Ozhalig (3.5e Template)

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Ozhalig[edit]

The ozhalig are very beautiful creatures with mind-based powers. There are two kinds of ozhalig: animal ozhalig and humanoid ozhalig. The humanoid ozhalig are the more powerful (and the more dangerous) among them, and are much rarer than animal ozhalig. They have a near-absolute control over the mind, able to manipulate it with frightening ease. Predator animal ozhalig have a taste to other ozhalig's flesh (including humanoid ozhalig's flesh). Humanoid ozhalig have a taste to animal ozhalig's flesh (but not to humanoid ozhalig's flesh). Ozhalig's offspring are always ozhalig themselves.

Creating an Animal Ozhalig[edit]

This is an inherited that can be applied on any animal type creature.

Physical Description: Similarly to the base creature, but with unnatural fur/scale/feather color rather the usual ones.

Size and Type: Type changes to magical beast. Gain the augmented subtype. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.

Hit Dice: Increase all current and future hit dice to d12s.

Speed: All speed types are fourfold. If the base creature possesses flight speed, increase the maneuverability by one level.

Armor Class: Animal ozhalig gain a +2 bonus to natural armor.

Attack: An animal ozhalig retain all the base creature's natural weapons.

Full Attack: As before, though combined with Mesmerism.

Special Attacks: An animal ozhalig retains all the special attacks of the base creature and gains Mesmerism described below. Saves have a DC of 10 + ozhalig’s HD + ozhalig’s Cha modifier.

Mesmerism (Ps): Combination of the beauty and the mental power of the animal ozhalig. Creatures that both sees the animal ozhalig and the animal ozhalig is aware to their existence, and have lower charisma score than the animal ozhalig, must succeed in a Will save or to be both Dazed and Fascinated. Other ozhalig are immune to this effect.

Special Qualities: An animal ozhalig retains all the base creature's special qualities, and gains the following:

Mental Radar (Ps): Animal ozhalig automatically sense the location of any creature with Intelligence score within a 1200 feet radius.

Limited Mental Influence (Ps): Animal ozhalig can use at will Charm Animal, Charm Person, Confusion, Daze, Hold Animal and Hold Person. Even though they are practically psi-like, they are unaffected by any and all psi blocking effects. Those abilities works only on creatures with both lower wisdom and charisma scores than the respective ones of the animal ozhalig, and aren't working on other ozhalig.

Healing Factor (Ex): Animal ozhalig restore 1 HP per hour of activity or 1 HP per 20 minutes of rest, 1 point of ability damage per hour and 1 point of drained ability per day, and have a +12 bonus on Fortitude saves.

Longevity (Ex): Animal ozhalig have fourfold as long lifespan compared to non-ozhalig from their kind, and matching decelerated aging, from the maturity and further.

Abilities: +4 Strength, +8 Dexterity, +4 Constitution, +2 Intelligence, +4 Wisdom, +6 Charisma, +6 Comeliness. Ozhalig's beauty is breathtaking, they are very agile and have strong mind

Skills: Animal ozhalig gain no extra skills. However, they can acquire new ones as usual.

Feats: Animal ozhalig gain no extra feats. However, they can acquire new ones as usual.

Environment: The regular for the base creature.

Organization: The regular for the base creature.

Challenge Rating: The base creature's CR +6.

Treasure: The regular for the base creature (usually none).

Alignment: Always chaotic neutral.

Advancement: By HD.

Level Adjustment: Unplayable.

Creating a Humanoid Ozhalig[edit]

This is an inherited that can be applied on any non-reptilian humanoid type creature.

Physical Description: The creature's base look, but with unnatural hair color rather the usual ones, and brilliant eye color.

Size and Type: Type changes to monstrous humanoid. Gain the augmented subtype. Size is unchanged.

Hit Dice: Increase all current and future hit dice to d12s.

Speed: All speed types are fourfold. If the base creature possesses flight speed, increase the maneuverability by one level.

Armor Class: Humanoid ozhalig gain a +2 bonus to natural armor.

