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Old 15th November 2003, 06:32 AM   #1 (permalink)
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Denizens of the Underearth (Retired)

Hi guys, it's been a while hasn't it. I'm not planning on posting a huge number of critters to this thread but it could take off, you never know.

Anyway, I'm busy working with Silverthorne Games to update Book of Templates: Deluxe Edition to 3.5E, as well as some new templated critters (No I can't talk about it so don't ask).

However, I'm also busy creating new material for my homebrew campaign world, World of Kulan, which will mainly get posted on my World of Kulan Campaign yahoo group. What? You don't know about my yahoo group. then go here: http://groups.yahoo.com/group/worldofkulan/

You'll find lots of documents relating to Kulan as well as artwork done for the campaign by several of the nicest artists you'll ever know. (There is a new sketch that just went online by Daniel "Warduke" Schenström.)

Anyway, on to the critters...

Minotaur, Deep
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/+13
Attack: Greataxe +8 melee (3d6+4) or gore +8 melee (1d8+3)
Full Attack: Greataxe +8/+3 melee (3d6+4) and gore +3 melee (1d8+1)
Space/Reach: 10 ft. / 10 ft.
Special Attacks: Powerful charge 4d6+4, spell-like abilities
Special Qualities: Darkvision 120 ft., light sensitivity, natural cunning, scent
Saves: Fort +6, Ref +5, Will +5
Abilities: Str 17 (+3), Dex 10 (+0), Con 15 (+2), Int 9 (-1), Wis 10 (+0), Cha 8 (-1)
Skills: Intimidate +1, Hide -4*, Listen +6, Move Silently +0*, Search +6, Spot +6
Feats: Great Fortitude, Power Attack, Track

Continent/Region: Any
Climate/Terrain: Any underground
Organization: Solitary, pair, or gang (3–4) plus 1–2 giant lizards
Challenge Rating: 5
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +3

Deep minotaurs are a race of deep-dwelling monstrous humanoids related to both standard minotaurs and the Horn minotaurs of Triadora. They live in the deepest parts of the Underearth and are to Kulan what drow are to other worlds

Deep minotaurs are slightly shorter and less powerful than standard minotaurs are. They make up for this by being more intelligent then standard minotaurs, but they are dimmer than most horn minotaurs. A deep minotaur’s fur is always pitch black including long manes hanging from their heads and shoulders. Their skin is blue-black in color and their eye color ranges from deep blue to pitch black.

Most deep minotaurs dress as horn minotaurs or other surface-dwelling races would in each particular region they are encountered. Thus, a deep minotaur encountered under the land of Zakhara would wear a long aba or other type of free flowing garment.

Deep minotaurs speak Undercommon.

Combat
Deep minotaurs are savage combatants when encountered. They make up for their reduced strength by being better able to think their way across the battlefield. They are less likely to charge in against obvious superior opponents and love to fight hand-to-hand with greataxes and other two-handed weapons.

Light Sensitivity (Ex): A deep minotaur suffers a +1 circumstance penalty on attack rolls, saves, and checks made in areas of bright light or a daylight spell.

Natural Cunning (Ex): Although deep minotaurs are less intelligent then horn minotaurs, 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 deep 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 +8 attack bonus that deals 4d6+4 points of damage.

Spell-like Abilities: Deep minotaurs gain the ability to use expeditious retreat, ghost sound, and spider climb each once per day as a 6th-level wizard.

Skills: Deep minotaurs gain a +4 racial bonus on Search, Spot, and Listen checks. *Deep minotaurs gain a +4 circumstance bonus on Hide and Move Silently checks in underground areas because they have learned hoe to move around without being seen or heard.

Deep Minotaur Characters
Deep minotaurs favor the barbarian class. They also tend to be become fighters, rangers, clerics, and druids. Deep minotaurs often become multiclassed barbarian/druids, fighter/clerics, or ranger/druids.

Deep minotaurs usually worship Baphomet, Demon Prince of Minotaurs. However, many deep minotaurs favor to worship the raw nature of the Underearth instead of the Abyssal Lord. Deep minotaur clerics of Baphomet can choose any two of the following domains: Bestial, Chaos, Evil, War. Unaligned deep minotaur clerics can choose any two of the following domains: Cavern, Chaos, Earth, Evil, Fire, Water.


Ogre, Earth
Large Outsider (Native)
Hit Dice: 4d8+16 (34 hp)
Initiative: -2
Speed: 30 ft. in hide armor (6 squares); base speed 40 ft
AC: 18 (-1 size, -2 Dex, +8 natural, +3 hide armor), touch 7, flat-footed 18
Base Attack/Grapple: +3/+14
Attack: Stone war-mallet +10 melee (2d6+10)
Full Attack: Stone war-mallet +10 melee (2d6+10)
Space/Reach: 10 ft. / 10 ft.
Special Attacks: Spell-like abilities
Special Qualities: Darkvision 60 ft., low-light vision, immune to disease and earth-based effects, +4 bonus on Fortitude saves against poison
Saves: Fort +8, Ref -1, Will +1
Abilities: Str 25 (+7), Dex 6 (-2), Con 19 (+4), Int 6 (-2), Wis 10 (+0), Cha 7 (-2)
Skills: Climb +14, Concentration +7.5, Knowledge (the planes) +1.5, Listen +7, Spot +7, Survival +3.5
Feats: Toughness, Weapon Focus (stone war mallet)

