HALF-SHAMBOLIC
On rare occasions, powerful shambolic beings form relationships with mortal creatures. The result of these unions are the half-shambolic. Willful and capricious, most half-shambolic spend their entire lives living moment to moment, without regard for rules or laws.
Appearance
A half-shambolic creature are always unusual in appearance. They have often have mismatched color eyes, wild hair, a disheveled, unkempt appearance, or some other sign of their chaotic nature.
Creating a Half-Shambolic
“Half-shambolic” is an inherited template that can be added to any living, corporeal creature with an Intelligence score of 4 or higher and nonlawful alignment (referred to hereafter as the base creature).
A half-shambolic uses all the base creature’s statistics and special abilities except as noted here.
Size and Type: The creature’s type changes to outsider. Do not recalculate the creature’s Hit Dice, base attack bonus, or saves. Size is unchanged. Half-shambolic are normally native outsiders.
Speed: A half-shambolic has leathery wings and can fly at twice the base creature’s base land speed (good maneuverability). If the base creature has a fly speed, use that instead.
Armor Class: Natural armor improves by +1 (this stacks with any natural armor bonus the base creature has).
Special Attacks: A half-shambolic retains all the special attacks of the base creature and also gains the following special abilities.
Smite Law (Su): Once per day a half-shambolic can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a lawful foe.
Spell-Like Abilities: A half-shambolic with an Intelligence or Wisdom score of 8 or higher has two or more spell-like abilities, depending on its Hit Dice, as indicated on the table below. The abilities are cumulative
Unless otherwise noted, an ability is usable once per day. Caster level equals the creature’s HD, and the save DC is Charisma-based.
| HD |
Abilities |
| 1–2 |
Detect law, mirror image |
| 3–4 |
Protection from law 3/day |
| 5–6 |
Nondetection |
| 7–8 |
Chaos hammer 3/day |
| 9–10 |
Animate objects |
| 11–12 |
Word of chaos |
| 13–14 |
Cloak of chaos 3/day |
| 15–16 |
Symbol of insanity |
| 17–18 |
Summon monster IX (shambolic only) |
| 19–20 |
Reincarnate |
Special Qualities: A half-shambolic has all the special qualities of the base creature, plus the following special qualities.
—Darkvision out to 60 feet.
—Immunity to petrification and poison.
—Resistance to acid 10, cold 10, and sonic 10.
—Damage reduction: 5/magic (if HD 11 or less) or 10/magic (if HD 12 or more).
—A half-shambolic’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
—Spell resistance equal to creature’s HD + 10 (maximum 35).
Abilities: Increase from the base creature as follows: Str +2, Dex +4, Con +4, Int +4, Cha +2.
Skills: A half-shambolic gains skill points as an outsider and has skill points equal to (8 + Int modifier) x (HD +3). Do not include Hit Dice from class levels in this calculation—the half-shambolic gains outsider skill points only for its racial Hit Dice, and gains the normal amount of skill points for its class levels. Treat skills from the base creature’s list as class skills, and other skills as cross-class.
Challenge Rating: HD 5 or less, as base creature +1; HD 6 to 10, as base creature +2; HD 11 or more, as base creature +3.
Alignment: Always neutral.
Level Adjustment: Same as base creature +4.
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