Attack: A humanoid ozhalig retains all the base creature's natural weapons.

Full Attack: As before, though combined with Mesmerism and Mental Takeover.

Special Attacks: A humanoid ozhalig retains all the special attacks of the base creature and gains the following. Saves have a DC of 10 + ozhalig’s HD + ozhalig’s Cha modifier + ozhalig’s Wis modifier.

Mesmerism (Ps): Combination of the beauty and the mental power of the humanoid ozhalig. Creatures that sees the humanoid ozhalig and the humanoid ozhalig is aware to their existence, and have lower charisma score than the humanoid ozhalig must succeed in will save or to be both Dazed and Fascinated. Other ozhalig are immune to this effect.

Mental Takeover (Ps): Humanoid ozhalig can mentally takeover one's mind. Similar to Dominate Monster which can be used at will, except works only on creatures with lower/equal both wisdom and charisma scores than the humanoid ozhalig's ones, and it doesn't overrides the creature's will, rather change the way they think. If they try to takeover someone with either equal wisdom score or equal charisma score to their one, it will work but the creatures will become aware to the takeover on their mind, and could release themselves from the takeover with a successful Will save. Humanoid ozhalig can take over other humanoid ozhalig's mind, but only if their wisdom and charisma scores are higher than the ones of this humanoid ozhalig, or if this humanoid ozhalig allows them to. They can take over any animal ozhalig's mind. While controlling one's mind, they can affect their memories similarly to the effect of the spell Programed Amnesia.

Special Qualities: A humanoid ozhalig retains all the base creature's special qualities, and gains the following:

Mental Radar (Ps): Humanoid ozhalig automatically sense the location, and the mental and emotional state, of any creature with Intelligence score within a mile radius.

Telepathic Ability (Ps): Humanoid ozhalig can communicate telepathically with any other creature within 1 mile that has a language. They can also hear their thoughts or read their memories instead. If they try to read the mind of someone with either equal wisdom score or equal charisma score to their one, it will work but the creatures will become aware to the penetration to their mind, and could block it with a successful Will save. If they desire so, the humanoid ozhalig can make the reading identifiable on purpose, (this doesn't require more concentration or focus than a regular use of this ability).

Mental Influence (Ps): As extension of their telepathic ability, humanoid ozhalig can use at will Antipathy, Calm Emotions, Charm Monster, Confusion, Crushing Despair, Daze Monster, Deep Slumber, Emotion, Geas/Quest, Good Hope, Greater Command, Hold Monster, Hypnotism, Insanity, Lullaby, Mass Charm Monster, Mass Hold Monster, Mass Suggestion, Sleep, Suggestion and Sympathy. Even though they are practically psi-like, similarly to all the ozhalig abilities, they are unaffected by any and all psi blocking effects. Those abilities works only on creatures with both lower wisdom and charisma scores than the respective ones of the humanoid ozhalig.

Healing Factor (Ex): Humanoid ozhalig restore 1 HP per hour of activity or 1 HP per 20 minutes of rest, 1 point of ability damage per hour and 1 point of drained ability per day, and have a +12 bonus on Fortitude saves.

Extreme Longevity (Ex): Humanoid ozhalig have sixtyfold as long lifespan compared to non-ozhalig from their kind, and matching decelerated aging, from the maturity and further.

Abilities: +4 Strength, +8 Dexterity, +4 Constitution, +8 Intelligence, +8 Wisdom, +12 Charisma, +6 Comeliness. Ozhalig's beauty is breathtaking, they are very agile and have strong mind

Skills: Humanoid ozhalig have a +12 bonus on Bluff, Search and Sense Motive checks.

Feats: Humanoid ozhalig gain the feats Iron Will and Lightning Reflexes.

Environment: The regular for the base creature.

Organization: The regular for the base creature.

Challenge Rating: The base creature's CR +12.

Treasure: The regular for the base creature.

Alignment: Any

Advancement: By HD.

Level Adjustment: +8


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