Fossil (3.5e Template)

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Author: the bluez in the dungeon (talk)
Date Created: 27/07/2021
Status: Complete, but review on CR and LA is needed
Editing: Clarity edits only please
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Fossil[edit]

A fossil creature is a dinosaur, or prehistoric animal, revived by druidic transmutation magic. Three categories of fossil creatures exist: Amber Fossils, Rock Fossils and Tar Fossils.

Fossil creatures may look like undead to the untrained eye, but they are not. A successful Knowledge (nature) check with DC 20 reveals, to those that don't know already, that they are fossilized animals and not undead ones. Fossil creatures may look partially fused with rocks, absorbed in tar or covered in amber. Each type has different characteristics.

Creating a Fossil (common traits)[edit]

Fossil is an acquired template, that applies to dinosaurs and prehistoric animals only. Three different kind of fossil creatures exist, each with common features and specific ones. For now the only way to create a fossil creature is via the resurrect fossil spell and its improvements (greater resurrect fossil and final resurrect fossil) and they are summoned thanks to the summon fossil spell. To resurrect a Fossil creature you need to find or acquire the actual fossil of a creature, a deed not easy to achieve. This is usually done with appropriate Knowledge (nature) and Survival checks.

Size and Type[edit]

The type of the creature (Animal) doesn't change, the animal just gains the Augmented Animal subtype.

Hit Dice[edit]

The HDs of the base creature change to d12s. Increase the original hit points of the creature by 1 per each die level of difference.

A Fossil creature has good Fortitude and Will saves and poor Reflex saves.

Creating an Amber Fossil[edit]

Amber Fossil creatures appear to be completely encased in clear, orange fossilized resin, their bodies almost completely preserved, though often curled up, like they were in a womb. The amber offer magical resistance and resistance to fire, while the physical properties of amber make them very susceptible to electricity. Exceptionally, Amber Fossil creatures may also come from the vermin type.

Speed[edit]

As the base creature (except burrow speed, that it loses), but an Amber Fossil creature hovers just above the ground instead of touching it to move.

Armor Class[edit]

The Natural Armor bonus to Armor Class of the base creature increases as follows:

Table: Amber Fossil Natural Armor Increase
HD AC Increase
1-3 +2
4-6 +3
7-9 +4
10 or more +5

Attack[edit]

It loses all of its attacks and gains a slam attack, made with its whole body. If the original creature already had a slam attack with an higher damage die, use that instead of the value on the table.

Table: Amber Fossil Slam Damage
HD Slam Damage
1-3 1d8
4-6 1d10
7-9 2d6
10 or more 3d6

Full Attack[edit]

See above.

Special Attacks[edit]

As the base creature, except for any special attack that requires a different form of attack from a slam attack.

Special Qualities[edit]

  • Damage Reduction:
Table: Magic Damage Reduction
HD DR/Magic
1-3 5/magic
4-6 10/magic
7-9 15/magic
10 or more 20/magic
  • Fire Resistance and Electricity Susceptibility:
Table: Energy Resistance to Fire and Damage Susceptibility to Electricity
HD Fire Resistance Electricity Susceptibility
1-3 5 5
4-6 10 5
7-9 15 10
10 or more 20 10
  • Immunity to Compulsion (Ex). Not quite undead, a Fossil creature has still increased resistance to mind-affecting effects.
  • Spell Resistance (Ex): Amber Fossil creature's amber encasing grants them SR equal to 10 + the creature's HD (up to 30), except against electrictal magic.
  • Amber Deflection (Ex): At 15 HD an Amber Fossil creature that resists a spell or spell-like ability bounces it back to the caster. Only spells and spell-like effects targeted on the creature are turned back upon the original caster. Effect and area spells are not affected. Magic with a range of touch is also deflected.

Abilities[edit]

The creature's abilities change as follows: -2 Dex, +2 Con, +2 Wis.

Skills[edit]

As the base creature.

Feats[edit]

Amber Fossils creatures gain the Conductivity feat for free. The effect activates even if the creature doesn't take damage (using the virtual damage).

Environment[edit]

Fossil creatures are artificially created, but they usually dwell in the same kind of locations as the base creature does.

Challenge Rating[edit]

+1, +2

Table: Challenge Rating
HD CR
1-6 +1
7 or more +2

Treasure[edit]

The remains of a fossil creature are precious themselves, valued 500 gp x HD the creature possesses.

Alignment[edit]

Always neutral.

Advancement[edit]

As base creature.

Level Adjustment[edit]

+2

Creating a Rock Fossil[edit]

A Rock Fossil creature is an hulking monster, its bones mixed with minerals to make them harder, while rock formations sprout from all of its skeleton. The creature is very resistant to heat, can break things easily and is hard as metal. Its weakness are acidic substances that destroy their outer rocky shell. They have no flesh nor organs.

Speed[edit]

A Rock Fossil creature gains a 20 feet (6 meters) burrow speed, or increases its already existing one by 10 feet. If it has a fly speed it decreases by 20 feet, down to 10 feet (3 meters). Fly maneuverability decreases by one step, down to poor. A Rock Fossil creature with no natural swim speed sinks immediately in deep enough water and it's unable to swim.

