Josh part 2
Again, the idea of the templates seemed interesting, but I'm thinking I need to change that.
[spoiler]Lesser Girlythulhu
Lesser Girlythulhu is an Inherited Template than can be applied to any living, corporeal female creature with an Int of at least 3.
Size and Type: Size is unchanged, Type becomes Outsider with the Aquatic, Chaotic, Evil, and Extraplanar Subtypes.
Hit Dice:Speed: The Base Creature gains a Swim Speed equal to their Land Speed. They also gain a Flight Speed equal to half their Land Speed with Poor Maneuverability.
Armor Class:Attacks:Damage: Tentacle Damage is based on Size Class. Fine or Diminutive (1 point), Tiny (1d2, Small (1d3), Medium (1d4), Large (1d6), Huge (1d8), Gargantuan (2d6), or Colossal (3d6).
Special Attacks:Special Qualities:Saves: All Saves are now Good Saves, and must be recalculated.
Abilities: Dex +2, Con +2, Wis +2, Cha +2.
Skills:Feats: Unchanged.
Environment: Any
Organization: Solitary, Pair, Covey (3-6), or Harem (10-30).
Challenge Rating: +4?
Treasure: Unchanged.
Alignment: Always Chaotic Evil.
Advancement: By Character Class, usually a spellcaster of some kind.
Level Adjustment:Nautylla
Medium Outsider (Aquatic, Chaotic, Evil, Extraplanar) (Nymph, Lesser Girlythulhu Template)
Hit Dice: 6d8+12 (39 hp)
Initiative: +4
Speed: 30 ft. (6 squares), Swim 30 ft., Fly 15 ft. (Poor)
Armor Class: 21 (+4 Dex, +5 Deflection, +2 Natural) touch 19, flat-footed 17
Base Attack/Grapple: +6/+6
Attack: Tentacle +10 melee (1d4)
Full Attack: 2 Tentacles +10 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blinding beauty, Spells, Spell-Like Abilities, Stunning Glance, Improved Grab, Constrict (2d4), Git Down
Special Qualities: Amphibious, Damage Reduction 10/ Cold Iron, Damage Reduction 5/Magic, Low Light Vision, Unearthly Grace, Wild Empathy, Eye of the Goddess, Energy Resistance 5 (acid/cold/electricity), Immunities, SR 16, Fast Healing 3, Dimensional Travel
Saves: Fort +12, Ref +14, Will +14
Abilities: Str 10, Dex 19, Con 14, Int 16, Wis 19, Cha 21
Skills: Concentration +11, Diplomacy +7, Escape Artist +13, Handle Animal +14, Heal +13, Hide +13, Listen +13, Move Silently +13, Ride +6, Sense Motive +13, Spot +13, Swim +16, Use Rope +4 (+6 w/bindings).
Feats: Combat Casting, Dodge, Weapon Finesse
Environment: Any
Organization: Solitary, Pair, Covey (3-6), or Harem (10-30)
Challenge Rating: 11
Treasure: Standard
Alignment: Always Chaotic Evil
Advancement: By Character Class, usually spellcaster
Level Adjustment: +15
Greater Girlythulhu
Greater Girlthulhu is an Inherited Template that can be applied to any living, corporeal, female creature with an Int of at least 3.
Size and Type: Size is unchanged, Type becomes Outsider with the Aquatic, Chaotic, Evil, and Extraplanar Subtypes.
Hit Dice:Speed: The Base Creature gains a Swim Speed equal to double their Land Speed. They also gain a Flight Speed equal to their Land Speed with Good Maneuverability.
Armor Class:Attacks:Damage: Tentacle Damage is based on Size Class. Fine or Diminutive (1 point), Tiny (1d2, Small (1d3), Medium (1d4), Large (1d6), Huge (1d8), Gargantuan (2d6), or Colossal (3d6).
Special Attacks:Special Qualities:Saves: All Saves are now Good Saves, and must be recalculated..
Abilities: Str +2, Dex +2, Con +4, Wis +4, Cha +2.
Skills:Feats: Unchanged.
Environment: Any
Organization: Solitary, Pair, or Covey (3-6)
Challenge Rating: +6?
Treasure: Unchanged.
Alignment: Always Chaotic Evil.
Advancement: By Character Class, usually a spellcaster of some kind.
