Feral (3.5e Template)

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Feral Creature[edit]

A creature that has gone feral. This is a 3.5 version of the template found in Savage species.

Feral creatures were once civilized but have now sunk into a primitive, barbarous state. Though they are generally found deep in the harsh wilderness, feral creatures occasionally wander into more civilized areas. Some eventually adapt, but most consider "civilization" too confining. Feral creatures appear larger, tougher, and meaner than their more sophisticated cousins. Their feral nature tends to be obvious from their pronounced fangs and claws. They speak the same languages as the base creatures from which they were derived.

Creating a Feral Creature[edit]

"Feral creature" is an inherited template that can be added to any corporeal humanoid or monstrous humanoid (referred to hereafter as the base creature). A feral creature has all the base creature's characteristics except as noted here.

Size and Type[edit]

If it isn't already, change to monstrous humanoid

Hit Dice[edit]

Increase dice size by one up to d10.

Speed[edit]

The creatures base speed does not change.

Armor Class[edit]

Natural Armor improves by +6.

Attack[edit]

A feral creature gains two claw attacks if it did not already have them that do the indicated damage plus half its strength modifier. If the base creature has an attack form other than claws, this replaces it. For example, a Doppelganger would replace his slam attack with these claws and a Centaur his hooves.

The base damage for a feral creature's claw attack varies with its size as follows: Fine 1d2, Diminutive 1d3, Tiny 1d4, Small 1d6, Medium-size 1d8, Large 2d6, Huge 2d8, Gargantuan 4d6, Colossal 4d8. If the base creature already has a claw attack, the feral creature uses the better base damage.

Full Attack[edit]

As the base creature. The claws are the primary natural weapon. When fighting with a weapon, if the Feral Creature has a hand free, it uses it as a secondary attack.

Special Attacks[edit]

A feral creature gains additional special attacks depending on its Hit Dice, as shown on below. It gains the special attacks indicated corresponding to its racial Hit Dice plus half its class levles, plus all those previous. If the base creature possesses a duplicate ability, the Feral Creature uses whichever version of the ability is better

1-7 HD: Improved Grab (EX). If the Feral Creature hits with a claw attack, it deals normal damage and can attempt to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required. Improved grab works only against opponents at least one size category smaller than the Feral Creature. The Feral Creature has the option to conduct the grapple normally, or simply use the part of its body it used in the improved grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on grapple checks, but is not considered grappled itself; the Feral Creature does not lose its Dexterity bonus to AC, still threatens an area, and can use its remaining attacks against other opponents. A successful hold does not deal any extra damage. Each successful grapple check it makes during successive rounds automatically deals claw damage. When a Feral Creature gets a hold after an improved grab attack, it pulls the opponent into its space. This act does not provoke attacks of opportunity. It can even move (possibly carrying away the opponent), provided it can drag the opponent’s weight.

8+ HD: Pounce (EX). When a creature with this special attack makes a charge, it can follow with a full attack,This ability only gives the attacks from its claws.

Special Qualities[edit]

Fast Healing 3 Dark vision 120ft Gone feral. A Feral Creature is not at home in civilization and as such takes certain penalties.

  • A Feral Creature takes a -2 penalty on all Charisma based skill checks.
  • In addition, a Feral Creature surrounded by people or in a tight confined and trapped space become uneasy and restless. It must make a DC 15 will save or become shaken. If it is trapped in a tight space and surrounded by people, the DC increases by 2. It remains shaken until it escapes these conditions.
  • A Feral Creature is illiterate and must spend the skill points to learn to read.
  • A Feral Creature finds some forms of spellcasting beyond its ability. Its restless nature keeps it from getting a solid 8 hours of sleep. It doesn't wake fatigued, but it lacks the clarity necessary to prepare spells that require intense focus. Feral Creatures cannot take a class that requires the creature to be well rested prior to preparing spells (such as the wizard) or one that uses intelligence based spellcasting.

Abilities[edit]

+6 Str, -2 dex, +2 Con, +2 Wis. -4 Cha (minimum 2)

Skills[edit]

As base creature except its claws give it a +5 bonus on climb checks. The feral is not a socially accepted creature , not a pretty thing to look at. but it is intimidating, and as such use it`s Str modifier for Intimidation checks and is also give a +5 on any intimidation check.

Feats[edit]

As base creature.

Saves[edit]

As base creature except it has good fortitude saves as an animal . Add a +2 misc modifier to the base Fortitude save

Environment[edit]

As base creature, but it tends to shy away from civilization.

Organization[edit]

Solitary, pair, gang (3–5), or tribe (61+).

Challenge Rating[edit]

Up to 3 HD, base creature's CR +1; 4 HD to 7 HD, base creature's CR +2; 8–11 HD, base creature's CR +3; 12+ HD, base creature's CR +4.

Treasure[edit]

50% coins, standard goods and items, no scrolls.

Alignment[edit]

As base creature.

Advancement[edit]

As base creature.

Favored Class[edit]

A Feral Creature's favored class is any that often find themselves away from others. A Ranger and Barbarian are good examples. Druids are to organized a group to be a favored class, but Feral Creatures often become them. A Feral Creature only gets one favored class.

Level Adjustment[edit]

+1



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