User:Timplate/Hulk Syndrome (3.5e Template)

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Author: Timplate (talk)
Date Created: 9/30/2013
Status: Complete
Editing: Clarity edits only please
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HULK SYNDROME[edit]

If you want a Super strong Berserk-like character, this is the template for you. All its physical attributes are far superior then the base creature of its kind, including all 5 senses.

The most common creatures that acquired this template are Orcs, but any race that favors the barbarian class is also common.

Creating a HULK SYNDROME[edit]

This template is an acquired template that can be applied to any living Humanoid or Monstrous Humanoid of small or medium size category.

Size and Type[edit]

Size remains unchanged, unless in Berserk Mode(see special qualities). Type changes to Monstrous Humanoid if it isn't already, subtype Shapechanger.

Space and Reach remain unchanged, unless in Berserk Mode(see special qualities).

Hit Dice[edit]

All current and future hit die are upgraded to d12.

Speed[edit]

Movement remains unchanged, unless in Berserk Mode (see Special Qualities).

Armor Class[edit]

AC remains unchanged, unless in Berserk Mode (see Special Qualities).

Attack[edit]

You gain a Slam attack while in Berserk Mode (see special qualities) 1d4 for medium creatures 1d6 for large creatures, +Str

Full Attack[edit]

-

Special Attacks[edit]

In Berserk Mode you gain a Breath Weapon, 60ft Cone Sonic Damage. 1d6/HD, DC = 10 + 1/2HD + Con. Ref or be deaf for 1d4 rounds(1d8 if within 15ft), Con for half damage. See Special qualities for Berserk Mode. Usable every 1d4+1 rounds.

Special Qualities[edit]

Darkvision 60ft

Scent

Fast Healing = 1/2 HD

BERSERK MODE: While this creature has this ability active its size increases to the next size category, small to medium or medium to large. It also gains a Sonic Breath Weapon, land movement speed increased by 10ft, slam attack (damage according to Its size) Pounce, +2 Natural Armor, Regeneration/Acid = 1/2HD (Max 10 at 20 HD), +2 Will save vs spells and spell like abilities(does not apply towards "Rampage Mode") and because it is so strong it can make a jump check as if it already got a running start. Entering this state is a Full Round Action, which does not provoke an attack or opportunity, exiting out is a move action. If the base race (before this template was added) is a shapechanger subtype, the time to change is faster entering is a move action and exiting is a free action. Space/Reach: 10/10ft

If the creatures new size category is medium its ability scores change as follows, +4 Strength -2 Dexterity +2 Constitution If the creatures new size category is Large its ability scores change as follows, +8 Strength -2 Dexterity +4 Constitution

Berserk Mode's regeneration overrides any other fast healing or regeneration bonus', but only when in Berserk Mode or Rampage Mode.

If/when the creature remains in Berserk mode for more then 5 rounds (+1/2 Con Modifier), non-consecutively, (within the same Combat, or within same hour) it will go into a state referred to as "Rampage Mode" (see below for more details).

RAMPAGE MODE: In this state the creature is not capable of controlling its own actions. While in "Rampage Mode" the creature Must be able to make a will (DC = 10 + Con Modifier, +2/round after the first round of entering Rampage Mode) to willingly exit these modes and return to their original form. If the creature is unable to exit Berserk Mode and transfers over to Rampage Mode it will start to attack anything within reach, friend or foe (closer ones first). On the first round the creature will select a target in which to attack, and it will not stop attacking it until either the target or itself is dead, while attacking this target the creature is unable to defend itself from other attacks effectively becoming flat-footed to all other attackers. Every round, beginning with the first round in Rampage Mode, the creature takes 2 temporary Intelligence damage until it hits 0 and it falls unconscious, it will remain unconscious for 1 hour/round in Rampage Mode. If Rampage Mode lasts longer then 5 rounds the temporary Int damage will double, and double again every 5 more rounds there after. The creatures Int can never be reduced lower then 0. Upon awakening the creature will be fully rested and Int damage restored to normal and with no memory of actions taken while in Rampage Mode. If the creature is able to successfully exit Rampage mode before Intelligence hits 0 it will still fall unconscious for only half the appropriate amount of time. If the Creature is able to exit Rampage Mode on the first round that it starts then it does not take the Int Damage nor does it fall unconscious. While in this state the creatures Strength and Constitution increases by 4, while its Dexterity decreases by 4.

In addition the creature will use its Constitution modifier instead of it Dexterity modifier for adding ones Armor Class, but only while in Rampage Mode. This is a nameless bonus that stacks with all other AC bonus.

Abilities[edit]

+4 Strength, +4 Constitution, -2 Intelligence.

Skills[edit]

+2 to spot and listen checks

Feats[edit]

A creature gains Track as a bonus feat, but only while not in Berserk or Rampage Mode. The creature cannot remain focused long enough to track something while in either state.

Environment[edit]

Same as base creature

Organization[edit]

-

Challenge Rating[edit]

+1 or +4 in Berserk Mode

Treasure[edit]

-

Alignment[edit]

Usually Chaotic

Advancement[edit]

-

Level Adjustment[edit]

+1



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