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This creature is published according to the Open Gaming License. Click HERE to see a copy of the license for this template (Section 15 includes authors copyright). All content is Open Gaming Content except where expressly marked as Product Identity by the author.

Anthropomorphic Creature

From the Egyptian gods to the Three Little Pigs, anthropomorphic creatures are an indispensable part of myth and folklore. Anthropomorphic creatures sometimes result through arcane experimentation, but they also appear occasionally in nature as well, where they act as the leaders and guardians of their less intelligent animal kin.

Anthropomorphs have the head and general appearance of their animal ancestors, but they walk fully upright, have opposable thumbs, handle tools, and may even learn to speak like the humanoid races.


Creating A Anthropomorphic Creature

“Anthropomorphic” is an inherited template that can be added to any animal, hereafter referred to as the base creature. An anthropomorphic creature’s type changes to “humanoid.”

Hit Dice: Base creatures with less than 1 HD round up to a full HD. All others remain unchanged.

Size: The base creature size is changed to ‘medium’. This change in size may also affect the base creature’s abilities, damage, and armor class.

Initiative: A creature's initiative bonus may reflect changes in Dexterity due to a change in size.

Speed: An anthropomorphic creature has either a base speed of 30 ft or the base speed of the creature, whichever is higher. Other forms of movement remain unchanged.

AC: The natural armor bonus of the base creature may change as a result of a change in size, but there is no further adjustment. Anthropomorphs may also use manufactured armor.

Attacks: The base attack bonus remains unchanged from the base creature. Base creatures retain their natural weapons. Anthropomorphic creatures may also use manufactured weapons, but they cannot use their claw attacks when doing so. They can, however, still retain their bite if relevant.

Damage: The damage of the base creature’s natural weapons may change with size.

Face: 5 ft./ 5 ft.

Special Attacks: Same as base creature.

Special Qualities: Anthropomorphic creatures retain any special qualities of the base creature. In addition, they gain the ability Speak to [Base Creature], which allows them to communicate at will with their base creature counterparts as with the spell Speak to Animals.

Saves: As humanoids, anthropomorphs receive only one good save, either reflex or fortitude. In general, animals that depend on speed to survive (e.g. leopards or monkeys) have good reflex saves; those that depend on physical bulk (e.g. rhinos or elephants) have good fortitude saves.

Abilities: In addition to any changes due to an increase or decrease in size, the base creature’s abilities are changed as follows: +9 Int, +6 Cha

Skills: Same as base creature. Individual anthropomorphs that have had frequent contact with other intelligent creatures usually speak Common and may have acquired other languages as well.

Feats: Same as base creature.


Climate: Same as base creature.

Orgranisation: Solitary, Pair, or Troupe (1-4 anthropomorphs + 2-8 of the base creature)

CR: If the base creature’s CR is less than ½, round up to ½. Otherwise, it remains the same as the base creature.

Treasure: Standard.

Alignment: Usually Neutral.

Advancement: By character class.


Notes:


Author: Glim Garrick

Site © Copyright 2008 Sam Judson (except for OGL content)