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Old 4th October 2004, 09:07 AM   #1 (permalink)
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Knightfall's World of Kulan: Monster Compilations

Hi all,

It's been some time since I posted here, I know, but I've been busy doing stuff for Silverthorne Games, as well as my own homebrewed world.

You all remember my old monster threads -- of course you do. Well, the attached document, below, shows the end result of a lot of work compiling and updating many of my World of Kulan monsters into one document.

Below is the alphabetical listing for World of Kulan: Monster Compilation One:

Buckawn
Centaur of Harqual
Cloud jatten
Dark water
Deep minotaur
Desert elf
Dracovaran
Earth ogre
Ee’aar
Fallenlanden bakemono
Fallenlanden dragon-kin
Fire jatten
Flind
Forest elf
Fremlin
Frost jatten
Geckolisk
Gema
Gnoll
Griff
Grippli
Hairfoot halfling
High dwarf
Hill dwarf
Hill jatten
Horn minotaur
Ibonahin
Kenku
Kerrn
Lupin
Mountain orc
Nagpa
Ogre mage of Janardun
Phanaton
Rakasta
Reef giant
Rockwood gnome
Sahne
Seven seas dragon
Silver elf
Silver ‘wild’ elf
Simbasta
Star gnome
Stone jatten
Storm jatten
Tabaxi
Throkr
Torin, the
Vonakyndra
Xanth


Now that it is REALLY done the way I want, I can start into World of Kulan: Monster Compilation Two. I'll likely be posting some of the newer stuff in this thread.

Cheers!

Knightfall1972
Attached Files
File Type: zip WoK Monster Compilation I.zip (112.0 KB, 56 views)
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Old 4th October 2004, 09:59 PM   #2 (permalink)
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Finished monster compilation two creatures...

First up....

Kha
Medium Monstrous Humanoid
Hit Dice: 2d8+2 (11 hp)
Initiative: +0
Speed: 20 ft. (4 squares), fly 20 ft. (poor)
AC: 13 (+2 leather, +1 light shield), touch 10, flat-footed 13
Base Attack/Grapple: +0/-1
Attack: Claws +2 melee (1d4-1) or kukri +3 melee (1d4-1)
Full Attack: Claws +2 melee (1d4-1) or kukri +3 melee (1d4-1)
Space/Reach: 5 ft. / 5 ft.
Special Qualities: Racial traits
Saves: Fort +1, Ref +2, Will +5
Abilities: Str 9 (-1), Dex 11 (+0), Con 12 (+1), Int 11 (+0), Wis 16 (+3), Cha 10 (+0)
Skills: Heal +4, Listen +6, Spot +6, Survival +4
Feats: Weapon Focus (kukri)

Continent/Region: Harqual/Plains of Sand (Tschaja)
Environment: Temperate plains
Organization: Solitary
Challenge Rating: 1
Treasure: Standard
Alignment: Usually neutral good
Advancement: By character class
Level Adjustment: +1

This medium-sized humanoid has obviously evolved from some sort of bird. Its arms have powerful wings attached from the back to its clawed hands, while its legs end feet with four stubby toes, one facing back from the heel. The birdman’s intelligent, green eyes contrast with the stark blue-black feathers that cover its entire body.

The kha are bird-like humanoids that stand about 6 ½ feet tall and have wingspans of 10 feet. They aren’t native to Kulan, as they were brought to the world by the Event known as the Transformation. The kha are only found on Harqual.

They wish a way to return home to Ko and expose their kin to the wonders they've seen in this new world. However, all divination attempts, by their allies, have failed... so far.

Kha speak their own racial language. Most kha NPCs never learn another language.

Combat
The kha are non-aggressive by nature, which might seem like a contradiction for a race that values its warriors. They are, by no means, pacifists, however. They simply see combat as an option best saved for last.

When forced to defend themselves, are strong-willed, hardy warriors. Not known for great strength or blinding speed, the kha tend to think their way though a fight from beginning to end. They prefer fighting with their natural claw attacks or with the weapon known as a kukri.

Being exposed to human culture has brought them in contact with several monasteries known for training monks. This form of attack and defense is quickly becoming popular with the kha’s young ones.

Racial Traits (Ex): See below.

Kha Society
Kha are native to the City-state of Tschaja, which was brought to Harqual during the transformation from a planet the birdmen call Ko. The city is unlike any other seen on Harqual before. The entire city stands on stilts at the very edge of the coastline in the Region known as the Thunder Lands. Around the city is a wall of stilts with no entryways into the city. The stilts look similar to bamboo but are much thicker and they are as hard as stone. The entire city is an engineering marvel.

When visitors ask the kha how they did it, the birdmen insist that they didn't build Tschaja. They simply inherited it from another race so old they can't remember what they were called. Next the visitor asks if this forgotten race are the kha's gods. Then the kha explain that before coming to Harqual they had never conceived of the notion of gods. Next the visitor asks if the kha have no gods then where does magic come from on Ko. At this point, the kha state that Ko has nothing like magic and that the kha are just learning how to use it. After this, the conversation usually becomes hard.

The kha are one of the few races brought to Harqual, by the Transformation, that are trying to learn as much as they can about this new world. They are instinctively curious and love he concepts of gods, magic, and a multitude of races. For on Ko they were the only sentient race. Meeting other intelligent races has been a validation for them. For while the kha live simple lives with little need for infrastructure, they are natural engineers, sages and mathematicians. This is why they have caught on to the Art of Wizardry so fast. However, they are also great naturalists and many have learned the way of the druids and the rangers.

The kha have made several alliances with the human lands now on their border. Both the Barony of Liran and the Free City of Yuln are steadfast allies of the kha, as well as the ee'aar of the Sunus Mountains. These alliances have brought the kha protection from the mountain orcs of the Thunder Mountains and the bugbears of the Sunus Mountains. The kha have just begun to explore the wide-open wastes of the Great Expanse and have had several encounters with the desert elves living there. These encounters have been tense but fruitful for both races, as the kha's unique bamboo-like weapons are coveted by the desert elf tribes. They are lighter than wood, stronger than forged steel, and very resilient. (Plus, they can either cause regular or subdual damage.)

Kha as Characters
Kha favor the fighter class. They often become monks and wilderness rogues *, but most kha encountered are experts.

The kha come from a world where magic doesn’t exist, thus, they are limited in the types of spellcasting classes they can take. Thus, they can never become bards, paladins, clerics, or sorcerers. However, they can become rangers, druids, and wizards but they can only advance to 5th level in these classes. Kha often multiclass as fighter/druids, ranger/druids, fighter/monks, fighter/wilderness rogues, or ranger/wilderness rogues.

* A new variant class from D&D Unearthed Arcana.

Kha Traits
Kha benefit from a number of racial traits:
–– -2 to Strength, +2 to Constitution, +4 to Wisdom.
–– Medium-sized. As Medium-size creatures, kha have no special bonuses or penalties due to their size. (Use half-orc height and half-elf weight. See the PHB in Chapter 6: Description.)
–– Speed: Base land speed is 30 feet. Kha can also fly at a speed of 20 feet.
–– Keen Vision (Ex): Kha have low-light vision that allows them see twice as far as a human can in starlight, moonlight, torchlight, and similar conditions of low illumination. They also have darkvision at a range of 60 feet.
–– Racial Hit Dice: A kha begins with two levels of monstrous humanoid, which provide 2d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +0, Ref +3, Will +3.
–– Racial Skills: A kha's monstrous humanoid levels give it skill points equal to 2 x (2 + Int Modifier). Its class skills are Heal, Listen, Spot, and Survival.
–– Racial Feats: A kha's monstrous humanoid levels give it one feat. A kha receives Weapon Focus (kukri) as a bonus feat.
–– Automatic Languages: Kha. Bonus Languages: Auran, Common, Maviun, Orc, and Sylvan.
–– Favored Class: Fighter. A multiclass kha's fighter class does not count when determining whether he suffers an XP penalty for multiclassing.
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Old 4th October 2004, 10:08 PM   #3 (permalink)
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Two more... similar to each other but different.

Giant Lizard, Lacerta
Large Animal (Dire)
Hit Dice: 5d8+30 (56 hp)
Initiative: +2 (Dex)
Speed: 40 ft. (8 squares)
AC: 18 (-1 size, +2 Dex, +7 natural), touch 11, flat-footed 16
Base Attack/Grapple: +3/+16
Attack: Bite +11 melee (2d6+13)
Full Attack: Bite +11 melee (2d6+13)
Space/Reach: 10 ft. / 10 ft.
Special Qualities: Low-light vision
Saves: Fort +12, Ref +6, Will +5
Abilities: Str 29 (+9), Dex 15 (+2), Con 23 (+6), Int 2 (-4), Wis 12 (+1), Cha 2 (-4)
Skills: Climb +13, Hide +10*, Listen +5**, Move Silently +10, Spot +5**, Survival +5
Feats: Alertness, Great Fortitude

Continent/Region: The Fallenlands
Environment: Warm desert
Organization: Solitary
Challenge Rating: 4
Alignment: Always neutral
Advancement: 6-15 HD

This large reptilian animal is mottled green in color with two long horns and strange ridges on its head.

Lacertas are large lizards native to the deserts of the Fallenlands. They are most often used by the jann as beasts of burden and as mounts, but other races have been known to use them as well – most notably the kenku and nagpas. (Note that the kenku never ride any creature as a mount, however.) Lacertas aren’t any harder to train than other animals similar to it in nature (i.e. monitor lizard, MM v.3.5 page 275).

Lacertas are a mottled green or sandy brown in color and look like a cross between monitor lizards and dragons. Their visage is definitely draconic, and the creatures often have horns and facial ridges similar to that of true dragons. Yet, lacertas are simple animals that are relatively easy to tame.

The market price for a lacerta is 300 gp.

Combat
Lacertas aren’t aggressive unless provoked. They can be quite protective of their young, however, especially females. Lacertas living wild in the desert are more likely to attack those that come near. The lizard can inflict a nasty bite to those that don’t show it respect.

Skills: Lacertas have a +4 racial bonus on Hide and Move Silently checks. *In desert areas, the Hide bonus improves to +8. **A lacerta has a +8 racial bonus on any Listen or Spot check to perform some special action or avoid a hazard. It can always choose to take 10 on a Climb check, even if distracted or endangered.