Armor Class[edit]

The Natural Armor bonus to Armor Class of the base creature increases as follows:

Table: Rock Fossil Natural Armor Increase
HD AC Increase
1-3 +3
4-6 +4
7-9 +5
10 or more +6

Attack[edit]

A Rock Fossil creature's natural weapons damage increases by one step and counts as adamantine at 10 HD. It loses any natural weapon based on the presence of flesh or organs.

Full Attack[edit]

As the base creature.

Special Attacks[edit]

As the base creature, minus those based on flesh and organs.

Special Qualities[edit]

  • Damage Reduction:
Table: Adamantine Damage Reduction
HD DR/Adamantine
1-3 5/adamantine
4-6 10/adamantine
7-9 15/adamantine
10 or more 20/adamantine
  • Electricity Resistance and Acid Susceptibility:
Table: Energy Resistance to Electricity and Damage Susceptibility to Acid
HD Electricity Resistance Acid Susceptibility
1-3 5 5
4-6 10 5
7-9 15 10
10 or more 20 10
  • Immunity to Compulsion. Not quite undead, a Fossil creature has still increased resistance to mind-affecting effects.
  • Breathless: Rock Fossil creatures do not breathe, making them immune to effects based on breathing.

Abilities[edit]

The creature's abilities change as follows: +2 Str, -2 Dex, +2 Con,.

Skills[edit]

As the base creature.

Feats[edit]

The creature gains Improved Sunder as a bonus feat.

Environment[edit]

Fossil creatures are artificially created, but they usually dwell in the same kind of locations as the base creature does.

Challenge Rating[edit]

+1, +2

Table: Challenge Rating
HD CR
1-6 +1
7 or more +2

Treasure[edit]

The remains of a fossil creature are precious themselves, valued 500 gp x HD the creature possesses.

Alignment[edit]

Always neutral.

Advancement[edit]

As base creature.

Level Adjustment[edit]

+3

Creating a Tar Fossil[edit]

Tar Fossil creatures are like the original animal, though partially decomposed, but partially covered by tar and bitume, often smelling very bad and dripping sticky black goo from their body. They are resistant to physical damage and to acid but very weak to fire, which makes them alight almost immediately.

Speed[edit]

All Tar Fossil's speed forms decrease by 10 feet (3 meters), down to a minimum of 10 feet. Fly maneuverability decreases by one step, down to poor.

Armor Class[edit]

The Natural Armor bonus to Armor Class of the base creature increases as follows:

Table: Tar Fossil Natural Armor Increase
HD AC Increase
1-3 +1
4-6 +2
7-9 +3
10 or more +4

Attack[edit]

Same attacks of the base creature.

Full Attack[edit]

As the base creature.

Special Attacks[edit]

  • Bituminous Touch: A Tar Fossil creature that strikes an enemy with its natural weapons imposes a Reflex saving throw (DC is 10 + half the creature's HD + Constitution modifier) in the target, that becomes entangled on a failed save. In addition to this, the Tar Fossil creature has a +4 to grapple checks and any creature at least one size smaller than the fossil striking it with natural weapons or unarmed strikes or touching it must make a grapple check to avoid sticking to it. The Tar Fossil creature doesn't count as grappled but may only catch two creatures up to one size smaller than itself (or any other combination), and if it does it becomes slowed, needing a successful grapple check with a -8 to remove them itself. If the Tar Fossil Creature is burning, as described below, each creature subject to this special attack also suffers an extra 1d6 of fire damage (though an entangled creature is free the next round).

Special Qualities[edit]

  • Damage Reduction:
Table: Damage Reduction
HD DR/-
1-3 3/-
4-6 5/-
7-9 7/-
10 or more 10/-
  • Acid Resistance and Fire Susceptibility:
Table: Energy Resistance to Acid and Damage Susceptibility to Fire
HD Acid Resistance Fire Susceptibility
1-3 5 5
4-6 10 5
7-9 15 10
10 or more 20 10
  • Immunity to Compulsion. Not quite undead, a Fossil creature has still increased resistance to mind-affecting effects.
  • Highly Flammable: A Tar Fossil creature that suffers even 1 point of fire damage immediately becomes engulfed in flame, suffering 1d6 of fire damage (plus susceptibility) each round. This though, sends the creature in a fit of rage, gaining +1 to attack rolls and damage with natural weapons and inflicting an extra 1d6 of damage to any creature that it hits.

Abilities[edit]

The creature's abilities change as follows: -4 Dex, +4 Con.

Skills[edit]

As the base creature.

Feats[edit]

As base creature.

Environment[edit]

Fossil creatures are artificially created, but they usually dwell in the same kind of locations as the base creature does.

Challenge Rating[edit]

+1, +2

Table: Challenge Rating
HD CR
1-6 +1
7 or more +2

Treasure[edit]

The remains of a fossil creature are precious themselves, valued 500 gp x HD the creature possesses.

Alignment[edit]

Always neutral.

Advancement[edit]

As base creature.

Level Adjustment[edit]

+2



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the bluez in the dungeonv [Expand]
Authorthe bluez in the dungeon +
CR1 + and 2 +
Identifier3.5e Template +
Level Adjustment2 + and 3 +
RatingUndiscussed +
SubtypeAugmented +
SummaryA fossil creature is a dinosaur, or prehistoric animal, revived by druidic transmutation magic. Three categories of fossil creatures exist: Amber Fossils, Rock Fossils and Tar Fossils. +
TitleFossil +
TypeAnimal +