Tation (Elemental Hybrid) (3.5e Template)

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Tation (Elemental Hybrid)[edit]

Tations, sometimes referred to as elemental hybrids, are former living creatures that were enchanted into half-elemental half-living creatures.

There are two types of tations: incomplete and complete. The incomplete type is also known as the cursed ones, due to their mutilated form and their very limited abilities. The complete type is also known as the blessed ones, due to their beautiful form and powerful abilities.

Creating an Incomplete Tation[edit]

Incomplete tation is an inherited/acquired template that can be added to any living creature (it cannot be added to undead, constructs or elementals) (referred to hereafter as the base creature). An incomplete tation uses all the base creature’s statistics and special abilities except as noted here.

Size and Type: The creature’s type changes to Elemental. It doesn't acquire the subtype augmented. Unlike most elementals, incomplete tations can be revived by any spell that could revive the base creature. Don't recalculate base attack bonus, saves, or skill points. Size is unchanged.

Hit Dice: Increase all current and future racial Hit Dice to d10s (unless they are higher. In such case, they are untouched).

Speed: Same as the base creature.

Armor Class: The base creature’s natural armor bonus decreased by -1. The flesh of incomplete tations is mutilated, making them more vulnerable to attacks.

Attack: An incomplete tation retains all the attacks of the base creature.

Full Attack: Same as the base creature.

Special Attacks: An incomplete tation retains all the special attacks of the base creature and gains those described below. Saves have a DC of 10 + tation’s HD unless noted otherwise. Each sub-kind of tations has it own special attacks:

Fire Tation

Igniting Touch: At will, an incomplete fire tation can ignite flammable objects and beings via touch. An ignited object/being suffers 1 fire damage per round. The fire can be extinguished as usual.

Earth Tation

Quake: Once per encounter per HD, an incomplete earth tation can shake the earth it's close vicinity. It doesn't work while the tation isn't on land. This is similar to an Earthquake spell, but limited to 30 feet and all the damage is quartered.

Air Tation

Windblow: Once per encounter per HD, an incomplete air tation can release a windblow that pushes the target up to 20 feet away. If the target cannot be pushed, for whatever reason, it suffers no damage.

Water Tation

Cloudburst: Once per encounter, an incomplete water tation can summon forth a small cloudburst, that remains for 2 rounds and rain an area of 4 squares (at a formation of the tation decision, must be near each other). During these rounds, within these squares all the creatures gain a concealment (20% chance missing), and once the cloudburst ends, all those creatures are soaking wet.

Special Qualities: An incomplete tation retains all the special qualities of the base creature and gains those described below.

Longevity: All tations, as elemental-living hybrids, do not age beyond their prime and can potentially live forever.

Fire Tation

Mutilated Form: The flesh of incomplete fire tation is covered in burns and scar tissues, which can never heal. They have -6 penalty on all Diplomacy checks, other than for the purpose of intimidation, which they have +4 bonus on.

Earth Tation

Mutilated Form: The flesh of incomplete earth tations is cracked and moldy. They have -6 penalty on all Diplomacy checks, other than for the purpose of intimidation, which they have +4 bonus on.

Air Tation

Mutilated Form: The flesh of incomplete air tations is part-translucent, revealing the bones beneth it. They have -6 penalty on all Diplomacy checks, other than for the purpose of intimidation, which they have +4 bonus on.

Water Tation

Mutilated Form: The flesh of incomplete water tations is covered in abscesses, which are constantly drooling pus and never heal. They have -6 penalty on all Diplomacy checks, other than for the purpose of intimidation, which they have +4 bonus on.

Abilities: Adjust the base creature's ability scores as follows: Dexterity +2, Charisma -4, -2 Comeliness.

Skills: As the base creature.

Feats: Incomplete tations acquire Alertness and Iron Will, even if the base creature isn't meets the prerequisites.

Environment: Any, usually same as base creature.

Organization: Solitary, pair, gang (3-6), (non-sentient only): group (7-12), horde (13-24) or clan (25+)

Challenge Rating: Same as the base creature +1.

Treasure: Standard.

Alignment: Any.

Advancement: By character class.

Level Adjustment: Either +0 or +1 (depends on the campaign world and the DM)

Creating a Complete Tation[edit]

Complete tation is an inherited/acquired template that can be added to any living creature (it cannot be added to undead, constructs or elementals) (referred to hereafter as the base creature). A complete tation uses all the base creature’s statistics and special abilities except as noted here.

