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Date Created: 14 February 2009
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Summary::Samaries often breed with other species. half-Samaries are often used as Gladiator or slaves, some lucky are second class citizens. Half-Samarie often bear traits of their samarie heritage, such as black hairs, red eyes and/or pale skin. They have a least one of those traits. Their behaviour is also more violent.

Creating a Half-Samarie[]

A half-Samarie is a inherent templae who can be added to any Humanoid or Monstrous humnoid (Except Samaries).

Size and Type[]

As the base creature.

Hit Dice[]

As the base creature.


As the Base creature.

Armor Class[]

As the base creature.


As the base creature.

Full Attack[]

As the base creture.

Special Attacks[]

Violent Urge (Ex): Once per day a Half-Samarie may channel all her hated in a burst of violence. A Samarie in a Violent Urge gain one extra attack per round at her highest bab. +2 Strength and +2 Constitution. But take a -2 penalty to Armor Class. While in a Violent Urge, a half-samarie cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat she has except Combat Expertise, item creation feats, and metamagic feats. A violent urge lasts for a number of rounds equal to 3 + the half-Samarie’s (newly improved) Constitution modifier. A Samarie may prematurely end her violent urge. At the end of the violent urge, the half-Samarie loses the violent urge modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter. This ability do no stack with barbarian's rage.

Special Qualities[]

Debauchery Endurance (Ex): Half-Samarie know how to use drug and recover from it very quickly. When taking drugs a half-samarie never risk overdose. If a half-samarie take variable ability damages from a drug she away take minimal damages. If there a variable duration for penalties it alway minimal. Bonuses duration and effect are ignored. Half-Samarie recover 1 point of ability damage or drain per hour.

Painless (Ex): Half-Samaries are painless, don't feeling any pain at all. It a trait not even full Samarie develop. A half-samarie are immune to pain effect (such as Symbol of Pain) and gain DR 3/-.

Samarie Blood: For all effects related to race, a half-samarie is considered a samarie.


+2 Constitution, -2 Wisdom


+4 Racial Bonus on Intimidation.


As the Base Creature


As the base creature.


As the base creature.

Challenge Rating[]



As the base creature.


Usually evil.


By class level.

Level Adjustment[]


See Also[]

Back to Main Page3.5e HomebrewMonstersTemplates