D&D 3E/3.5 Knightfall's World of Kulan: Monster Compilations

Knightfall

World of Kulan DM
DARK WATER
Huge Ooze (Aquatic)
Hit Dice: 10d10+60 (115 hp)
Initiative: -3 (Dex)
Speed: 20 ft., climb 20 ft., swim 40 ft.
AC: 7 (-2 size, -3 Dex, +2 natural), touch 5, flat-footed 7
Base Attack/Grapple: +7/+18
Attack: Slam +10 melee (2d6+4 plus 2d6 acid damage)
Full Attack: Slam +10 melee (2d6+4 plus 2d6 acid damage)
Space/Reach: 15 ft. / 15 ft.
Special Attacks: Acid, improved grab, constrict 2d6+4 and 2d6 acid
Special Qualities: Blindsight, split, ooze, scent, DR 5/coral, magic
Saves: Fort +7, Ref +0, Will -1
Abilities: Str 17 (+3), Dex 5 (-3), Con 21 (+5), Int - (+0), Wis 3 (-4), Cha 1 (-5)
Skills: Swim +11
Feats: None

Continent/Region: Any Island Realm in the Southern Hemisphere
Environment: Warm aquatic
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Always neutral
Advancement: 11-15 HD (Huge); 16-30 HD (Gargantuan)

Dark water is a dangerous, dark-colored ooze that thrives in warm aquatic environments, especially out at sea. It is known for attacking aquatic creatures and passing ships, engulfing and dissolving them.

Dark water can mainly be found throughout the seas surrounding the Isles of Merria, although it isn’t restricted to that location. Most believe that this ooze originated from somewhere around this island chain and that there is huge dark water (30 HD) living deep below the island chain.

Even evil sea creatures such as kuo-toa fear dark water, as these oozes are hungry creatures that never stop consuming living creatures and objects. (Dark water can consume almost anything made out of wood or metal.)

Some believe that these oozes are the creation of Turaglas, the Ebon Maw, but there isn’t any proof of this. More likely they are the creation of the chaotic evil sea god known simply as The Underdweller.

Combat
Dark water attacks by first attempting to slam into its opponents, attempts to grapple and then constrict. Dark water has damage reduction against all weapons not made out of coral or against magic weapons.

Acid (Ex): Dark water secretes a digestive acid that dissolves organic material and metal quickly. Any melee hit deals acid damage. The dark water's acidic touch deals 50 points of damage per round to wood or metal objects. The opponent's armor and clothing dissolve and become useless immediately unless they succeed at Reflex saves (DC 19). The acid can dissolve stone, dealing 20 points of damage per round of contact. A metal or wooden weapon that strikes dark water also dissolves immediately unless it succeeds at a Reflex save (DC 19).

Constrict (Ex): Dark water deals automatic slam and acid damage with a successful grapple check. The opponent's clothing and armor suffer a -4 penalty to Reflex saves against the acid.

Improved Grab (Ex): To use this ability, dark water must hit with its slam attack. If it gets a hold, it can constrict.

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

Split (Ex): Weapons deal no damage to dark water. Instead the creature splits into two identical creatures, each with half the original's hit points (round down). Dark water with only 1 hit point cannot be further split.

Skills: Dark water 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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Knightfall

World of Kulan DM
EE’AAR
Medium Monstrous Humanoid (Elf)
Hit Dice: 1d8-1 (3 hp)
Initiative: +3 (Dex)
Speed: 30 ft. (6 squares), fly 50 ft. (perfect)
AC: 14 (+3 Dex, +1 small shield), touch 13, flat-footed 11
Base Attack/Grapple: +1/+1
Attack: Short sword +4 melee (1d6) or longbow +4 ranged (1d8)
Full Attack: Short sword +4 melee (1d6) or longbow +4 ranged (1d8)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Power dive
Special Qualities: Ee'aar traits
Saves: Fort +0, Ref +3, Will +1*
Abilities: Str 10 (+0), Dex 17 (+3), Con 8 (-1), Int 11 (+0), Wis 13 (+1), Cha 11 (+0)
Skills: Hide +2, Listen +4, Search +3, Spot +3
Feats: Dodge B, Mobility B, Weapon Finesse