Continent/Region: Any
Climate/Terrain: Any land or underground
Organization: Solitary, pair, gang (3–4), or band (5–8)
Challenge Rating: 5
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +6

These large giant-like outsiders are an offshoot race of ogres that have been blessed by dark magic infused into them by Hergund. They are the Evil Elemental Prince’s servants across Kulan and are completely loyal to him. It is Hergund who blesses their clerics & shamans with spells and rarely will an earth ogre worship Vaprak

Earth ogres look and behave much like normal ogres do except that they are stronger then ogres and their hair & skin is always dark brown to slate black in color. Their eyes are uniformly black in color with no discernable irises or pupils.

Earth ogres speak Terran, and those specimens who boast Intelligence scores of at least 10 also speak Undercommon.

Combat
Earth ogres are incredibly strong but lack maneuverability as the magic of the Elemental Plane of Earth flows ponderously through their thick blood. Earth ogres attack with powerful stone war-mallets, which are as hard as any metal weapon. (Treat these mallets as large stone warhammers with hardness as per a metal weapon.)

Earth ogres will use their soften earth and stone spell-like ability to trap opponents and then either move in to strike with their war mallets or throw magic stones.

Spell-like Abilities: 1/day – magic stone, soften earth and stone. These abilities are as the spells cast by a 4th-level cleric.

And just so you have some info on the evil Elemental Prince.

HERGUND
Father of the Earth, The Earth Prince of Evil

Lesser Deity
Symbol: A pincer staff rising through waves
Home Plane: Elemental Plane of Earth
Godly Realm: The Corrupted Stone
Alignment: Chaotic Evil
Portfolio: Earth, earth ogres, stone
Worshipers: Earth ogres, evil dwarves, half-earth elementals
Cleric Alignments: NE, CN, CE
Domains: Chaos, Earth, Evil
Favored Weapon: Stone war-mallet (warhammer)
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Last edited by Knightfall; 12th August 2006 at 05:51 AM..
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Old 15th November 2003, 07:35 AM   #2 (permalink)
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Arachog
Large Aberration
Hit Dice: 4d8+19 (37 hp)
Initiative: +0
Speed: 40 ft., climb 20 ft.
AC: 17 (-1 size, +8 natural), touch 9, flat-footed 17
Base Attack/Grapple: +3/+16
Attack: Greatclub +10 melee (2d8+10) or javelin +2 ranged (1d8+7) or bite +9 melee (1d6+7 plus poison)
Full Attack: Greatclub +10 melee (2d8+10) and bite (1d6+3 plus poison) +4 melee or javelin +2 ranged (1d8+7)
Space/Reach: 10 ft. / 10 ft.
Special Attacks: Poison, spell-like abilities
Special Qualities: Darkvision 60 ft., low-light vision, multiple legs
Saves: Fort +8, Ref +1, Will +1
Abilities: Str 25 (+7), Dex 10 (+0), Con 19 (+4), Int 6 (-2), Wis 10 (+0), Cha 9 (-1)
Skills: Climb +15, Hide +0, Listen +2, Move Silently +4, Spot +2
Feats: Toughness, Weapon Focus (greatclub)

Continent/Region: Any
Climate/Terrain: Temperate hills and underground
Organization: Solitary, pair, gang (3–4), or band (5–8 plus 1–2 medium-size monstrous spiders)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +4

Arachogs are the result of twisted magical experiments by earth ogre elementalists. Arachogs were once normal ogres from the surface world but now serve as shook troops for earth ogres and rarely for deep minotaurs as well.

An arachogs legs and lower body takes the form of a hideous large monstrous spider, with the torso and head of an ogre protruding from where the head of a spider would be. Most arachogs wear little or no clothing, as they rarely need more then their weapons and a harness for javelins.

Arachogs speak Giant, and those specimens who boast Intelligence scores of at least 10 also speak Undercommon.

Combat
Arachogs are frightening foes to behold and battle. They use greatclubs like ogres do but may also deliver a poisonous bite. If a group of arachogs surprise their opponents or have time before closing to melee, they will throw multiple javelins in order to disable as many opponents as possible.

Multiple Legs (Ex): Arachogs are more stable because of their multiple legs, gaining applicable stability bonuses against certain forms of attack (+4 bonus on trip attacks) and grapple checks.

Poison (Ex): Bite, Fortitude save (DC 16), 6 points of initial and secondary strength damage.

Spell-like Abilities: At will – detect chaos, detect evil, detect good, detect law, and detect magic as a 4th-level sorcerer. Arachogs are adapt at seeing auras.

Skills: Arachogs receive a +4 racial bonus on Hide and Move Silently checks and a +8 bonus on Climb checks for having a climb speed.
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