Iron Knuckle (3.5e Template)
From D&D Wiki
 Iron Knuckle
Warriors who have had their armor fused horrifically with their bodies
Iron Knuckles often appear as lifeless suits of armor until roused or threatened. These former knights and soldiers are victims of a terrible curse which resulted in their armor fusing with their bodies. The curse starts by bonding the armor with the skin. The material of the armor then becomes ingrained into the victim's muscles and eventually his skeletal structure. In the end, the victim becomes one with his armor in every sense of the word; the armor as much a part of his body as his heart and blood. The process is immensely painful and generally leaves the victim broken and insane. It is also almost completely irreversible--an iron knuckle can only be returned to normal by a wish or miracle spell.
 Creating an Iron Knuckle
"Iron Knuckle" is an aquired template that can be applied to any humanoid wearing metallic armor.
 Size and Type
The creature's type changes to Monstrous Humanoid. However, base attack bonus, base saves, and skill points remain unchanged.
 Hit Dice
Same as base creature, including class levels.
Same as base creature, modified by whatever armor it was wearing.
 Armor Class
The creature gains a natural armor bonus (or an increase to its existing natural armor bonus) equal to half of its armor bonus (rounded up) as its flesh, muscle, and bone become mutated and fused with the metal of its armor.
Same as base creature, including any natural weapons and manufactured weapon capabilities.
 Special Attacks
Driven insane by the horrifying curse, an Iron Knuckle cannot use any special attacks that require patience or concentration, or that are based on Intelligence or Wisdom. It cannot cast spells or spell-like abilities based on Intelligence or Wisdom. It may still cast some spells based on Charisma, but can only use spells that deal direct hit point damage (such as magic missile). It can use any feats except for Combat Expertise, item creation feats, and metamagic feats. It retains all other special attacks.
 Special Qualities
An iron knuckle retains all special qualities except for those based on Intelligence or Wisdom, or those that would require conscious effort to maintain.
An iron knuckle gains DR /adamantine equal to half of its armor bonus (rounded up).
The creature's armor is permanantly fused with its body and cannot be removed.
A specifically worded wish or miracle spell can end an iron knuckle's curse, removing the template from the creature.
The integration of armor with muscle and bone makes the creature significantly stronger and tougher. Its Strength and Constitution increase by an amount equal to its armor bonus.
An Iron Knuckle cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), or the Concentration skill. All other skills remain unchanged.
An Iron Knuckle retains all feats of the base creature, but cannot use Combat Expertise, item creation feats, or metamagic feats.
Iron Knuckles are generally found in high-magic areas where uncontrolled arcane energies or failed magical experiments may have brought on the curse, but they can be found anywhere the base creature might be found.
 Challenge Rating
Variable, depending on the armor bonus of the armor being worn by the base creature.
Armor bonus 1-6: +1 to CR.
Armor bonus 7-12: +2 to CR.
Armor bonus 13 or higher: +3 to CR.
Nonstandard (use the standard treasure table, but subtract the value of its armor--the armor cannot be looted as it is permanantly fused to the creature's body).
Driven utterly mad by their affliction, Iron Knuckles always behave as though they were Chaotic Evil. Their actual alignment, however, remains unchanged.
As base creature.
 Level Adjustment
Iron Knuckles are permanantly insane and cannot be player characters or cohorts.