.0-5.0
LA +5 5.0-6.0
LA +6 6.0-7.0
LA +7 7.0-8.0
  • Extra tentacle (+.25 each)
  • +4 Str (+.5)
  • +4 Dex (+.5)
  • +4 Con (+.5)
  • +4 Int (+.5)
  • +4 Wis (+.5)
  • +4 Cha (+.5)
  • Dark vision 60ft (+.25)
  • Fast healing 1 (+.25)
  • Fast healing 3 (+.5) Can reattach or regenerate limbs.
  • Regeneration 5/Acid (+.75)
  • Spell resistance 15+HD (+.75)
  • Telekinesis (as Psion) (+.75)
  • Metamorphosis( as Psion) (+.5)

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