Carrying Capacity: A light load for a lacerta is up to 1,400 pounds; a medium load, 1,401–2,800 pounds; and a heavy load, 2,801–4,200 pounds.

Giant Lizard, Lacerta Warbeast
Large Animal (Dire)
Hit Dice: 6d8+48 (78 hp)
Initiative: +6 (Dex, Improved Initiative)
Speed: 50 ft. (10 squares)
AC: 18 (-1 size, +2 Dex, +7 natural), touch 11, flat-footed 16
Base Attack/Grapple: +3/+18
Attack: Bite +13 melee (2d6+16)
Full Attack: Bite +13 melee (2d6+16)
Space/Reach: 10 ft. / 10 ft.
Special Qualities: Combative mount, low-light vision
Saves: Fort +15, Ref +7, Will +7
Abilities: Str 32 (+11), Dex 15 (+2), Con 26 (+8), Int 2 (-4), Wis 14 (+2), Cha 2 (-4)
Skills: Climb +15, Hide +10*, Listen +7**, Move Silently +10, Spot +7**, Survival +6
Feats: Alertness, Great Fortitude, Improved Initiative

Continent/Region: The Fallenlands
Environment: Warm desert
Organization: Solitary
Challenge Rating: 5
Alignment: Always neutral
Advancement: 7-15 HD

This large reptilian animal is sandy brown in color with three long horns, one in the center, and strange ridges on its head. The beast has been tattooed with red and black ink all over its body and has outfitted with an exotic looking saddle and fine looking padded barding.

A lacerta warbeast is a special mount bred for war by the jann. The jann never legally sell these specially trained mounts of war to other races.

Lacerta warbeasts look exactly like normal lacerta, except for being slightly larger and stronger and often sporting colorful tattoos or ritualistic scarring marks. They are always seen while wearing the prerequisites of war – an exotic war saddle, bit and bridle, armor, and saddlebags. Lacerta warbeasts rarely where armor heavier than light.

The market price for a lacerta warbeast is 550 gp, amongst the Jann of the Fallenlands. This cost is times by 5 if sold illegally to another race.

Combat
Unlike normal lacerta, lacerta warbeasts are bred to be highly aggressive, which makes them invaluable as mounts during war. A janni general won’t ride into battle unless he’s on his personal lacerta warbeast.

Combative Mount (Ex): A rider on a trained lacerta warbeast gets a +2 circumstance bonus on all Ride checks. A lacerta warbeast is proficient with light, medium, and heavy armor.

Skills: Lacerta warbeasts have a +1 racial bonus on Listen and Spot checks and a +4 racial bonus on Hide and Move Silently checks. *In desert areas, the Hide bonus improves to +8. **A lacerta warbeast has a +8 racial bonus on any Listen or Spot check to perform some special action or avoid a hazard. It can always choose to take 10 on a Climb check, even if distracted or endangered.

Carrying Capacity: Alight load for a lacerta is up to 2,080 pounds; a medium load, 2,081–4,150 pounds; and a heavy load, 4,151–6,240 pounds.
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Old 19th October 2004, 07:31 AM   #4 (permalink)
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Dragonne of Harqual
Large Dragon (Shapechanger)
Hit Dice: 9d12+36 (48 hp)
Initiative: +2 (Dex)
Speed: 40 ft. (8 squares), fly 30 ft. (poor)
AC: 19 (-1 size, +2 Dex, +8 natural), touch 11, flat-footed 17
Base Attack/Grapple: +9/+18
Attack: Bite +12 melee (2d6+7)
Full Attack: Bite +12 melee (2d6+5) and 2 claws +7 melee (1d8+2)
Space/Reach: 10 ft. / 5 ft.
Special Attacks: Racial traits, pounce, roar
Special Qualities: Racial traits, immunities, shape change
Saves: Fort +10, Ref +8, Will +7
Abilities: Str 21 (+5), Dex 15 (+2), Con 19 (+4), Int 8 (-2), Wis 12 (+1), Cha 14 (+2)
Skills: Concentration +8, Intimidate +6, Listen +17, Search +10, Spot +17, Survival +5
Feats: Blind-Fight, Combat Reflexes, Hover, Track

Continent/Region: Harqual/The Great Expanse
Environment: Temperate deserts
Organization: Solitary or pair
Challenge Rating: 9
Treasure: Double standard
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +7

This large dragon possesses huge claws and fangs, and large intelligent eyes, the color of its golden scales, which shimmer under the heat of the desert sun.

Most races, beyond those living near the Great Expanse, believe that dragonnes of Harqual aren't any different than those in other areas of the world. This is not so. The dragonnes of Harqual are shape changing magical beast that often take the form of medium or large-sized humanoids (most often as desert elves). While mainly solitary by nature, once in a while, a young dragonne will take a humanoid shape and travel to the communities near the Great Expanse in search for excitement. Often, they end up traveling with desert elves, lightfoots, or rakasta, hiding their true nature until they have come to trust their new companions. Once revealed, most adventuring groups will readily accept a dragonne as their friend and ally.

A dragonne is about 12 feet long and weighs about 700 pounds.

Dragonnes speak Draconic.

Combat
A dragonne's wings are useful only for short flights, carrying the creature for 10 to 30 minutes at a time. Nevertheless, it uses its wings effectively in battle. If opponents attempt to charge or encircle it, the dragonne simply takes to the air and finds a more defensible position.

Change Shape (Su): A dragonne can assume any Medium to Large-sized humanoid form, or revert to its own form, as a standard action. In humanoid form, a dragonne loses its claw and bite attacks (although it often equips itself with weapons and armor instead). A dragonne remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but the dragonne reverts to its natural form when killed. A true seeing spell reveals its natural form.

Immunities (Ex): Dragonnes are immune to sleep and paralysis effects.

Pounce (Ex): If a dragonne charges, it can make a full attack in the same round.

Roar (Su): A dragonne can loose a devastating roar every 1d4 rounds. All creatures except dragonnes within 120 feet must succeed on a Will save (DC 16) or become fatigued. Those within 30 feet who fail their saves become exhausted. The save DC is Charisma-based.

Racial Traits (Ex): See below.

Dragonne Society
Dragonnes of Harqual are favored children of the Interloper God known as Chaeon, Lord of the Expanse. The desert elves and dragonnes believe it was this god that gave the dragonnes their shape changing ability. Dragonnes are very pious and pray to the Lord of the Expanse at dawn each day, facing in the direction of the Great Expanse regardless of where they have traveled too. Dragonnes are naturally curious as well, and many have taken to traveling through the islands of the Karmine Sea and beyond, looking for their next great adventure.

Dragonnes as Characters
Dragonnes favor the sorcerer class.

Dragonne Traits
— +4 to Strength, +2 to Dexterity, +4 to Constitution, -2 Intelligence.
Speed: Base land speed is 40 feet. Dragonnes can also fly at a speed of 30 feet.
Keen Vision (Ex): Dragonnes have low-light vision that allows them see twice as far as a human can in starlight, moonlight, torchlight, and similar conditions of low illumination. They also have darkvision at a range of 60 feet.
Racial Hit Dice: A dragonne begins with nine levels of dragon, which provide 9d12 Hit Dice, a base attack bonus of +9, and base saving throw bonuses of Fort +6, Ref +6, Will +6.
Racial Skills: A dragonne's dragon levels give it skill points equal to 9 x (2 + Int Modifier). Its class skills are Concentration, Intimidate, Listen, Search, Spot, and Survival. Dragonnes have a +4 racial bonus on Listen and Spot checks.
Racial Feats: A dragonne's dragon levels give it four feats.
Change Shape (Su): As per the description under Combat.
Immunities (Ex): As per the description under Combat.
Pounce (Ex): As per the description under Combat.
Roar (Su): As per the description under Combat.
Natural Attacks: Dragonnes may attack with two claws and bite and are always treated as being armed when using their natural attacks, when in their natural form.
Carrying Capacity: A light load for a dragonne is up to 348 pounds; a medium load, 349 – 699 pounds, and a heavy load, 700 – 1,050 pounds, when in its natural form.
Automatic Languages: Draconic. Bonus Languages: Common, Elven, and Terran. Because of their limited contact with the world beyond the Great Expanse, dragonnes have fewer bonus languages to learn from.
Favored Class: Sorcerer. A multiclass dragonne’s sorcerer class does not count when determining whether he suffers an XP penalty for multiclassing.
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Old 19th October 2004, 07:37 AM   #5 (permalink)
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Dragontouched
Dragontouched, 1st-Level Warrior
Medium-Size Humanoid (Draconic)
Hit Dice: 1d8 (4 hp)
Initiative: +0
Speed: 30 ft.
AC: 11 (+1 natural), touch 10, flat-footed 11
Base Attack/Grapple: +1/+3
Attack: Claw +3 melee (1d3+1) or longsword +3 melee (1d8+1)
Full Attack: 2 claws +3 melee (1d3+1) or longsword +3 melee (1d8+1)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Racial traits
Special Qualities: Racial traits
Saves: Fort +2, Ref +0, Will -2
Abilities: Str 15 (+2), Dex 11 (+0), Con 10 (+0), Int 10 (+0), Wis 8 (-1), Cha 14 (+2)
Skills: Climb +5, Ride +3, Jump +5, Swim +5
Feats: Cleave, Power Attack

Continent/Region: Any
Environment: Any
Organization: Solitary, pair, or family (1–4)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +1

This humanoid has obvious draconic features including scaly skin and pronounced reptilian facial features. It wields a longsword in its clawed hands.

The dragontouched of Kulan are a unique race descended from both dragon and human bloodlines. They are not actually dragons but they have enough dragon heritage in them to be distinguished from humans. Many mistake them for half-dragons but they are farther removed from their dragon ancestry than half-dragons. The dragontouched usually are the result of an ancient druidic lineage that pays respect to Mirella or one of the neutrally-aligned ‘dragon’ World Gods.

Combat
Dragontouched are as varied as the humanoid and draconic ancestors of its bloodline. Thus, one dragontouched won’t attack or wield the same weapon as another met before. All have clawed hands, which gives the draconic humanoids the ability to continue fighting, after losing a weapon, as if armed.

Racial Traits (Ex): See below.