Level Adjustment:Archibeubis
Medium Outsider (Aquatic, Chaotic, Evil, Extraplanar, Shapeshifter) (Protean Scourge, Greater Girlythulhu Template)
Hit Dice: 13d8+78 (136 hp)
Initiative: +8
Speed: 40 ft. (8 squares), Climb 10 ft., Swim 80 ft., Fly 40 ft. (Good)
Armor Class: 26 (+3 Dex, +13 Natural) touch 13, flat-footed 23
Base Attack/Grapple: +13/+19
Attack: Tentacle +19 melee (1d4+6)
Full Attack: 2 Tentacles +19 melee (1d4+6) and 2 Claws +16 melee (2d6+3) and 1 Gore +16 melee (1d8+3) or Scythe +19/+14/+9 melee (2d4+9/x4) and Gore +16 melee (1d8+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells, Split, Improved Grab, Constrict, Git Down
Special Qualities:Saves: Fort +14, Ref +12, Will +12
Abilities: Str 22, Dex 19, Con 23, Int 14, Wis 18, Cha 21
Skills: Bluff +19, Climb +14, Concentration +22, Diplomacy +8, Disguise +9 (+11 Acting), Escape Artist +12, Gather Information +10, Intimidate +16, Listen +16, Sense Motive +8, Spot +16, Use Rope +4 (+6 w/Bindings)
Feats: Improved Initiative, Improved Natural Attack (Claws), Iron Will, Lightning Reflexes, Multiattack, Powerful Charge (B)
Environment: Any
Organization: Solitary, Pair, or Covey (3-6)
Challenge Rating: 18
Treasure: Standard
Alignment: Always Chaotic Evil
Advancement: By Character Class, usually spellcaster
Level Adjustment: ---
True Girlythulhu
Large Outsider (Aquatic, Chaotic, Evil, Extraplanar)
Hit Dice: 20d8+140 (230 hp)
Initiative: +3
Speed: 40 ft. (8 squares), Swim 40 ft., Fly 80 ft. (Good)
Armor Class: 30 (-1 Size, +3 Dex, +18 Natural) touch 12, flat-footed 27
Base Attack/Grapple: +20/+31
Attack: Tentacle +30 melee (1d8+7)
Full Attack: 4 Tentacles +30 melee (1d8+7), and 1 Bite +25 melee (1d8+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Improved Grab, Constrict (2d8+14), Git Down
Special Qualities: Amphibious, Eye of the Goddess, Energy Resistance 15 (Acid, Cold, Electricity), Immunities, SR 30, Damage Reduction 10/Magic, Dimensional Travel, Regeneration 5, Blindsight
Saves: Fort +19, Ref +15, Will +16
Abilities: Str 25, Dex 16, Con 25, Int 18, Wis 18, Cha 24
Skills: Bluff +25, Concentrate +25, Diplomacy +25, Intimidate +25, Knowledge (Arcana, History, Nature, Religion, The Planes, Things Man Was Not Meant To Know) +23, Listen +22, Search +22, Sense Motive +22, Spot +22, Swim +33
Feats: Flyby Attack, Great Flyby Attack, Greater Multigrab, Hover, Improved Multigrab, Rending Constriction, Wingover (Feats not in the MM are in Savage Species)
Environment: Any
Organization: Solitary, or Pair
Challenge Rating: 17?
Treasure: Double Standard
Alignment: Always Chaotic Evil
Advancement: 21-30 HD (Large), 31-40 HD (Huge)
Level Adjustment:Improved Grab (Ex): If a Girlythulhu successfully hits with a Tentacle Attack she may immediately make a Grapple Check as a Free Action without provoking an attack of opportunity.
Constrict (Ex): A Girlythulhu does 2d8+14 damage with a successful Grapple Check.
Git Down (Ex):Amphibious (Ex):Eye of the Goddess (Ex):Energy Resistance (Ex): Resistance 15 to Acid, Cold, and Electricity.
Immunities (Ex):Spell Resistance (Ex):Damage Reduction (Ex): 10/Magic.
Regeneration (Ex): Regeneration 3, affected normally by Fire.
Dimensional Travel (Ex):Blindsight (Ex):Skills:Combat:High Priest TemplateSize and Type: The Base Creature gains the Aquatic, Chaotic, and Evil Subtypes.
Hit Dice: Unchanged.
Speed: The Base Creature gains a Swim Speed equal to their Land Speed.
Armor Class: Unchanged.
Attacks:Damage: Tentacle Damage is based on Size Class. Fine or Diminutive (1 point), Tiny (1d2, Small (1d3), Medium (1d4), Large (1d6), Huge (1d8), Gargantuan (2d6), or Colossal (3d6).
Special Attacks:Special Qualities:Saves: Unchanged.
Abilities: Unchanged.
Skills:Feats: Unchanged.
Environment: Unchanged.
Organization: Solitary.
Challenge Rating: +1
Treasure: Unchanged.
Alignment: Always Chaotic Evil.
Advancement:SHE WHOSE ASS MUST NOT BE TAPPED
Big Momma, The Last Bootay Call, The Cosmic Poledancer, The Jiggity Squid
Intermediate Deity
Symbol: Buttocks wreathed by tentacles
Home Plane: The Far Realms
Alignment: Chaotic Evil
Portfolio: Aberrations, chaos, fertility, lust, madness, passion, retribution, tentacle monsters
Worshippers: Tentacle monsters, hentai fans, fiction writers
Cleric Alignments: CE, CN, NE
Domains: Lust, Madness, Smiting, Tentacle Monster
Favored Weapon: Natural weapons or unarmed strike
She Whose Ass Must Not Be Tapped is depicted in various ways by various people, usually as a mixture of a beautiful female of their species and a tentacled, amorphous abomination. She is the patroness (and probable mother) of tentacle monsters everywhere, and the agent of vengeance for the Far Realms deities.
DogmaClergy and Temples Smiting Domain
Granted Power: Once per day you can declare a Domain spell you are casting to be a Smiting Spell. The Save DC os the spell increases by +2 (this stacks with Feats that increase Save DC). If the opponent fails his Saving Throw against the spell he takes additional damage equal to your Cleric Level. This is a Supernatural Ability.
1:Mark of the Outcast
2:Rebuke
3:Clutch of Orcus
4:Rebuke, Greater
5:Wrack
6:Harm
7:Rebuke, Final
8:Wrathful Castigation
9:Sphere of Ultimate Destruction
Tentacle Monster Domain
Granted Power: You may Rebuke, Command, or Bolster Outsiders native to the Far Realms as an Evil Cleric Rebukes Undead. You may do this (3+Charisma modifier) times per day, and it is a Supernatural Ability.
1:Babau Slime
2:Fearsome Grapple
3:Snakebite
4:5:Gutsnake
6:Planar Ally
7:Slime Wave
8:Planar Ally, Greater
9:Regenerate
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