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Old 6th July 2008, 03:05 PM   #1 (permalink)
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Hutts (Monster/Race)

I got bored and after watching the newest version of A New Hope decided these needed a D&D treatment.



Hutts
Large Aberration
Hit Dice: 4d8+12 (30hp)
Initiative: -3
Speed: 5ft., Swim 20ft.
AC: 10 (-1 size – 3 dex + 4 natural)
BaB/Grapple: +3/+10
Attack: Tailslap +6 (2d6+3)
Full Attack: Tailslap +6 (2d6+3)
Face/Reach: 10ft./5ft.
Special Attacks: --
Special Qualities: Hold Breath, Immunity to Bullrush, Poison Resistance, Resistance to Mind-affecting Effects, Slow Regrowth
Saves: Fort +4, Reflex –2, Will +5
Abilities: Str 16, Dex 4, Con 16, Int 14, Wis 14, Cha 14
Feats: Leadership (b), ?
Skills: ?
Alignment: Usually Lawful Evil
Organization: Solitary or in groups (2 to 6)
Advancement: As class level
CR: 3
LA: +3

A large and very bulky slug-like creature slowly slithers towards you, leaving a minor slime trail as it goes. It appears to be a slug except that it holds its head upright, and its head consists of a massive maw, two large cat-like eyes, and a pair of nostril holes. Just below, two small arms wave about.

Hutts are gastropod gangsters, usually found running large criminal cartels. Strong, durable creatures able to regenerate (if slowly) from nearly any wound, the Hutts possess superior intellect, wisdom, and charisma compared to the majority of humanoids, and often attract followers.

Hutts are massive, even for their size – they regularly weigh as much as 2200 pounds.

Hutts are extremely long-lived, reaching adulthood around one hundred, and often living beyond a thousand years.

Combat:
Hutts rarely enter combat, but when they do they bring a potent tail slap attack to the field. When possible, they make liberal use of tanglefoot bags or other methods to slow their enemies down, as it is relatively easy to outrun a Hutt.

Hold Breath (Ex): Hutts have large, powerful lungs and can hold their breath for 6 x con rounds.

Stomapod (Ex): Hutts possess a single powerful "foot" on their bellies, which provides them an ample amount of tractive force and surprising stability; a Hutt receives a bonus to resist any bullrush attempt, trip attempt, or other action that would cause it to fall prone equal to its Strength score; the Hutt still takes damage from attacks as normal. In addition, they have a +6 racial bonus on Balance checks.

Poison Resistance (Ex): Hutts have an inherently powerful metabolic system, and thus have a +4 racial bonus on Fort saves made to resist poisons.

Resistance to Mind-affecting Effects (Ex): Hutts’ powerful minds are hard to manipulate. They gain a +4 racial bonus on saves made to resist Mind-affecting Effects.

Slow Regrowth (Ex): Hutts can survive nearly any major wound – they automatically stabilize when brought to negative hit points, and can regenerate over many years a lost limb. An arm would take about a decade to fully regenerate, and a more extreme example would be the loss of the majority of a Hutt’s head (the brain is located in sections of the Hutt’s body) – which would take about a century to regenerate.

----


As a player race:
  • Str +6, Dex –6, Con +6, Int +4, Wis +4, Cha +4
  • Aberration type
  • Natural Armor +4
  • Speed: 5ft., Swim 20ft.
  • Natural attack: Tailslap that deals 2d6+str
  • Large-sized
  • Stomapod, Poison Resistance, Resistance to Mind-affecting Effects, Slow Regrowth and Hold Breath. See above for details.
  • 4 racial HD, granting 4d8 hp, Fort +1, Reflex +1, Will +4, BaB +3
  • Leadership as a bonus feat
  • LA +3

A Savage Progression:
Code:
Lvl	HD	BaB	Fort	Reflex	Will	Skill Points	Racial Abilities
1	1d8	+0	+0	+0	+2	(2 + int mod)x4	Str +2; Con +2; Cha +2; Stomapod
2	2d8	+1	+0	+0	+3	(2 + int mod)	Int +2; Natural Armor +1; Hold Breath
3	2d8	+1	+0	+0	+3	*********	Str +2; Wis +2; Natural Armor +2; Poison Resistance
4	3d8	+2	+1	+1	+3	(2 + int mod)	Large-sized; Dex -2; Con +2; Cha +2
5	3d8	+2	+1	+1	+3	*********	Str +2; Int +2; Natural Armor +3
6	4d8	+3	+1	+1	+4	(2 + int mod)	Con +2; Wis +2; Resistance to Mind-affecting Effects
7	4d8	+3	+1	+1	+4	*********	Natural Armor +4; Slow Regrowth; Leadership(b)