Dragontouched Society
Regardless of their draconic bloodline, the dragontouched are as varied as humans are and they fit into almost any culture. Most of the dragontouched living on Harqual live in the region of Southern Harqual known as The Bulge, which includes the Great Expanse and all of the communities in or near that desert. They are also found living in the eastern ranges of the Hinderfall Mountains. Specifically, in the secluded mountain cities of Highwall and Thunderwall.

Dragontouched are also common throughout the many islands of the Sea of the Sun and the Karmine Sea. They are rarer the further north you travel until you pass the Greystone Mountains. There, while still uncommon, they live amongst the barbarians of the Northlands as equals, as well as in the desert known as the Cold Barrens. Dragontouched are unheard of in the Eastern Shore or in the Sword Gulf Region. They are very rare on the Ragik Peninsula, as the Empire of Swords was known for its oppression of non-human races.

Dragontouched as Characters
Dragontouched characters favor the sorcerer class.

Dragontouched Traits
— +2 to Strength, -2 to Wisdom, +2 to Charisma.
— Medium-sized. As Medium creatures, dragontouched characters have no special bonuses or penalties due to their size.
Speed: Base land speed is 30 feet.
Keen Vision (Ex): Dragontouched have low-light vision that allows them see twice as far as a human can in starlight, moonlight, torchlight, and similar conditions of low illumination. They also have darkvision at a range of 60 feet.
— 1 extra feat at 1st level.
— 4 extra skill points at 1st level and 1 extra skill point at each additional level.
Natural Attacks: Dragontouched characters may attack with two claws and are always treated as being armed when using their natural attacks.
Saves: A dragontouched character has a +4 racial bonus on saves against magic sleep effects and paralysis.
Skills: +2 racial bonus to Intimidate and Spot checks.
Automatic Languages: Common and Draconic. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
Favored Class: Sorcerer. A multiclass dragontouched character’s sorcerer class does not count when determining whether he suffers an XP penalty for multiclassing.
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Tree Troll [Image]
Large Giant
Hit Dice: 6d8+36 (63 hp)
Initiative: +2 (Dex)
Speed: 30 ft. (6 squares)
AC: 23 (-1 size, +2 Dex, +12 natural), touch 11, flat-footed 21
Base Attack/Grapple: +4/+14
Attack: Slam +9 melee (1d8+6)
Full Attack: 2 slams +9 melee (1d8+6) and bite +4 melee (1d6+3)
Space/Reach: 10 ft. / 10 ft.
Special Attacks: Crush 2d6+9, spell-like abilities
Special Qualities: Darkvision 90 ft., DR 5/slashing, low-light vision, plant traits, regeneration 5, scent, vulnerability to fire
Saves: Fort +11, Ref +4, Will +3
Abilities: Str 23 (+6), Dex 14 (+2), Con 23 (+6), Int 6 (-2), Wis 9 (-1), Cha 6 (-2)
Skills: Hide -2*, Listen +5, Move Silently +2, Spot +6
Feats: Alertness, Iron Will, Track

Continent/Region: Harqual/Any and Kanpur/The Dark Continent (maybe Hjemland)
Environment: Any forest
Organization: Solitary or group (1 treant plus 1-3 tree trolls)
Challenge Rating: 7
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: By character class
Level Adjustment: +8

This plant-like creature walks upright but hunched forward with sagging shoulders. Its bark-covered features and limbs have an almost rubbery appearance to them. Leafy fronds cover and extend out from its entire body.

A typical tree troll is roughly 9 feet tall, weighing around 500 pounds. These massive giants are sometimes mistaken for treants and may indeed be related to those creatures, as well as to trolls. They aren't as aggressive as trolls although they are still carnivores by nature.

Tree trolls are only found on the continents of Harqual and Kanpur. On Harqual they are mainly native to the forests and mountains of the Far South. They are common throughout the Merewood and the Heverkent Forest. They are often found in the company of treants and will usually leave rockwood gnomes alone. Tree trolls are also rumored to be found in colder climates and could possibly be found in the Great Forest of Northern Harqual or even further north.

On Kanpur tree trolls are native to the tropical jungles and high mountains of the Dark Continent. They are common in the region known as the Dark Jungle and the forested lands of the Matsu Empire. The tree trolls of the Dark Jungle are great allies of the elves of Firryaith and are usually true neutral in alignment. It is rumored, in the lands of northwestern Kanpur that a large troll-like tree creature lives in the region known as Hjemland. The truth is unknown.

Tree trolls speak Giant.

Combat
Tree trolls rush into combat fearlessly when they feel threatened. They always strike with their slam attacks first, hoping to hit with both and crush their opponents. Tree trolls can and will bite if they get the opportunity.
They have a healthy fear of fire and will often retreat from opponents wielding torches or fire magic. If seriously threatened they will use their spell-like abilities to first entangle as many opponents as they can and then use summon nature's ally II to cover their retreat.

Crush (Ex): If a tree troll hits with both slam attacks, it latches onto the opponent's body and crushes bone and flesh. This attack automatically deals an additional 2d6+9 points of damage.

Plant Traits: A tree troll has immunity to poison, magic sleep effects, paralysis, polymorph, stunning, and mind-affecting spells and abilities (charms, compulsions, phantasms, patterns, and morale affects). It is not subject to extra damage from critical hits.

Regeneration (Ex): Fire deals one and a half times normal damage and acid deal normal damage to a tree troll. If a tree troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

Spell-Like Abilities: 3/day—speak with plants; 1/day—entangle (DC 9), summon nature's ally II. Caster level: 6th. The save DCs are Charisma-based.

Skills: *A tree troll has a +4 bonus on Hide and Move Silently checks in aboveground natural environments.
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Old 19th October 2004, 08:24 AM   #7 (permalink)
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Rakasta Cat (Warbeast)
Large Animal (Dire)
Hit Dice: 5d8+25 (54 hp)
Initiative: +0
Speed: 70 ft. (14 squares)
AC: 16 (-1 size, +4 natural, +3 mw leather barding), touch 9, flat-footed 16
Base Attack/Grapple: +3/+15
Attack: Claw +14 melee (1d6+12)
Full Attack: 2 claws +14 melee (1d6+8) and bite +8 melee (1d8+4)
Space/Reach: 10 ft. / 10 ft.
Special Qualities: Combative mount, low-light vision, scent
Saves: Fort +12, Ref +5, Will +7
Abilities: Str 26 (+8), Dex 11 (+0), Con 21 (+5), Int 2 (-4), Wis 14 (+2), Cha 7 (-2)
Skills: Balance +11, Climb +15, Hide +13*, Jump +19, Listen +6, Move Silently +8, Spot +6
Feats: Alertness, Weapon Focus (claw)

Continent/Region: Any except the Fallenlands
Environment: Warm plains
Organization: Solitary
Challenge Rating: 4
Alignment: Always neutral
Advancement:

This large cat is obviously meant to be someone’s mount. It wears an exotic leather saddle on its back, as well a being draped with fine leather barding. The black and silver striped feline glares at you with its beautiful yellow eyes, a stark contrast to the ritual scarring on its face. A low growl warns you to stay clear.

Rakasta are known for their nomadic lifestyle and often they must move without notice. While they are more than capable of gathering up and carrying their belongings on their own, they prefer using this large cat as a beast of burden. It is rare for a pride to not have a few rakasta cats, as outsiders call them, on hand for transporting young and particularly heavy belongings.

However, more often non-essential items are left behind, as not to burden their favorite animals too much. For the rakasta love their “big cats” like members of the family. They are born, raised, and die in the hearts of the members of the pride and the rakasta rarely lend and never sell these dire cats to other races. They will lend or gift a cat to a lifelong friend of the pride, but the rakasta cat must feel a bond to the outsider.

The market price, amongst rakasta prides, for a rakasta cat is 475 gp. They never sell full-grown cats to non-rakasta, but may trade the dire cats to another allied pride for other goods in times of desperate need. It is a given that the pride will trade back for the cat when it can, thus, entrusting its welfare to the other pride. Rakasta cat kittens are sometimes stolen from a pride by rival catfolk, in the same area, or by unscrupulous humanoids, trying to make a profit. This almost always ends in disaster for the thief, as rakasta cat mothers will hunt down anyone who steals one of their kittens.

Combat
While rakasta cats are sometimes used as beasts of burden, they are more likely to be used as mounts by rakasta. These rakasta cat mounts are fiercely loyal to their riders, fighting to the death to protect them. The dire cats are also protective of the entire pride and will help defend against attackers, even without a rider. Rakasta cats attack with razor sharp claws and a powerful bite.

Combative Mount (Ex): A rider on a trained rakasta cat gets a +2 circumstance bonus on all Ride checks. A rakasta cat is proficient with light, medium, and heavy armor.

Scent (Ex): A rakasta cat can detect approaching enemies, sniff out hidden foes, and track by sense of smell. If upwind, the range increases to 60 ft.; if downwind, it drops to 15 ft.

Skills: Rakasta cats have a +1 racial bonus on Listen and Spot checks, a +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Balance and Jump checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.

Carrying Capacity: A light load for a rakasta cat is up to 920 pounds; a medium load, 921–1,840 pounds; and a heavy load, 1,841–2760 pounds.

Training a Rakasta Cat
A rakasta cat need not be specially reared, but it must be trained for two months (Handle Animal DC 20) to develop its abilities. (Can only be raised by a rakasta.)
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Old 19th October 2004, 08:33 AM   #8 (permalink)
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Relix (Proxy of Damh)
Huge Outsider (Extraplanar, Good)
Hit Dice: 10d10+70 (130 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
AC: 17 (-1 size, +8 natural), touch 10, flat-footed 17
Base Attack/Grapple: +10/+27
Attack: Claw +19 melee (1d8+13)
Full Attack: 2 claws +19/+14 melee (1d8+9) and bite +17/+12 melee (2d6+4)
Space/Reach: 15 ft. / 15 ft.
Special Attacks: Aura of hope, improved grab, spell-like abilities
Special Qualities: Cold and fire resistance 10, Darkvision 60ft., DR 5/magic, low-light vision, melancholy, scent, slow aging, SR 15, vulnerability to good
Saves: Fort +14, Ref +3, Will +5
Abilities: Str 29 (+9), Dex 10 (+0), Con 25 (+7), Int 3 (-4), Wis 14 (+2), Cha 12 (+1)
Skills: Bluff +3, Listen +6, Perform (oratory) +3, Spot +6
Feats: Alertness, Multiattack, Power Attack, Track

Continent/Region: Can appear anywhere on Kulan but mainly appears on Harqual
Environment: Wanders the Upper Outer Planes or the Demiplane of Serenity
Organization: Unique
Challenge Rating: 11
Alignment: Neutral good
Advancement: NA

This huge creature looks to be a19-foot tall silver-furred owlbear. It is covered in scars that, while obviously healed, are still visible. Its eyes are a deep forest green and sparkle in the light.

