Rift Creature Species in Imarand: The Twin Worlds | World Anvil
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Rift Creature

Slowly tainted by a nearby rift, this canine’s dark fur has turned green and resembles leaves, it growls as it bares its wooden fangs.  
RIFT WOLF, WOOD
CR 2
XP 400
N Medium outsider (native)
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +8
Defense AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
hp 14 (2d10+4)
Fort +2, Ref +5, Will +4
Immune electricity
Offense Speed 50 ft.
Melee bite +3 (1d6+1 plus trip)
Special Attacks splintering (1d6)
Statistics Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +2; CMB +2; CMD 14 (18 vs. trip)
Feats Skill Focus (Perception)
Skills Perception +8, Stealth +6, Survival +5 (+9 scent tracking Racial Modifiers +4 Survival when tracking by scent
Ecology Environment cold or temperate forests
Organization solitary, pair, or pack (3–12)
Treasure none
  Camouflage (Ex) A wood rift creature blends in with natural verdant terrain when at rest; it takes a DC 20 Perception check to notice it before it attacks. Anyone with ranks in Survival or Knowledge (nature) can use one of those skills instead of Perception to see the creature.   Splintering (Su) As a free action once every 1d4+1 rounds, a wood golem can launch a barrage of razor-sharp wooden splinters from its body in a 20-foot-radius burst. All creatures caught within this area take 2d6 points of slashing damage (Reflex DC 12 halves). The save DC is Constitution-based.  

Creating a Rift Creature

“Rift Creature” is an acquired template that can be added to any animal, humanoid, magical beast, monstrous humanoid, plant, or vermin. A rift creature uses the base creature's statistics and abilities except as noted here.   CR: Same as the base creature +1.
Alignment: Same as the base creature
Type: Base creature becomes an outsider and gains the native subtype.
Senses: The creature gains darkvision 60 ft.
  Defensive Abilities: Depending of the elemental rifts energy the creature get one of the following defensive abilities.
Air: Immune cold
Earth: Immune acid
Fire: Immune fire
Water: Immune cold
Wood: Immune electricity
  Speed: Depending of the elemental rifts energy the creature gets one of the following speed modifiers.
Air: Any speed increases by 10 ft.
Earth: Creature gains a burrow speed of 20 ft. and earth glide
Water: Creature gains a swim speed of 30 ft.
  Special Attacks: Depending of the elemental rifts energy the creature get one of the following special attack.
Air: air mastery (ex)
Earth: earth mastery (ex)
Fire: Any attack the creature can make gains the burn (ex) ability.
Water: water mastery (ex) and the drench (ex) ability.
Wood: Creature gains the splintering (su) special attack for 1d6 per 2 HD.
  All saves are based on DC 10 + 1/2 creature’s racial HD + the creature’s Con modifier.   Ability Scores: Depending of the elemental rifts energy the creature changes the following ability score modifiers.
Air: +4 on Dexterity abilities scores.
Earth: +2 on Strength and Constitution ability scores.
Fire: +2 on Dexterity and Charisma ability scores.
Water: +2 Dexterity and Wisdom ability scores.
Wood: +4 Constitution abilities scores.
  Skills: Depending of the elemental rifts energy the creature get one of the following racial skill modifiers.
Air: +4 of racial modifier fly checks.
Earth: +4 of racial modifier climb checks.
Fire: +4 of racial modifier intimidation checks.
Water: +4 of racial modifier swim checks.
Wood: +4 of racial modifier survival checks.
  Languages: Depending of the elemental rifts energy the creature get one of the following languages. If a creature has a INT score of 2 or lower it can only understand the language, if the creature has an INT score of 3 or higher it can speak the language as well.
Air: Auran
Earth: Terran
Fire: Ignan
Water: Aquan
Wood: Sylvan
  Special Abilities: Depending on the energy of the elemental rift, the creature gets one of the following special abilities.
Wood: Creature based of wood rifts gains the Camouflage (Ex) ability.
  Rift Creature is the byproduct of a rift that has opened, and element energies pour out affecting its direct environment, beginning with the most basic of life forms and slowly expanding up the to more sentient creatures as its powers grow if left unchecked. Plants, Vermin, and Animals are often the first to change and a telltale sign of a nearby rift.

More Information

Rifts

Genetic Ancestor(s)
Scientific Name
Outsider

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