Otherworldly (3.5e Template)
From D&D Wiki
|This page needs an image. If you are an artist, or know of any image that would fit this page, please upload a picture and add it.|
The inhabitants of the Otherworld, the land of the Tuatha De Dannan
Otherworldly creatures or plants are those that belong to the Otherworld, the home of the Tuatha De Dannan. At their core, they are the same creatures that belong to our world, but more dangerous and more wild. The whole of the Otherworld glows with a soft bluish-silver light, and this light is collected and emitted by these creatures, giving them a softly luminescent shine of blue, silver, gold, and green. These animals seem to have a strange light coming from their eyes, as if a fire was burning just inside. The animals grow larger than those of our world, and the plants can become truly enormous. Behaviorally, animals with this template become more social, and congregate in larger groups. They also tend to protect their territory fiercely from intruders, but they will usually let Tuatha De Dannan pass.
 Creating an Otherworldly creature
This is an inherited template. It is gained through generations of exposure to the Otherworld. If these creatures were removed from the Otherworld, after several generations they would revert back to their natural form. This template can be added to any non-sentient creature or plant (referred to hereafter as the base creature).
 Size and Type
If the base creature is a plant, then it gains 2 size categories. If it is an animal, it gains one size category. Animals become magical beasts. Recalculate hit dice, with the increase in hd category (next section) added to this.
 Hit Dice
The base creatures hit dice increase one category, with a maximum at d12.
While in the Otherworld, the base creature gains +10 move speed.
 Armor Class
+4 Natural Armor
The new creature has the same attacks as the base creature, with damage adjusted for size change.
 Special Attacks
The new creature has the same special attacks as the base creature.
 Special Qualities
Animals gain the special qualities of magical beasts.
If the base creature has an intelligence score, then they gain +2 Int.
The creature gains a +4 racial bonus to Hide and Move Silently.
In the Otherworld in habitats similar to their natural habitats.
Animals are more social than the base creatures, so they tend to congregate in larger groups.
 Challenge Rating
animals +1, plants +2
+1/2 of normal
Non-chaotic and non-evil, but will be very protective of their territory
 Level Adjustment
cannot be played by PC.