Relix is the product of a long hard fought road towards redemption. Born a unusually large owlbear, Relix was content to live and hunt in the wilderness of some unknown Prime Material Plane. It was here he was captured and brought to the Lower Outer Planes by a malevolent fiend that wished to twist Relix for its own pleasure and evil plans. The fiend tortured the owlbear, twisting his natural instincts to evil. Relix’s simple mind lost control and for many years his master’s enemies, both good and evil, feared Relix.

Eventually, Relix’s master perished at the hands of a more powerful fiend, but Relix escaped during the fight and began wandering the Outer Planes looking to sate his evil nature. It was during this time that the god Damh came across the ravening beast. He knew the beast’s natural soul still remained inside the creature and took Relix with him across the span of existence to a forested fey demiplane called Serenity where the creature could heal its shatter mind and soul.

At first, Relix gnashed out at the local creatures but with the power of the Fey One guiding his recovery, Relix soon found serenity, so to speak. Relix came to love the fey demiplane and he considers it his home. He will go to great lengths to protect it from evil interlopers and is a great friend of fey of all type. Relix often works as Damh's proxy, on Kulan, appearing wherever fey are in need of a strong champion to guard their lands from interlopers.

Relix is prone to fit of melancholy when away from his demiplane home and is easily agitated by those who behave in an evil manner. He attacks evil fiends such as demons and devils on sight.

Relix speaks a rudimentary form of Sylvan, and he understands but cannot speak Celestial. He loves to recite elvish stories and gnomish odes to wee fey, as translated to him in Sylvan. He always has time to tell the story of how The Fey One saved him from damnation. More often than not, it is Relix’s gestures and mimicry that keep his little fey friends enraptured and not his words.

Combat
Relix is fearless in combat. He fights to defend himself and his charges against any evil that threatens the Plane of Serenity. He often changes his tactics against foes he has faced before. He will fight to the death in order to save innocent fey unable to defend themselves. If he dies on the Plane of Serenity then Damh can resurrect him with a mere thought. If he dies somewhere else then the owlbear is dead.

Aura of Hope (Su): Relix’s hope for all things good causes anyone within a 20-ft radius to gain a +4 to save versus fear while within his aura. Evil creatures are made uneasy by the feeling and also suffer a –1 morale penalty to all rolls (net +3 vs. fear) if they fail the save (DC 16). If Relix touches another creature and the save is failed, that creature is shaken, if evil. Otherwise, there isn’t any additional effect.

Improved Grab (Ex): To use this ability, Relix must hit with a claw attack. He can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Melancholy (Ex): Relix is occasionally prone to fits of melancholy when in mortal realms. Every week, he must make a Will save (DC 15) or be struck by ennui for 1d4 days, during which time he is at –1 to Wisdom-related rolls.

Slow Aging (Ex): Relix has been forever touched by the agelessness of the Demiplane of Serenity. In mortal realms, Relix ages half as fast as a normal owlbear would, and doesn’t age at all when in the Demiplane of Serenity.

Smite Evil (Su): Once per day Relix can make a normal melee attack to deal +10 damage against an evil foe.

Spell-like Abilities: 5/day as a 10th-level sorcerer—mage hand, dancing lights, ghost sound. 1/day as a 10th-level sorcerer—alter self, calm animals, disguise self, pass without trace, speak with animals, speak with plants.

Vulnerability to Good (Ex): Relix is treated as if neutral for determining the effects of spells which damage evil creatures. For example, Relix always takes damage from holy smite as if he were neutral.

Skills: Relix gains a +1 racial bonus to Perform and Bluff checks. He also gains a +2 racial bonus to Hide and Move Silently checks in environments similar to the one wherein they dwelled amongst fey (forest).
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Old 10th November 2004, 08:06 AM   #9 (permalink)
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Dragonwyrm
Gargantuan Dragon (Earth, Water)
Hit Dice: 16d12+128 (237 hp)
Initiative: -2 (Dex)
Speed: 20 ft. (4 squares), burrow 20 ft., swim 10 ft.
AC: 20 (-4 size, -2 Dex, +16 natural), touch 4, flat-footed 20
Base Attack/Grapple: +16/+41
Attack: Bite +16 melee (2d8+13) or claw +16 melee (1d8+13)
Full Attack: Bite +16 melee (2d8+13), 2 claws +16 melee (1d8+6), and sting +16 melee (2d6+6 plus poison)
Space/Reach: 20 ft. / 15ft.
Special Attacks: Improved grab, swallow whole, poison
Special Qualities: Darkvision 60 ft., low-light vision, tremorsense 60 ft., immunity to magic sleep effects and paralysis effects
Saves: Fort +18, Ref +8, Will +9
Abilities: Str 37 (+13), Dex 6 (-2), Con 27 (+8), Int 15 (+2), Wis 8 (-1), Cha 10 (+0)
Skills: Diplomacy +10, Escape Artist +8, Knowledge (geography) +12, Knowledge (nature) +12, Listen +18, Intimidate +13, Search +21, Sense Motive +9, Spot +20, Survival +6, Swim +26, Use Magical Device +10.
Feats: Awesome Blow, Cleave, Improved Bull Rush, Power Attack, Weapon Focus (bite), Weapon Focus (sting)

Continent/Region: The Fallenlands
Environment: Warm desert, aquatic (freshwater only), or underground
Organization: Solitary
Challenge Rating: 17
Treasure: Triple standard
Alignment: Always neutral
Advancement: 16-32 HD (Gargantuan); 33-48 HD (Colossal)

This massive worm is covered with sandy-colored, plated scales, a huge stinger on the end of its tube-like body. A large dragon-like, horned head sits a top the creature’s body, its mouth filled with wide, razor sharp teeth, and the beast has a intelligent glint in its massive reptilian eyes. Two large arms protrude out from just behind its head, ending in wicked claws.

Dragonwyrms are one of the most feared and misunderstood creatures of the Fallenlands. They are thought to be unintelligent beasts by most and only the most notable scholars amongst the nagpas and jann know that dragonwyrms are intelligent creatures worthy of respect.

However, that doesn’t mean these dragons aren’t to be feared. In fact, the nagpa go to great lengths to avoid these dragons whenever possible. Other races aren’t so cautious. The sahne have been known to hunt the great dragons as rites of passage, while thasins and bakemono consider dragonwyrm meat to be a delicacy. Hengeyokai clans have the closest relations with dragonwyrms, often giving sacrifices and treasure to one of the great dragons, in return for protection. The minotaurs and Cyradi of the Shapneka Canyon often worship the great dragons as servants of the Gods.

Dragonwyrms are known only throughout the desert, the many lakes & rivers, and the isolated underground environments of the Fallenlands. They are rarely encountered in the more coastal regions of the Fallenlands but have also been seen in the Volcanic Lands and waterways of the Ong Jungle. Dragonwyrms do not have any sort of breath weapon and cannot fly.

Dragonwyrms rarely speak, understanding Draconic, Ignan, and Jinn.

Combat
Dragonwyrms aren’t known for restraint in combat. They tend to kill first, eat second, and if anyone is left over afterwards, they sometimes will negotiate for treasure. Dragonwyrms are intelligent enough to understand counter the tactics of opponents, but they rarely retreat, even when hard pressed.

A dragonwyrm often attacks from under the earth, breaking through the sand and attempting to bite the closest opponent. If successful, the dragonwyrm will attempt to grapple and then swallow whole. If it fails to grapple then it will switch to executing a full attack on the weakest looking target.

If attacking from underwater, the creature will attempt to capsize boats and drag opponents under the water, to try and drown them. Dragonwyrms are deadly opponents underwater.

Improved Grab (Ex): To use this ability, a dragonwyrm must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to swallow the foe the following round.

Poison (Ex): Injury, Fortitude DC 25, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based.

Swallow Whole (Ex): A dragonwyrm can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 2d8+12 points of crushing damage plus 8 points of acid damage per round from the dragonwyrm's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 17). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Gargantuan dragonwyrm's interior can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.

Skills: A dragonwyrm has a +2 racial bonus on Intimidate and Spot checks. A dragonwyrm has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
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Old 30th November 2004, 03:58 AM   #10 (permalink)
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Troll, Dire
Large Giant (Dire)
Hit Dice: 8d8+56 (92 hp)
Initiative: +3 (Dex)
Speed: 30 ft. (6 squares)
AC: 18 (-1 size, +3 Dex, +6 natural), touch 12, flat-footed 15
Base Attack/Grapple: +6/+17
Attack: Claw +14 melee (1d6+9)
Full Attack: 2 claws +14 melee (1d6+9) and bite +9 melee (1d6+5)
Space/Reach: 10 ft. / 10 ft.
Special Attacks: Attack/damage bonus, rend 2d6+10, tusk 2d4+10
Special Qualities: Darkvision 90 ft., low-light vision, regeneration 5, scent
Saves: Fort +12, Ref +5, Will +6
Abilities: Str 25 (+7), Dex 16 (+3), Con 25 (+7), Int 4 (-3), Wis 12 (+1), Cha 6 (-2)
Skills: Hide+5, Jump+8, Listen +8, Spot +9
Feats: Alertness, Iron Will, Track

Continent/Region: Harqual and Janardun
Environment: Cold mountains
Organization: Solitary or pair
Challenge Rating: 6
Treasure: No coins; standard goods; crude items
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +6

This large creature towers above you, its troll-like face dominated by to large tusks protruding from its lower lips. Its skin looks like rubber, mottled green and a putrid gray. Ugly strands of dirty, white hair hangs from its head. The beast is almost feral, as it growls at you, scraping its wicked claws along the ground. It paces back and forth like an animal that is waiting for an opening.

Dire trolls walk upright but hunched forward with sagging shoulders, just like normal trolls. Their gait is uneven, and when they run, their arms dangle and drag along the ground. For all this seeming awkwardness, dire trolls are extremely agile.