Size and Type: The creature’s type changes to Elemental. It acquires the subtype augmented. Unlike most elementals, complete tations can be revived by any spell that could revive the base creature. Don't recalculate base attack bonus, saves, or skill points. Size is unchanged.

Hit Dice: Increase all current and future racial Hit Dice to d12s (unless they are higher. In such case, they are untouched).

Speed: Double all the speeds of the base creature.

Armor Class: The base creature’s natural armor bonus increases by +2. Complete tations are unusually tough, and cannot be injured easily.

Attack: A complete tation retains all the attacks of the base creature. Its unarmed attacks deal additional 1d4 hit points damage.

Full Attack: Same as the base creature.

Special Attacks: A complete tation retains all the special attacks of the base creature and gains those described below. Saves have a DC of 10 + tation’s HD + Cha modifier unless noted otherwise. Each sub-kind of tations has it own special attacks:

Fire Tation

Igniting Touch: At will, a complete fire tation can ignite flammable objects and beings via touch. An ignited object/being suffers 1d4 fire damage per round. The fire can be extinguished as usual.

Earth Tation

Quake: At will, a complete earth tation can shake the earth it's close vicinity. It doesn't work while the tation isn't on land. This is similar to an Earthquake spell, but limited to 60 feet per HD.

Air Tation

Windblow: At will, a complete air tation can release a windblow that pushes the target up to 60 feet away. If the target cannot be pushed, for whatever reason, it either suffers no damage or suffer 1d4 damage (to the tation's decision).

Water Tation

Cloudburst: Once per encounter per HD, a complete water tation can summon forth a small cloudburst, that remains for 6 rounds and rain an area of 12 squares (at a formation of the tation decision, must be near each other). During these rounds, within these squares all the creatures gain a concealment (20% chance missing), and once the cloudburst ends, all those creatures are soaking wet.

Special Qualities: A complete tation retains all the special qualities of the base creature and gains those described below.

Accelerate Healing: All complete tations are healing in rate of 1 hit point per hour.

Longevity: All tations, as elemental-living hybrids, do not age beyond their prime and can potentially live forever.

Fire Tation

Perfected Form: The flesh of complete fire tation is seemly glowing, as if a flame burning beneath it. They have +4 bonus on all Diplomacy checks.

Pyrokinesis: Complete fire tations can produce fire and control fire in their vicinity.

Innate Flame: Complete fire tations are immune to fire and have resistance 10 to cold.

Flaming: Complete fire tations can teleport 30 feet per HD as a move action, at will. They disappear and reappear in a flaming manner.

Earth Tation

Perfected Form: The flesh of complete earth tations is shiny and a bit reflective, like a crystal. They have +4 bonus on all Diplomacy checks.

Geokinesis: Complete earth tations can manipulate dirt, rocks, and earth in their vicinity.

Diamond's Heart: Complete earth tations are immune to acid and have resistance 10 to electricity.

Digging: Complete earth tations have digging speed equal to half their base land speed. They can lift a tunnel behind them if they desire so.

Air Tation

Perfected Form: The skin of complete air tations is covered in beautiful, glowing tattoos that resemble air flows. They have +4 bonus on all Diplomacy checks.

Aerokinesis: Complete air tations can manipulate air and winds in their vicinity.

Free Spirit: Complete air tations are immune to electricity and have resistance 10 to acid.

Flying: Complete air tations have flight speed (perfect maneuverability) equal to their base land speed.

Water Tation

Perfected Form: The flesh of complete water tations is minimally sparkling, as if it constantly covered in water. They have +4 bonus on all Diplomacy checks.

Hydrokinesis: Complete water tations can conjure up a limited amount of water (1 pint per HD) and control water in their vicinity.

Innate Fountain: Complete water tations are immune to cold and have resistance 10 to fire.

Swimming: Complete water tations have swimming speed equal to their base land speed. they can take 10 in swim checks even if they are distracted or threatened.

Abilities: Adjust the base creature's ability scores as follows: Strength +2, Dexterity +2, Constitution +2, Charisma +4, +2 Comeliness.

Skills: Complete tations gain +2 on all checks, regardless.

Feats: Complete tations acquire Alertness, Combat Reflexes, Endurance and Iron Will, even if the base creature isn't meets the prerequisites.

Environment: Any, usually same as base creature.

Organization: Solitary, pair, gang (3-6), (non-sentient only): group (7-12), horde (13-24) or clan (25+)

Challenge Rating: Same as the base creature +2.

Treasure: Standard.

Alignment: Any.

Advancement: By character class.

Level Adjustment: Either +2 or +3 (depends on the campaign world and the DM)


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