Continent/Region: Harqual/Sunus Mountains
Environment: Temperate mountains
Organization: Company (2–4), squad (11–20 plus 2 3rd-level sergeants and 1 leader of 3rd to 6th-level), or band (30–100 plus 20% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually chaotic good
Advancement: By character class
Level Adjustment: +5

Ee’aar are hidden race found only on the continent of Harqual in the southern half of the Sunus Mountain range in the region known as the Eastern Shores. They fight a continuous struggle with the bugbears and other evil humanoids living in the northern half of the mountain range. These winged elves have almost no contact with the outside world tending to be isolationists to the extreme. There are exceptions though.

The ee'aar have good relations with the inhabitants of the High Forest, which lies along the northern edge of the Sunus Mountains. They also had good relations with the forest elves before the fall of the Knotwood. While still allies of the few forest elves who escaped to the High Forest, there isn't any formal relations with any of the surviving forest elven clans.

The ee'aar also have minor relations with the Barony of Liran, a human land to the south in the region known as the Thunder Lands. How they became allies with the humans remains a secret. This alliance has recently exposed the ee'aar to a race known as the kha, a race of bird-like humanoids. The kha are new to Harqual (and to Kulan) but the ee'aar have found them trustful allies.

Ee’aar look much as silver elves do except for their dark brown or black hair and the reddish brown raptor-like wings protruding from their back. Ee’aar tend to dress light enough to allow free flowing moment while they fly but heavy enough to keep warn in the cool air of the Sunus Mountains. Ee’aar rarely wear any sort of footwear heavier then sandals with warm leg wrappings. An ee’aar in flight is a wondrous thing of beauty to behold and many a human has broken down and cried at the sight of one soaring overhead.

Ee’aar speak Elven and most also know Sylvan.

Combat
While an ee’aar soaring overhead is considered a sign of good luck to good rangers, it is the last thing an evil humanoid wants to see. For where there is one ee’aar, there are many. Ee’aar fight from the sky in most cases swooping down to target their foes with longbows or slash at them with well-balanced short swords.

Power Dive (Ex): An ee’aar with a Strength score of 15 or higher automatically has the Power Dive feat. (See D&D Savage Species, page 38.)

Ee’aar as Characters
Ee’aar favor the fighter class. Ee’aar worship the Elven Deity known as Aerdrie, The Winged Mother, before any other but may worship any of the elven deities. Ee’aar clerics of Aerdrie can choose any two of the following domains: Air, Animal, Chaos, Elf, Good, and Protection.

Ee’aar Traits
Ee’aar benefit from a number of racial traits.
● +2 to Dexterity, -2 to Constitution, +2 to Wisdom.
● Medium-size. As Medium-size creatures, ee'aar have no special bonuses or penalties due to their size.
● Monstrous Humanoid: the ee'aar are monstrous humanoids, and are therefore immune to spells that only affect humanoids, such as charm person.
● Weapon Proficiency. Ee’aar receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
● Ee'aar base land speed is 30 feet. Ee’aar can also fly at a speed of 50 feet with perfect maneuverability.
● Immunity to sleep spells and effects, and a +2 racial saving throw bonus against Enchantment spells or effects. *Not reflected in the saving throw numbers given here.
● Low-light Vision. Ee’aar can see twice as far as a human can in starlight, moonlight, torchlight, and similar conditions of poor illumination.
● +2 racial bonus to Search, Spot, and Listen checks. An ee’aar who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively searching for it.
● Ee’aar gain both Dodge and Mobility as bonus feats.
● Special Qualities (see above): Power dive.
● Automatic Languages: Elven. Bonus Languages: Auran, Kha, and Sylvan.
● Favored Class: Fighter. A multiclass ee’aar’s fighter class does not count when determining whether he suffers an XP penalty for multiclassing.
 

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