A typical adult dire troll stands 13½ feet tall and weighs 750 pounds. Males are slightly larger than females. A dire troll's rubbery hide is moss green, mottled green and putrid gray, or simply putrid gray. Their hair is usually grayish-black or dirty white.

Dire trolls understand Giant, but they rarely speak.

Combat
Dire trolls have little fear of death, but they aren’t as fearless as normal trolls. They do launch themselves into combat without hesitation, but are more likely to flee if in mortal danger. This is instinct, not intelligence. Dire trolls are scavengers by nature and will eat almost anything.

However, when confronted with fire, they will rarely try to get around the flames and attack. Instead, they will react like frightened beasts, shying away from those using it, while attacking anyone else without fire. They aren’t smart enough to recognize flasks as possible dangers, filled with alchemical fire or acid.

Attack/Damage Bonus: A dire troll gains a +2 enhancement bonus on any Strength related attacks and damage rolls. However, these bonuses aren't added to other special attack forms (i.e. rend).

Rend (Ex): If a dire troll hits with both claw attacks, it latches onto the opponent's body and tears the flesh. This attack automatically deals an additional 2d6+10 points of damage.

Regeneration (Ex): Fire and acid deal normal damage to a dire troll. If a dire troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

Tusk (Ex): A dire troll can deliver a tusk attack that does 2d4+10 points of damage. This is considered a standard action.

Skills: Dire trolls gain a +1 racial bonus to Jump attacks and +2 racial bonus to Hide checks.
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Old 4th December 2004, 10:32 PM   #11 (permalink)
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Belin
Belin, 1st-Level Warrior
Medium-Size Humanoid (Human)
Hit Dice: 1d8+1 (5 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
AC: 15 (+4 lamellar armor, +1 light steel shield), touch 10, flat-footed 15
Base Attack/Grapple: +1/+2
Attack: Scimitar +2 melee (1d6+1/18-20/x2) or shortbow +1 ranged (1d6/x3)
Full Attack: Scimitar +2 melee (1d6+1/18-20/x2) or shortbow +1 ranged (1d6/x3)
Space/Reach: 5 ft. /5 ft.
Special Qualities: Racial traits
Saves: Fort +3*, Ref +0*, Will +1*
Abilities: Str 13 (+1), Dex 11 (+0), Con 12 (+1), Int 10 (+0), Wis 9 (-1), Cha 8 (-1)
Skills: Climb +5, Ride +3, Jump +5, Survival +2
Feats: Endurance, Iron Will B

Continent/Region: Harqual/The Nebral Peninsula
Environment: Any warm land
Organization: Solitary, family (3–8), coterie (10–40 plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 1 7th-level captain), or colony (40–600 plus 25% noncombatants plus 1 3rd-level sergeant per 10 adults, 1 5th-level lieutenant per 50 adults, 1 7th-level captain per 100 adults, and 1 9th-level lord per 200 adults)
Challenge Rating: 1
Treasure: Standard
Alignment: Often lawful neutral
Advancement: By character class
Level Adjustment: +0

This humanoid is obviously human, but she has an exotic appearance. Her skin looks like a thousand grains of sand blowing across the desert and her hair is dusky blonde, braided down her back. She is covered in light, silk clothing that is both beautiful and sheen, and fine, lightweight armor. She stares at you with almond-shaped, deep green eyes, a glowing smile a contrast to the shining, curved blade she holds out to menace you, a light shield strapped to her other arm.

The humans known as Belins were part of a grand kingdom called Belinar, on a alternate Material Plane. The region where Belinar existed, on their world, is barren with little water. The Belins were brought to the Lands of Harqual by the mysterious, magical event known across Harqual as the Transformation.

The Belins were shocked, to say the least, to awaken from their sleep to find that they had been transported to another world. They often refer to the Nebral Peninsula, where their cities were transported, as the Land of Dreams, for many of them believe that they have been transported to a place that could only exist in a dream.

Belins are exactly like other humans, generally. They aren’t any taller or heavier than a native human of Harqual. Their skin is their most distinguishing feature, being the color of blowing sand. Their hair is usually blonde or light brown and their eye color range from light blue to deep green. Besides the hair on their heads, Belins are hairless. This makes them more exotic looking than most other humans.

Belins speak their own racial language. They rarely speak the Common language of Harqual, as they haven’t been exposed to it long enough. They can learn any language but must spend skill points to do so.

Combat
On their home Material Plane, in ages past, Belins were trained from a young age to defend themselves. Their home world was a harsh place with dangerous creatures and wild humanoid races. Learning how to fight with a sword and bow wasn’t just for hunting or protection, it was survival.

Thus, Belins are fierce in combat, almost savage at times. Most Belins believe in order, so they don’t like to be taken by surprise and are known for preparing contingency plans beforehand, if they can.

Racial Traits (Ex): See below.

Belin Society
Belins are, by their very nature, a desert people. Thus, they are a little out of place on the lush savannas of the Nebral Peninsula. They feel more at home exploring the Great Expanse and have found the elves of the desert to be a kindred race, strong, proud, and honorable, for the most part. They welcome desert elf traders into their cities without hesitation, while shunning the more complex humans of the Cities of the Chara Coast, to the north.

Belin society is matriarchal, for the most part, as men are raised to be scouts and warriors, while women tend to the day-to-day duties of running the business of government. Belins are strong believers in ruling by the strength of one’s will, in as much as the strength of one’s muscles. They abhor the concepts of slavery, which has caused conflict with the city-states of Sange and Sulinon, as well as the yuan-ti of the Thessalgard Holds.

Belins are somewhat superstitious by nature and they refuse to go anywhere near the Merewood. They believe the phanatons, who call that forest home, are spirits to be honored and feared. Many of their mystics believe it was the phanatons who brought them to Harqual. (Not likely.) This superstition extends to many of the other “non-humanoid” intelligent races of Harqual.

Their home world is strictly a humanoid one (plus smaller giants) with most dangerous creatures being animals, elementals, magical beasts, plants, and vermin. There are few aberrations, fey, outsiders, and undead. Dragons are unknown to them and the few encounters they’ve had with the creatures have left them in awe or completely terrified. Belins are quick to learn, however, and once they have been exposed to something enough times, they usually are logical enough to see the truth of things.

Belin Humans as Characters
Belins favor the ranger class, although most of those encountered will be experts or warriors. Belins are also likely to be druids, fighters, monks, or rogues. They society does not have true clerics, instead having spirit shamans (D&D Complete Divine), or true wizards, instead having warlocks (D&D Complete Arcane). While new to Harqual, they have taken to the art of elemental arcane magic fairly quickly. Belins often multiclass as druid/rangers, fighter/monks, or ranger/rogues.

Their spirit shamans and warlocks cannot multiclass, but those Belins who choose to learn to be elementalists can multiclass freely. While their society doesn’t include clerics or wizards, there isn’t anything stopping a Belin from worshipping one of the Gods of Harqual or learning wizardry. The concept of paladins, or other holy warriors, is alien to them, as is the idea of sorcery. Belins consider sorcerers to be tainted individuals and they are actively hunted in the lands of the Belin Confederacy. Such sigma isn’t attached to wizards or elementalists, however.

The religion of the Belins is based on the belief of the world around them being infused with the magic of the divine. They believe in spirits that encompass all of nature. These spirits aren’t considered gods, however, and the concept of organized religions and deities baffle them. As a society, they refuse to worship such beings, as it would be an affront to the spirits. Any Belin who turns from traditional ways and worships a deity is cast out of their society, including being branded on the arms as a mark of shame.

Belin Traits
Belins have all the racial traits listed below:
— Medium-size. As Medium-size creatures, Belin humans have no special bonuses or penalties due to their size. (Use standard human height and weight. See the PHB in Chapter 6: Description.)
Speed: A Belin human’s base land speed is 30 feet.
— +1 racial bonus on saves against fire effects and a -1 racial penalty on saving throws against cold effects. These adjustments apply to cold and fire effects from any source, whether mundane or magical. *Not reflected in the saving throw numbers given here.
Skills: 4 extra skill points at 1st level and 1 extra skill point at each additional level. +2 racial bonus on Survival checks. Belins can use Survival untrained.
— 1 extra feat at 1st level.
Spell-like ability (Sp): Belins gain the ability to cast create water once per day (caster level equals Belin’s character level).
Automatic Languages: Belin. Bonus Languages: Altanian, Dwarven (Pidgin), Elven (Pidgin), and Suar. While new to the Lands of Harqual, Belins have learned a few of the human languages common to the Nebral Peninsula. Also, their former world had dwarves and elves, so they can speak unique dialects of the Dwarven and Elven languages that are considered a regional language.
Favored Class: Ranger. A multiclass Belin human’s ranger class does not count when determining whether he suffers an XP penalty for multiclassing.
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Old 7th December 2004, 06:12 AM   #12 (permalink)
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Here's a creature I've updated from the old 2e DMs guide called Creative Campaigning, modified to fit into World of Kulan. I'm not sure what the Challenge Rating and Level Adjustment should be, so any opinions would be appreciated.

Klorthak
Large Monstrous Humanoid
Hit Dice: 3d8+3 (16 hp)
Initiative: +2 (Dex)
Speed: 40 ft. (8 squares)
AC: 16 (-1 size, +2 Dex, +2 natural, +3 leather scale), touch 11, flat-footed 14; plus see text
Base Attack/Grapple: +3/+11
Attack: Claw +7 melee (1d6+4) or mw Large greatsword+8 melee (3d6+6/19-20/x2)
Full Attack: 2 claws +7 melee (1d6+4) and 2 claws +2 melee (1d6+2) or mw Large greatsword +6 melee (2d6+4/19-20/x2) and Large longsword +5 melee (2d6+2/19-20/x2) and 2 Large short swords +5 melee (1d8+2/19-20/x2)
Space/Reach: 10 ft. / 10 ft.
Special Qualities: Darkvision 60 ft., multiweapon defense
Saves: Fort +2, Ref +5, Will +3
Abilities: Str 18 (+4), Dex 15 (+2), Con 12 (+1), Int 10 (+0), Wis 11 (+0), Cha 8 (-1)
Skills: Balance +2, Climb +3, Craft (weaponsmithing) +3, Jump +3, Listen +3, Profession (soldier) +3, Spot +3
Feats: Multidexterity, Multiweapon Fighting

Continent/Region: Kanpur/Any eastern land and Triadora/Any
Environment: Any harsh land or underground
Organization: Solitary, team (2–4), band (10–25 plus 50% noncombatants plus 2 2nd-level sergeants and 1 leader of 2nd–5th level), or warband (40–100 plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, 3 7th-level captains, 1 9th-level major, 2–20 heavy warhorses, and 2–8 guard dogs)
Challenge Rating: 5 (?)
Treasure: Standard
Alignment: Usually lawful neutral
Advancement: By character class
Level Adjustment: +5 (?)

