Dungeons and Dragons Pseudonatural Troll 3.5 PBP RPG

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Pseudonatural Troll

Pseudonatural Troll

Large Outsider (Extraplanar)

Hit Dice:

6d8+66 (114 hp)

Initiative:

+7 (Dex)

Speed:

60 ft.

Armor Class:

51 (-1 size, +7 Dex, +35 natural), touch 16, flat-footed 44

Base Attack/Grapple:

+4/+40

Attack:

Tentacle rake +35 (2d8+17) melee

Full Attack:

5 tentacle rakes +35 (2d8+17) melee

Space/Reach:

10 ft./10 ft.

Special Attacks:

Constant insight, improved grab, rend 4d8+25, rotting constriction

Special Qualities:

Damage reduction 5/epic, spell resistance 30acid resistance 20, electricity resistance 20, regeneration 5, scent, spell-like abilities, darkvision 90 ft.

Saves:

Fort +16, Ref +9, Will +8

Abilities:

Str 45, Dex 24, Con 33, Int 6, Wis 19, Cha 6

Skills:

Climb +26, Hide +16, Jump +38, Listen +15, Move Silently +16, Spot +15

Feats:

Alertness, Iron Will, Track

Environment:

Any

Organization:

Solitary or gang (2-4)

Challenge Rating:

21

Treasure:

Standard

Alignment:

Always chaotic evil

Advancement:

By character class

Pseudotrolls speak Giant.

A pseudotroll's natural weapons are treated as epic for the purpose of overcoming damage reduction.

Combat

Constant Insight (Su): A pseudotroll makes all its attacks (including grapples) with a +15 insight bonus (calculated into the above statistics). The creature is not affected by the miss chance that applies to attacks against a concealed target.

Improved Grab (Ex): If a pseudonatural troll hits an opponent smaller than it with a tentacle, it deals normal Damage and attempts to start a grapple as a free action without provoking an attack of opportunity.

Rend (Ex): If a pseudotroll hits with two or more tentacle rake attacks, it latches onto the opponent's body and tears the flesh. This attack automatically deals an additional 4d8+25 points of Damage, and can be used concurrently with its improved grab ability.

Rotting Constriction (Ex): Once a pseudotroll has hold of an opponent, each successful grapple check it makes during subsequent rounds automatically drains 2d4 points of Constitution. At the same time, the pseudotroll regains 10 lost hit points.

Regeneration (Ex): Fire and acid deal normal Damage to a pseudotroll. If a pseudotroll loses a tentacle or body part, the lost portion regrows in 1 minute. The creature can reattach the severed member instantly by holding it to the stump.

Spell-Like Abilities: At will-blur, dimension door, shield, unhallow. Caster level 20th; save DC 8 + spell level. The DC is Charisma-based.

Alternate Form (Su): At will, a pseudotroll can take the form of a grotesque, tentacled mass (or another appropriately gruesome form), but all its abilities remain unchanged despite the alien appearance. Changing shape is a standard action. Other creatures receive a -1 morale penalty on their attack rolls against a pseudotroll in this alternate form.

Creating A Pseudonatural Creature

'Pseudonatural' is a template that can be added to any corporeal creature (referred to hereafter as the base creature).

Size and Type: The creature's type changes to outsider (extraplanar). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.

HD: A pseudonatural creature always has maximum hit points.

Speed: A pseudonatural creature's speed doubles, for all movement types.

AC: Pseudonatural creatures gain a +35 natural armor bonus. If the creature already has an armor bonus, use whichever is better.

Attack/Full Attack: A pseudonatural creature substitutes tentacle rake attacks for its melee attacks while in pseudonatural form. These tentacle attacks always use the creature's best attack bonus. It also gains additional tentacle rake attacks (also at its best attack bonus) as noted on the table below.

Damage: Tentacle rakes from a pseudonatural creature deal Damage equal to 2d8 + Str modifier.

Special Attacks: A pseudonatural creature retains all the special attacks of the base creature and also gains the following.

Constant Insight (Su): The creature makes all its attacks with a +15 insight bonus. The creature is not affected by the miss chance that applies to attacks against a concealed target.

Improved Grab (Ex): If the creature hits an opponent smaller than it with a tentacle, it deals normal Damage and attempts to start a grapple as a free action without provoking an attack of opportunity.

Rotting Constriction (Ex): Once the creature has hold of an opponent, each successful grapple check it makes during subsequent rounds permanently drains 2d4 points of Constitution. At the same time, the creature regains 10 lost hit points.

Spell-Like Abilities: At will-blur, dimension door, shield, unhallow. Caster level 20th. The DCs are Charisma-based.

Special Qualities: A pseudonatural creature retains all the special qualities of the base creature and also gains the following.

  • Electricity and acid resistance of a varying amount related to its Hit Dice (see the table below). If the creature already possesses such resistance, use whichever is better.

  • Damage reduction of a varying amount related to its Hit Dice (see the table below). If the creature already possesses Damage reduction, use whichever is better.

  • Spell resistance equal to the creature's HD x5. If the creature already possesses spell resistance, use whichever is higher.

  • One extra tentacle rake attack (the creature can use another of its many tentacles to attack at no penalty while in pseudonatural form) for each 4 HD the creature has.

  • A pseudonatural creature's natural weapons are treated as epic for the purpose of overcoming damage reduction.

Hit Dice

Electricity and Acid Resistance

Damage Reduction

Extra Tentacle Rake Attacks

1-3

15

5/epic

1

4-7

20

5/epic

2

8-11

25

10/epic

3

12-15

30

10/epic

4

16-19

35

15/epic

5

21-24

40

15/epic

6

each 4 more HD

+5

15/epic

+1

If the creature already has one or more of these special qualities, use the better value.

Alternate Form (Su): At will, a pseudonatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form), but all its abilities remain unchanged despite the alien appearance. Changing shape is a standard action. Other creatures receive a -1 morale penalty on their attack rolls against pseudonatural creatures in this alternate form.

Saves: Same as the base creature.

Abilities: Increase from the base creature as follows: Str +22, Con +10, Dex +10, Wisdom +10, Intelligence at least 3.

Skills: Same as the base creature.

Feats: Same as the base creature.

Environment: Any land and underground.

Organization: Same as the base creature.

Challenge Rating: Up to 6 HD, as base creature +16; 7 HD to 15 HD, as base creature +13; 16+ HD, as base creature +10

Treasure: Same as the base creature.

Alignment: Same as base creature.

Advancement: Same as the base creature.


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Oh you are right by rule. In that campaign of over a year two of the four players have already said "Hey Dungeon Master, I'm bored with my character, can we kill him and make a new one?" This is hard on the Dungeon Master as things are very story driven and the character backstories are really intertwined in the plot. Instead of creating a new character myself, I just had interest in keeping the same character going but multi-classing into a caster to fit his newfound interest in defensive magic (After getting roasted by fire and other effects too many times). This was hard to do because I wasn't anywhere close to 13 INT or Charisma, so he and I just discussed a complete mechanical rebuild of the character while keeping the same personality, backstory, etc. It's a one time thing just like the other players getting to change characters (Something that people had done in Daishain's campaign here, too).

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