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

Knightfall

World of Kulan DM
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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Knightfall

World of Kulan DM
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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Knightfall

World of Kulan DM
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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Knightfall

World of Kulan DM
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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Knightfall

World of Kulan DM
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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Knightfall

World of Kulan DM
ml3 said:
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
 


Knightfall

World of Kulan DM
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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Knightfall

World of Kulan DM
A modified version of the quickling for World of Kulan.

QUICKLING OF JANARDÛN
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: Janardûn
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 Janardûn and are servants of the ogre mages of Janardûn. 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 Janardûn 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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