The large, four-armed bipedal creature has red skin and bestial features. It wields four blades, one in each hand, and is covered by exotic, black-painted leather armor. The creature has the look of a skilled warrior.

Klorthaks are a red-skinned, four-armed race that is native to the eastern lands of the continent of Kanpur and the continent of Triadora, as well. Their faces are bestial with savage looking head-crests. Males and females are completely equal and, in fact, there is little physical difference between the sexes.

Klorthaks speak their own racial language, as well as any one additional regional language.

Combat
Klorthaks are amazing combatants with amazing strength and uncanny dexterity. They can, and do, wield weapons in all four of their hands. As well, they have an innate ability to use such weapons as other races would a shield.

For all their natural ability and advantages, klorthaks prefer a fair fight and will often face off against two opponents at once, in order to test themselves and improve their fighting prowess. The often test themselves against powerful arcanists and other magic users, as such individuals are rarely pushovers at higher levels.

Klorthaks are always looking for their next challenge, yet they aren’t reckless about such things. They are methodical about learning all they can about an opponent before challenging him or her. As they believe in fairness, they always give a prospective opponent a chance to learn about their strengths, but make the opponent learn their weaknesses.

Multiweapon Defense (Ex): The klorthak gains a +2 shield bonus to its AC, while wielding two or more weapons (not including natural weapons). When fighting defensively or using the total defense action, the klorthak’s shield bonus increases to +4.

Klorthak Society
Klorthaks are known for their ferocious warrior ethic. They live in huge walled cities protected by powerful siege weapons. Their quarrelsome nature has prevented the klorthak from uniting, limiting them to war-like city-states with few alliances.

Klorthak serve throughout the lands they inhabit as mercenaries. They are known for their loyalty and professionalism. Once a klorthak has given his word, he will never break it, as long as his employer doesn’t cheat him. Should an employer betray a klorthak, that individual will not live long.

Klorthak as Characters
Klorthaks favor the fighter class, although most klorthaks encountered will be warriors. Klorthaks often become clerics, enforcers, monks, paladins, samurai, sohei, and sorcerers, depending on where they live. Klorthaks often multiclass as cleric/fighters, fighter/monks, fighter/sohei, or fighter/sorcerers.

Klorthaks of Kanpur often worship Amaterasu or Relan. Klorthak clerics of Amaterasu can choose any two of the following domains: Good, Law, Light, and Sun. Klorthak clerics of Relan can choose any two of the following domains: Animal, Community, Knowledge, and Protection.

Klorthaks of Triadora often worship Bodhek, Njfulir, or Zohar. Klorthak clerics of Bodhek can choose any two of the following domains: Knowledge, Strength, Law, and Planning. Klorthak clerics of Njfulir can choose any two of the following domains: Courage, Law, Protection, Strength, and Wall. Klorthak clerics of Zohar can choose any two of the following domains: Armor, History, Knowledge, and Sword.

Klorthak Traits
Klorthaks have all the racial traits listed below:
— +4 to Strength, +2 to Dexterity, +2 to Constitution, -2 to Charisma.
— Large. As Large creatures, klorthaks gain a -1 size penalty to Armor Class, a -1 size penalty on attack rolls, and a -4 size penalty on Hide checks. But they must use larger weapons than humans use.
— Speed: A klorthak’s base speed is 40 feet.
— Klorthaks have darkvision at a range of 60 feet.
— Racial Hit Dice: A klorthak begins with three levels of monstrous humanoid, which provide 3d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +1, Ref +3, Will +3.
— Racial Skills: A klorthak's monstrous humanoid levels give it skill points equal to 6 x (2 + Int Modifier, minimum 1). Its class skills are Balance, Climb, Craft (weaponsmithing), Jump, Listen, Profession (soldier), and Spot. Klorthaks have a +2 racial bonus to Craft (weaponsmithing) and Profession (mercenary) checks.
— Racial Feats: A klorthak's monstrous humanoid levels give it two feats.
— Klorthaks have four arms on their torso. As a result, clothing and armor must be specially made for them and costs 150% of the normal cost listed for the item. For example, the leather scale armor listed above would cost 52 gp and 5 sp instead of the 35gp listed in D&D Oriental Adventures.
— +2 natural armor bonus.
— Special Qualities (see above): Multiweapon defense.
— Natural Weapons: Klorthak characters may attack with two claws (1d6) and are always treated as being armed when using their natural attacks.
— Automatic Languages: Klorthak and one regional language. Bonus Languages: Varies by region.
— Favored Class: Fighter. A multiclass klorthak’s fighter class does not count when determining whether he suffers an XP penalty for multiclassing.

Here's my version of the Multidexterity feat, which I initially got from Mythic Races.

Multidexterity [General]
From L&L Mythic Races (page 137); updated and modified for v.3.5 by Robert Blezard
The character is adept at using all his hands in combat.
Prerequisites: Dex 15+, three or more hands.
Benefit: Penalties for fighting with multiple weapons are reduced by 2. The character is neither left-handed nor right-handed. This feat effectively eliminates the need for the off-hand weapons to be light. Weapons wielded in the off-hands still add only half the character's Strength bonus to damage.
Normal: Without this feat, a character takes a -6 penalty on attacks made with its primary hand and a -10 penalty made with its off-hands. (It has one primary hand, and all the others are off-hand.) See Two-Weapon Fighting, page 160 of the D&D Player’s Handbook v.3.5.
Special: This feat helps offset the penalty for fighting with multiple weapons. A fighter may select Multidexterity as one of his fighter bonus feats (see page 38, PHB v.3.5).
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Old 7th December 2004, 06:23 AM   #13 (permalink)
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Minotaur, Fallenlanden
Large Monstrous Humanoid
Hit Dice: 6d8+12 (39 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
AC: 14 (-1 size, +5 natural), touch 9, flat-footed - (see text)
Base Attack/Grapple: +6/+14
Attack: Greataxe +9 melee (3d6+6/x3) or gore +9 melee (1d8+4)
Full Attack: Greataxe +9/+4 melee (3d6+6/x3) and gore +4 melee (1d8+2)
Space/Reach: 10 ft. / 10 ft.
Special Attacks: Powerful charge 4d6+6
Special Qualities: Darkvision 60 ft., light sensitivity, natural cunning, scent, spell-like abilities
Saves: Fort +6, Ref +5, Will +6
Abilities: Str 19 (+4), Dex 10 (+0), Con 15 (+2), Int 7 (-2), Wis 12 (+1), Cha 10 (+0)
Skills: Intimidate +3, Listen +8, Search +2, Spot +8, Survival +3
Feats: Desert Dweller, Great Fortitude B, Power Attack, Track

Continent/Region: The Fallenlands/Shapneka
Environment: Any desert or underground
Organization: Solitary, pair, or gang (3-4)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually chaotic neutral or chaotic evil
Advancement: By character class
Level Adjustment: +2

The creature looks like an incredibly tall, powerfully muscled humanoid, covered in white, gray-mottled fur, with the head of a bull. The pale, yellow eyes of the beast spark with feral wrath.

Fallenlanden minotaurs are Cyradi humans that have been cursed by the gods of the Cyradi Pantheon (most often by Anubis, Horus, or Zragak). Fallenlanden minotaurs are as territorial as other cursed minotaurs but are exclusively found in the canyon of Shapneka on the continent of the Fallenlands. They are also found in the underground labyrinths below the canyon including the lost city of Cyrad.

A Fallenlanden minotaur stands more than 8½ feet tall and weighs about 700 pounds. Their horns and hooves are always a stark white.

Fallenlanden minotaurs speak Tauric and Cyradi.

Combat
Fallenlanden minotaurs prefer melee combat, where their great strength serves them well. The creatures do shun bright light in combat, preferring to retreat and find easier prey.

Light Sensitivity (Ex): Fallenlanden minotaurs are dazzled in bright sunlight or within the radius of a daylight spell.

Natural Cunning (Ex): Although Fallenlanden minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed.

Powerful Charge (Ex): A Fallenlanden minotaur typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack with a +9 attack bonus that deals 4d6+6 points of damage.

Spell-like Abilities: 1/day—create water. Caster Level: 6th.

Skills: Fallenlanden minotaurs have a +2 racial bonus on Survival checks and a +4 racial bonus on Search, Spot, and Listen checks.

Fallenlanden Minotaurs as Characters
Fallenlanden minotaurs favor the ranger class.

Fallenlanden Minotaur Traits
— +4 to Strength, +2 to Constitution, -2 to Intelligence.
— Large. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
— Monstrous Humanoid: Fallenlanden minotaurs are monstrous humanoids, and are therefore immune to spells that only affect humanoids, such as charm person.
— Speed: A minotaur's base land speed is 30 feet.
— Weapon Proficiency: A minotaur is proficient with the greataxe and all simple weapons.
— Darkvision out to 60 feet.
— +1 racial bonus on saving throws against fire effects and a -1 racial penalty on saving throws against cold effects. These adjustments apply to cold and fire effects from any source, whether magical or mundane.
— Racial Hit Dice: A minotaur begins with six levels of monstrous humanoid, which provide 6d8 Hit Dice, a base attack bonus of +6, and base saving throw bonuses of Fort +2, Ref +5, and Will +5.
— Racial Skills: A minotaur's monstrous humanoid levels give it skill points equal to 9 x (2 + Int modifier, minimum 1). Its class skills are Intimidate, Jump, Listen, Search, and Spot. Fallenlanden minotaurs have a +2 racial bonus on Survival checks and a +4 racial bonus on Search, Spot, and Listen checks.
— Racial Feats: A minotaur's monstrous humanoid levels give it three feats.
— +5 natural armor bonus.
— Special Attacks (see above): Powerful charge.
— Special Qualities (see above): Light sensitivity, natural cunning, scent, spell-like abilities.
— Natural Weapon: Gore (1d8).
— Automatic Languages: Tauric and Cyradi. Bonus Languages: Bakemono, Ignan, and Mongrelfolk.
— Favored Class: Ranger. A multiclass Fallenlanden minotaur's ranger class does not count when determining whether he suffers an XP penalty for multiclassing.
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Last edited by Knightfall; 8th June 2006 at 05:57 PM..
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Old 10th December 2004, 05:15 AM   #14 (permalink)
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Hey all,

I just finished updating my Monster Compilation I (linked at the top) and have been busy creating several new creations based on the RPG known as Skyrealms of Jorune.

