Dungeons and Dragons Wiki
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=== Abilities ===
 
=== Abilities ===
   
Increase from the base creature as follows: [[Dexterity]] +4, [[Intelligence]] +2.
+
Increase from the base creature as follows: [[Dexterity]] +2, [[Constitution]] +4.
   
 
=== Environment ===
 
=== Environment ===

Revision as of 03:51, 8 September 2009

Electric Creature

3e Summary::Electric creatures are creatures that are found on the elemental plane of electricity, although they resemble beings found on other planes. Electric creatures tend to be more yellowish or bluish in color. They are also quicker & more intelligent than creatures found in other planes.

Electric Nekomusume

Electric Nekomusume, 1st level warrior Template:Creature Table

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You see a medium-sized humanoid. It appears human, but has large cat-like ears, cat-like eyes, & a cat tail. The humanoid's skin is a light shade of yellow and its hair & tail & ear fur is blue with yellow tabby stripes.

Electric nekomusume are nekomusume that inhabit the elemental plane of electricity. They are, on average, just under 5 feet tall & weigh 90 pounds. Their skin & fur/hair usually comes in shades of either yellow or blue.

Combat:

Since electric nekomusume are very quick, but generally frail, they usually stay out of melee combat if they can, shooting at their enemies from a distance. If they go into melee combat, electric nekomusume use weapons that are finesseable.

Static (Ex): An electric nekomusume's body is flowing with intense amounts of electricity, so its unarmed attacks deal 1 extra point of electricity damage. Its metallic weapons also conduct this electricity.

Spell-like Abilites: 3/day-shocking grasp, lesser orb of electricity; 1/day-lightning ray . Caster level equals the creature’s HD, and the save DC is Charisma-based.

Pounce: If a Nekomusume charges a foe, it can make a full attack.

The electric nekomusume warrior presented here had the following ability scores before racial adjustments: Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 8.

Creating an Electric Creature

“Electric” is an inherited or acquired template that can be applied to any creature (referred to hereafter as the base creature).

A electric creature uses all the base creature’s statistics and abilities except as noted here. Do not recalculate the creature’s Hit Dice, base attack bonus, saves, or skill points if its type changes.

Size and Type

Animals or vermin with this template become magical beasts, but otherwise the creature type is unchanged. Size is unchanged. Electric creatures gain the electricity subtype. Electric creatures encountered outside the elemental plane of electricity also have the extraplanar subtype.

Special Attacks

An electric creature retains all the special attacks of the base creature, plus gains the following special attack:

Static (Ex): An electric creature's body is flowing with intense amounts of electricity, so its unarmed attacks & natural weapons deal 1 extra point of electricity damage. Its metallic weapons also conduct this electricity.

Spell-like Abilities

An electric creature has the following spell-like ability: 1/day-shocking grasp. Caster level equals the creature’s HD, and the save DC is Cha-based.

Special Qualities

An electric creature retains all the special qualities of the base creature and also gains the following.

  • Immunity to electricity
  • Bonus Languages: Joltan


Abilities

Increase from the base creature as follows: Dexterity +2, Constitution +4.

Environment

The elemental plane of electricity.

Organization

As base creature.

Challenge Rating

HD 3 or less, as base creature; HD 4 to 7, as base creature +1; HD 8 or more, as base creature +2.

Advancement

As base creature

Level Adjustment

Same as the base creature +1.



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