Starting Stats:
*Medium-sized
*Dex -4
*Aberration traits
*Speed: 5ft., Swim 20ft.
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Old 7th July 2008, 08:13 PM   #2 (permalink)
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I like the treatment of them. Do you have any other races?
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Old 9th July 2008, 04:30 AM   #3 (permalink)
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Yep. I came across this species of the same name on Wookiepedia, and had to translate it into D&D.

So, here's another SW race translated into D&D.


Eklaad



History: Evolved from small elephants, the Eklaad are an intelligent off-shoot of typical elephants, but have maintained a similar way of life. Their history is one of war and subjegation, having been frequently enslaved for their brute strength. Some herds have gained their freedom, however, after evoking the sympathies of local druids.

Personality: Peaceful, fretful creatures, Eklaads do not like battle if they can indulge in parlay. They would rather talk than march, but understand that if fighting is required, they must.

Physical Description: Thickly muscled and thickly armored, Eklaads are quadrupeds whose legs end in flat hoof-like feet, like those of an Elephant. These limbs cannot manipulate objects, but fortunately, the Eklaad has been blessed with a three-digit trunk that is supple and strong. It is capable of wielding a single weapon with this trunk, or use it for somatic components for spells. It otherwise looks like a small, more slender, elephant.

Alignment: Neutrality defines the Eklaad, being neither good nor evil but possessing the capability for both. As they are largely peaceful beings, they tend to avoid upsetting or tipping the balance of nature.

Relations: Orcs and Half-Orcs, as well as other more manipulative races, find these creatures easy to use, and so many Eklaad’s relationships with other races are that of master and slave. To those who offer freedom, Eklaads try their hardest to get past any preconceived notions.

Religion: Eklaads worship the great elephant god Elphant, a minor deity whose domains include Animal, Earth, and Protection.

Names: Eklaads each have a name in their own native tongue, which is unpronounceable and nearly unhearable for a typical humanoid. They often take on a second name, usually provided by their slavemaster or traveling companion.

Languages: The heavy bass song language of Ekla. Bonus Language: Common

Adventurers: Fighters, Barbarians, and Rangers are the most commonly found Eklaads, though Eklaad clerics are not unheard of.

Racial Traits:
  • Str +6, Dex –2, Con +2, Wis +2. Eklaads are strong, clumsy, durable and wise.
  • Medium-sized. Eklaads have no size bonus or penality.
  • Speed: 40ft.
  • Monstrous Humanoid
  • Powerful Build (ex): The physical stature of Eklaads lets them function in many ways as if they were one size category larger. Whenever an Eklaad is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Eklaad is treated as one size larger if doing so is advantageous to him.

    An Eklaad is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. An Eklaad can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
  • Trunk (ex): Eklaads possess a prehensile trunk ending in three digits that is capable of manipulating objects. As they are quadrupeds, this is their primary way of interacting with the world. The trunk is supple enough for spellcasting, or for wielding a weapon. An Eklaad can only wield one weapon at a time, but that includes two-handed weapons such as a crossbow or greatsword.
  • Fretful (ex): Eklaads fear easily, taking a –4 racial penalty on Fear effects.
  • Nonhumanoid form: Armor must be especially designed for the Eklaad, and thus cost twice as much.
  • +4 racial bonus on Balance.
  • +4 racial bonus on Bull Rush attempts.
  • -4 racial penalty on Jump checks.
  • -6 racial penalty on Climb checks.
  • Natural Armor +4. The Eklaad’s leathery hide is extremely durable.
  • Racial hit dice: The Eklaad has two racial HD, providing 2d8 hp, +2 BaB, and other benefits of monstrous humanoids. Their class skills are Survival, Profession, Spot, and Listen.
  • Favored Class: Fighter
  • LA +2
__________________
No one would have believed in the early years of the twenty-first century that our world was being watched by intelligences greater than our own, that as men busied themselves about their various concerns, they observed and studied. With infinite complacency, men went to and fro about the globe, confident of their empire over this world. Yet, across the gulf of space, intellects vast and cool and unsympathetic regarded our planet with envious eyes, and slowly and surely drew their plans against us.
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