Here's one adaptation, with another to come shortly.

Blount
Blount, 1st-Level Warrior
Small Monstrous Humanoid (Reptilian)
Hit Dice: 1d8+1 (5 hp)
Initiative: +1 (Dex)
Speed: 20 ft. (4 squares); climb 20 ft.
AC: 15 (+1 size, +1 Dex, +2 leather armor), touch 13, flat-footed 13
Base Attack/Grapple: +1/-3
Attack: Bite +3 melee (1d6) or Small dagger +2 melee (1d3/19-20/x2) or Small spear +3 melee (1d6/x3) or Small spear +4 ranged (1d6/x3)
Full Attack: Bite +3 melee (1d6) and Small dagger -3 melee (1d3/19-20/x2) or Small spear +3 melee (1d6/x3) or Small spear +4 ranged (1d6/x3)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Racial traits, stench mixture
Special Qualities: Racial traits, keen vision, swampland stride
Saves: Fort +3, Ref +1, Will +0
Abilities: Str 11 (+0), Dex 13 (+1), Con 12 (+1), Int 10 (+0), Wis 11 (+0), Cha 6 (-2)
Skills: Balance +9, Climb +9, Hide +5, Jump +4
Feats: Weapon Finesse B, Weapon Focus (spear)

Continent/Region: Any Island Realm in the Southern Hemisphere
Environment: Warm swamps or marshes
Organization: Solitary or gang (4–8)
Challenge Rating: 1
Treasure: Standard coins; 50% goods; crude items
Alignment: Often chaotic neutral
Advancement: By character class
Level Adjustment: +0

This fat, reptilian creature is bipedal with scales and a lizard-like tail. It is as tall as a halfling and has greenish skin that is covered in moisture. The creature wears leather armor, a dagger on a belt, and holds a small spear out in defense. A horrible smell emanates from the creature.

Blounts are an intelligent, yet primitive swamp-dwelling race. The blount are small bipedal creatures (with opposable thumbs), approximately the same size as halflings. They have slick green skin and flabby, poorly toned bodies. Their knowledge of swamp-like terrain gives them an edge over larger ‘clumsy’ races.

Blounts smell terrible and none can tolerate it except other blounts and troglodytes. Non-intelligent creatures won’t go near a blount, even carnivores that are hungry. The smell isn’t natural, however. It is manufactured by blounts out of roots and swamp mud.

They have their own language, a mixture of lizard-like sounds and gurgles. Their throats quiver when they speak. There isn’t a written form of Abahth, the blount tongue.

Combat
When threatened blounts attack, bursting out of the stagnate waters they call home, with daggers, spears, or anything that they have taken from intruders.

Keen Vision (Ex): Blounts have low-light vision that allows them see twice as far as a human can in starlight, moonlight, torchlight, and similar conditions of low illumination. They also have darkvision out to 60 feet.

Stench Mixture: A blount often apply a smelly, manufactured mixture onto its body, from roots and swamp mud, that nearly every form of animal life finds offensive. All living creatures (except blounts & troglodytes) within 30 feet of a blount must succeed on a DC 11 Fortitude save or be sickened for 10 rounds. The save DC is Constitution-based. Creatures that successfully save cannot be affected by the same blount's stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.

Swampland Stride (Ex): Blounts can move through swamp and marshes without any penalty to their Speed.

Blounts as Characters
Blounts favor the druid class.

Blount Traits
Blount have all the racial traits listed below:
— -2 to Strength, +2 to Dexterity, +2 to Wisdom, -2 to Charisma.
— Small. As a Small creature, a blount gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
— Speed: A blount’s base speed is 20 feet. It can also climb at a speed of 20 ft.
— +8 racial bonus on all Balance checks. They also have a +8 racial bonus on all Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. Blounts use their Dexterity modifier instead of their Strength modifier for Climb checks.
— Blount gain Weapon Finesse as a bonus feat at 1st level.
— Natural Weapon: Blount characters may attack with a bite attack (1d6) and are always treated as being armed when using their natural attacks.
— Special Attacks (see above): Stench mixture.
— Special Qualities (see above): Keen vision, swampland stride
— Automatic Languages: Draconic. Bonus Languages: Varies by region but choices often include Grippli, Orc, and Vogel. A blount’s attempt to speak other languages is poor at best.
— Favored Class: Druid. A multiclass blount’s druid class does not count when determining whether he suffers an XP penalty for multiclassing.
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My favorite race from Skyrealms of Jorune. - KF72

Bronth
Medium-Size Monstrous Humanoid (Ursine)
Hit Dice: 2d8+7 (16 hp)
Initiative: +2 (Dex)
Speed: 30 ft. (6 squares)
AC: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +2/+6
Attack: Claw +6 melee (1d6+6) or battleaxe +6 melee (1d8+4/x3) or javelin +4 ranged (1d6+4/x2)
Full Attack: 2 claws +6 melee (1d6+4) and bite +1 melee (2d4+2) or battleaxe +6 melee (1d8+4/x3) or javelin +4 ranged (1d6+4/x2)
Space/Reach: 10 ft. / 10 ft.
Special Attacks: Racial traits, improved grab
Special Qualities: Racial traits, keen vision, scent
Saves: Fort +2, Ref +5, Will +5
Abilities: Str 19 (+4), Dex 15 (+2), Con 15 (+2), Int 11 (+1), Wis 14 (+2), Cha 10 (+0)
Skills: Craft (any one) +4, Listen+5, Spot +5, Swim +8
Feats: Toughness

Continent/Region: Kanpur
Environment: Cold or temperate forests and urban
Organization: Solitary, mated pair, family (2–5 plus 150% noncombatants), retreat (4–24 plus 150% noncombatants plus 1 5th-level leader and 2–4 dogs), or suburb (20–100 plus 150% noncombatants plus 1 3rd-level sergeant per 10 adults, 3 5th-level lieutenants, 1 7th-level captain, and 4–12 dogs)
Challenge Rating: 5
Treasure: Standard
Alignment: Often lawful good
Advancement: By character class
Level Adjustment: +3

This large humanoid creature has the head of a bear and dark brown fur covering its entire body. The creature carries a solid looking axe and several javelins are strapped to its back. The creature is unarmored, yet its body ripples with strength under its thick hide.

The bronth are descendants of some unknown bear-like creature, standing upright, and demonstrating a certain degree of intelligence. They are found exclusively on the continent of Kanpur, in the cold regions of the north. While they can be found as far to the east as the Iceshield Lands, they are most common in the Northwest Region of the continent. It is rumored that a specific polar breed of bronth can be found in the lands of the Far North and that these polar bronth are large, savage barbarians.

A bronth has an ursine head, stands 7½ feet tall, and weighs as much as a 500 pounds. The creature’s thick hides is covered with dark brown fur, which acts as insulation. Its eyes range, in color, from pale brown to midnight black, and its clawed hands have four fingers and an opposable thumb.

The language of the bronth, Boru, has a thick and solid sound. Although Boru can communicate fairly sophisticated ideas and has its own alphabet, it hasn’t any words of more than 3 syllables.

Combat
Bronth, as a general rule, do not like to hurt others, at least not without cause, but they have been known to become extremely violent when others do so in front of them. They especially hate slavers and will attack such "filth” as soon as it becomes obvious what the slaver does for a living.

Improved Grab (Ex): To use this ability, a bronth must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Keen Vision (Ex): Bronth have low-light vision that allows them see twice as far as a human can in starlight, moonlight, torchlight, and similar conditions of low illumination. They also have darkvision out to 60 feet.

Scent (Ex): A bronth can detect approaching enemies, sniff out hidden foes, and track by sense of smell. Range is 30 ft. If upwind, the range increases to 60 ft.; if downwind, it drops to 15 ft.

Skills: A bronth gains a +4 racial bonus on Swim checks.

Bronth Society
The bronth tend to live alongside humans or elves, who they feel a kinship to, living in one particular section of a human or elven city. The bronth get along well with many races, however including, not only, humans & elves but dwarves, githzerai, gnomes, halflings, and rakasta.

The bronth abhor slavery, and take whatever steps are necessary to crush it when encountered. They believe that no intelligent being has the right to dominate another. They teach their children to respect other races that prove that they are honorable. Bronth willing give their lives to free slaves and many join militant groups fighting against oppression. As a result, bronth are not welcome in Novarum and Talangrán.

Bronth are partial to having pets. They often keep exotic animals or any sort of tame dog-like creature around. There isn’t any contradiction between the bronth’s hatred of slavery and their keeping of animals; all animals are treated with respect and dignity.

The bronth are omnivorous, eating both meats and vegetables. They are fond of roots and berries. Bronth love to eat meat that comes from any fish-like species. (They tend to get nervous around intelligent, aquatic races, such as sel'varahn.)

The Bronth as Characters
Bronth favor the fighter class.

Bronth Traits
Bronth have all the racial traits listed below:
— +4 to Strength, +2 to Dexterity, +2 to Constitution, +2 to Wisdom.
— Medium-size. As Medium creatures, bronth have no special bonuses or penalties due to their size.
— Speed: A bronth’s base speed is 30 feet.
— Monstrous Humanoid: Blounts are monstrous humanoids, and are therefore immune to spells that only affect humanoids, such as charm person.
— Racial Hit Dice: A bronth begins with two levels of monstrous humanoid, which provide 2d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +0, Ref +3, Will +3.
— Racial Skills: A bronth’s monstrous humanoid levels give it skill points equal to 5 x (2 + Int Modifier). Its class skills are Craft, Listen, Spot, and Swim. Bronth gain a +4 racial bonus on all Swim checks.
— Racial Feats: A bronth's monstrous humanoid levels give it one feat.
— +3 natural bonus to armor class.
— Natural Weapons: Bronth characters may attack with two claw attacks (1d6) and a bite attack (2d4) and are always treated as being armed when using their natural attacks.
— Special Attacks (see above): Improved grab.
— Special Qualities (see above): Keen vision, scent.
— Automatic Languages: Common. Bonus Languages: Dwarven, Elven, Giant, Goblin, and Rakasta.
— Favored Class: Fighter. A multiclass bronth’s fighter class does not count when determining whether he suffers an XP penalty for multiclassing.
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Old 21st February 2005, 07:01 AM   #16 (permalink)
ml3
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ml3 Goblin Sharpshooter (Lvl 2)
tree troll

knightfall, i'm posting a pic of the tree troll in the monster art thread
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Old 17th April 2005, 03:58 AM   #17 (permalink)
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Quote:
Originally Posted by ml3
knightfall, i'm posting a pic of the tree troll in the monster art thread
Again, I must say thank you for the image of the Tree Troll. I've be adding a link to that entry, above, shortly.

