Far-Spawn, Variant (3.5e Template)
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[edit] Far-Spawn
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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.
[edit] Creating a Far-Spawn
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).
[edit] Size and Type
The creatures type changes to outsider. Size is unchanged.
[edit] Armor Class
Natural armor increases by 3
[edit] Attack
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)
[edit] Full Attack
A Far-Spawn typically uses its tentacles for attacking first, then its other weapons.
[edit] Special Attacks
Grab, and Constrict also See Level adjustment
[edit] Abilities
See Level adjustment
[edit] Skills
A Far-Spawn has skill points equal to (8+Int mod.)X(HD+3). Replaces skill points from class levels.
[edit] Environment
As base creature
[edit] Organization
Solitary
[edit] Challenge Rating
See Level adjustment
[edit] Alignment
Often Chaotic or Evil
[edit] Level Adjustment
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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