Cheers!

KF72
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Old 17th April 2005, 09:18 AM   #18 (permalink)
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I like these creatures, the one I like the most is the dragonwyrm, for obvious reasons, but they're all good.
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Old 20th November 2005, 05:52 AM   #19 (permalink)
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My anthropomorphic geckos, updated to v.3.5, from my old Humanoids + Templates thread. - KF72

Geckofolk
Medium Monstrous Humanoid (Reptilian)
Hit Dice: 2d8+6 (15 hp)
Initiative: +2 (Dex)
Speed: 30 ft. (6 squares), climb 30 ft.
AC: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +2/+5
Attack: Bite +2 melee (1d8+4) or longspear +2 melee (1d8+3/x3) or shortbow +2 ranged (1d6/x3)
Full Attack: Bite +2 melee (1d8+4) or longspear +2 melee (1d8+3/x3) or shortbow +2 ranged (1d6/x3)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: None
Special Qualities: Darkvision 60 ft.
Saves: Fort +3, Ref +5, Will +5
Abilities: Str 16 (+3), Dex 15 (+2), Con 16 (+3), Int 11 (+0), Wis 14 (+2), Cha 6 (-2)
Skills: Climb +9, Hide +8, Listen +6, Move Silently +8, Spot +4
Feats: Deep Denizen

Continent/Region: Kanpur and the Fallenlands
Climate/Terrain: Any warm lands and underground
Organization: Solitary or group (2–5 plus 100% noncombatants plus 1 3rd-level leader)
Challenge Rating: 2
Treasure: Standard
Alignment: Always neutral good
Advancement: By character class
Level Adjustment: +1

This reptilian creature, which stands as tall as an elf, has pale-blue colored skin with orange-brown spots. Its hands and feet are webbed and the tips of its fingers and toes have suction cups like that of a gecko. Its lizard-like head has bulging eyes and mouth filled with sharp teeth. The creature carries a longspear deftly in its oddly formed hands, and it has a bow and quiver strapped to its back.

Geckofolk are nature lovers, both the wild warm forests and plains of the continents of Kanpur & the Fallenlands and the untouched, dark beauty of the Underearth. They are allies to any good ranger and also respect most druids as well.

On the continent known as the Fallenlands, geckofolk are rarely found outside the confines of the Ong Jungle. They have been seen living on some of the more remote islands surrounding the continent, but these geckofolk are more savage (considered true neutral) and don’t allow outsiders near their settlements.

On the continent of Kanpur, geckofolk range throughout the entire region known as the Dark Continent. They natives believe geckofolk are good nature spirits that protect forests and grasslands. Geckofolk are also found east of the Lands of Fate near the Indjiran Peninsula. They are allies to the tortles living in that region.

Geckofolk speak Sylvan and Undercommon.

Combat
Geckofolk often climb up shear surfaces, such as cavern walls, and then drop on opponents from above.

Skills: Geckofolk receive a + 4 racial bonus to Hide, Move Silently and Climb checks. Geckofolk gain a +2 competence bonus on Listen checks and a +4 competence bonus when tracking by scent.

Geckofolk Society
Geckofolk are nomadic by nature and rarely stay in one place for more than a few months. Their leaders are always fighters or wizards. Rarely, a group of geckofolk will have a fighter/wizard or ranger/druid as their leader. Geckofolk groups are never made up of more than 6 adults although they always have an equal number of children in the group, minus the leader.

Geckofolk tend to get along well with other good or neutral races with a bent towards nature such as elves, gnomes, and halflings (including the sahne of the Fallenlands). They don’t get along with other lizard-like races (i.e. lizardfolk) and despise goblinoids, orcs, and evil giants. They are neutral towards dwarves and humans. Geckofolk hate most of the evil race of the Underearth, but the morlocks most of all.

Geckofolk as Characters
Geckofolk make poor sorcerers and bards but have a good sense for nature and wizardry. Thus, they often become wizards, druids and rangers. Most geckofolk encountered are usually rogues, however, and they favor that class.
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Old 20th November 2005, 06:43 AM   #20 (permalink)
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A modified version of the quickling for World of Kulan.

Quickling of Janardun
Tiny Fey
Hit Dice: ½d6+2 (3 hp)
Initiative: +6 (Dex)
Speed: 80 ft. (12 squares)
AC: 18 (+2 size, +6 Dex), touch 18, flat-footed 12
Base Attack/Grapple: +0/-11
Attack: Masterwork Tiny short sword +0 melee (1d3-3/19-20/x2) or Tiny sling +7 ranged (1d2-3/x2)
Full Attack: Masterwork Tiny short sword +0 melee (1d3-3/19-20/x2) or Tiny sling +7 ranged (1d3-3/x2)
Space/Reach: 2½ ft. / 0 ft.
Special Attacks: Spell-like abilities
Special Qualities: Darkvision 80 ft., evasion, hide in plain sight, light sensitivity, longstrider, uncanny dodge
Saves: Fort +2, Ref +8, Will +2
Abilities: Str 5 (-3), Dex 22 (+6), Con 14 (+2), Int 14 (+2), Wis 11 (+0), Cha 9 (-1)
Skills: Balance +10, Bluff +4, Climb +7, Escape Artist +11, Hide +18, Listen +5, Move Silently +9, Sense Motive +5, Spot +4, Tumble +9
Feats: Agile, Dodge B

Continent/Region: Janardun
Environment: Cold or temperate forests and mountains
Organization: Solitary, crew (3–6), or corps (7–16)
Challenge Rating: 3
Treasure: 50% coins, 50% goods, standard items
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +4

This tiny humanoid-like creature bursts out of nowhere. It dodges and weaves as it cackles at you menacingly. The creature seems to disappear and reappear at will, slashing with its tiny blade or hurling tiny rocks at your ankles and shins. The creature’s skin appears to be pitch black, while its eyes shine a sickly reddish-orange.

Quicklings are nasty, temperamental tiny fey creatures that look like black-skinned brownies. They are found on the continent of Janardun and are servants of the ogre mages of Janardun. They hate all other types of fey creatures, as well as the shoyir elves native to the continent. It is believed that the quicklings were once good-hearted companions to the shoyir, but were cast out for some great act of treachery.

Quicklings are the lowest in the hierarchy or power amongst the servant of the ogre mages, which annoys them to no end. They believe that they should be the ogre mages most valued followers, as they can go place the other races cannot. Some quicklings find favor from their masters and are blessed with special powers (add the Half-Fiend Template, MM pg. 147-148), but these quickling elite are few.

Quicklings speak Sidhe and Sylvan, plus one other language (usually Giant).

Combat
Quicklings tend to attack first, run away later. They aren’t powerful in a fight but use their special attacks and qualities to their best advantage. They will only enter combat under daylight conditions when their ogre mage masters order them to. If such orders come from other underling races, the quicklings tend to ignore them. Quicklings attack shoyir elves before all others, when any member of that race is present.

Evasion (Ex): If a quickling is exposed to any effect that normally allows it to attempt a Reflex saving throw for half damage, the quickling takes no damage with a successful saving throw.

Hide in Plain Sight (Ex): In areas of dim light, tall grass, or heavy undergrowth, a quickling can make itself practically invisible. Under these conditions, a quickling can use its Hide skill even while being observed and without having anything to actually hide behind.

Light Sensitivity (Ex): Quicklings are dazzled in bright sunlight or within the radius of a daylight spell.

Longstrider (Su): As a free action, a quickling can increase its Speed to 90 feet. The power is exactly like the longstrider spell, as a 7th-level caster.

Uncanny Dodge (Ex): A quickling retains its Dexterity bonus to AC even if caught flat-footed or targeted by an unseen foe. However, the quickling still loses its Dexterity bonus to AC if paralyzed or otherwise immobile.

Spell-Like Abilities: A quickling can use any of the following, each once a day as a 7th-level caster: confusion (DC 13), darkness, daze (DC 9), dimension door, protection from good, ventriloquism (DC 10).

Quickling Society
The quicklings of Janardun don’t have much of a society of their own. They live and breathe for their ogre mage masters. However, quicklings do form caste-like military groups that they call "crews". These groups are hierarchical in that not all crews are created equal, and the most powerful crews form "corps" of quicklings. Most crews have around 5 members while most quickling corps have around 15 members. The largest corps known to exist is a group of elite quicklings (i.e. half-fiends) that are said to number over 25 members, most of them rogue/assassins.

Quicklings as Characters
Quicklings rarely take any other class besides rogue. When they do, it is often too take levels in wizard or spellthief. Quicklings almost always take levels in the assassin prestige class.

Quickling Traits
Quickling characters possess the following racial traits.
— -2 to Strength, +4 to Dexterity, +2 to Constitution, +2 to Intelligence, -2 to Charisma.
— Tiny. A quickling has a +2 bonus to AC and attack rolls and a +8 bonus on Hide checks. A quickling uses smaller weapons than humans use, and his lifting and carrying limits are half of those of a medium-size character.
— A quickling's base land speed is 80 feet.
— Darkvision out to 80 feet.
Special Attacks (see above): Spell-like abilities.
Special Qualities (see above): Evasion, hide in plain sight, light sensitivity, longstrider, uncanny dodge.
— +2 racial bonus on Listen and Spot checks. Quicklings use their Dexterity scores for Climb checks.
Automatic Languages: Sidhe and Sylvan. Bonus Languages: Giant and Goblin.
Favored Class: Rogue. A multiclass quickling’s rogue class does not count when determining whether he suffers an XP penalty for multiclassing.
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