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

Knightfall

World of Kulan DM
The Gruwaar, by Dean Poisso, revised for WoK. (See Dragon #317)

GRUWAAR
Gruwaar, 1st-Level Warrior
Small Fey (Extraplanar)
Hit Dice: 1d8+1 (5 hp)
Initiative: +1 (Dex)
Speed: 20 ft. (4 squares); plus see text
AC: 14, (+1 size, +1 Dex, +2 leather armor), touch 12, flat-footed 13
Base Attack/Grapple: +1/-3
Attack: Claw +2 melee (1d3)
Full Attack: 2 claws +2 melee (1d3)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Racial traits, spell-like abilities
Special Qualities: Racial traits, darkvision 60 ft., quadrupedal movement
Saves: Fort +3, Ref +1, Will -2
Abilities: Str 11 (+0), Dex 13 (+1), Con 12 (+1), Int 10 (+0), Wis 7 (-2), Cha 10 (+0)
Skills: Hide +7, Listen +2, Move Silently +3, Sleight of Hand +3, Spot +2
Feats: Alertness

Continent/Region: Kanpur
Environment: Temperate or warm forests, hills, and underground
Organization: Solitary, pair, or family (2–6)
Challenge Rating: 1
Treasure: Standard
Alignment: Often neutral evil
Advancement: By character class
Level Adjustment: +0

This wiry, muscular bipedal creature has a monkey-like body. Its face is a cross between a goblin and a cat. It has large, round eyes the color of hot steel, a large brow, and a maw filled with hideous canines. Its ears are long and pointed, jutting out from the creature’s head. The creature is covered with a fine, black fur, and its long arms end in clawed hands. The creature crouches on its long forelegs.

The gruwaar of Kulan are not native to the world or the Material Plane that the World of Kulan is a part of. They are considered extraplanar creatures (even those born on Kulan) and can be banished, which usually send them to wherever the Unseelie Court happens to be. However, some banished gruwaar end up on the Lower Outlands.

The gruwaar originally came to the World of Kulan when the drow first started to appear in the Underearth. They brought the gruwaar with them, as servants, but eventually the denizens of the Underearth rose up and exterminated the invading drow. However, not all of the servants of the drow were killed. Many were enslaved or exiled to the surface world.

The latter was the fate of the gruwaar.

Now, many centuries later, gruwaars are have flourished in the daylight realms found on the continent of Kanpur. They have spread from the Southwest into the Center Lands, then onto the Dark Continent, across into the Land of Fate, and finally to the Southeast and Indjiran Peninsula. However, they tend to live in dark places of Kanpur and many gruwaar can be found hidden deep within the Dark Jungle, as well as the forests and hills of the Southeast.

The gruwaar of Kanpur have changed a great deal since being stranded on Kulan. Many of them have shifted their way of life and evil tendencies towards a more neutral frame of mind. However, evil is still ingrained into their way of life, just not as heavily as under the rule of the drow. Thus, many gruwaars are drawn towards building friendships with elves, halflings, kitts, and the rakasta. And since most of races of Kulan have only heard of the drow in legends, they don’t have the same dislike for gruwaar as other members of their races do on other Material Planes.

Gruwaars hate morlocks and most of the other races that dwell in the Underearth. However, they feel a strange kinship with the duergar, as that race was the one that voted for the gruwaar to be banished to the surface world instead of being annihilated. This kinship has grown, as the duergar themselves have been forced to the surface by the faster-breeding morlocks. This friendship doesn’t endear the gruwaars to those races that despise the duergar (i.e. other dwarves, steam gnomes).

Gruwaars speak Dwarven, Sylvan, and Undercommon.

Combat
Gruwaars prefer to attack from a position of stealth, but are strong enough to go toe-to-toe with most opponents that are Small or smaller. They are nimble on their feet and use their Quadrupedal Movement ability to surprise opponents that think the gruwaar are to far away too reach them.

Most gruwaar that become adventurers attack with manufactured weapons, while more “rural” gruwaar tend to fight with just their claws.

Quadrupedal Movement (Ex): Gruwaars wearing light armor or no armor at all, with light or no encumbrance, and without items in their hands, may drop to all fours and move at a Speed of 30 ft.

Spell-like Abilities: 1/day — disguise self. Caster level: 1st.

Racial Traits (Ex): Gruwaars have all the racial traits listed on page 26 of DRAGON Magazine #317, in the article "Xenophilia: 4 New Exotic Races" by Dean Poisso.

Skills: Gruwaars gain a +2 racial bonus on all Hide, move Silently, and Sleight of Hand checks.

The gruwaar warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

Gruwaar Society
Gruwaars don’t have much of a society, as they tend to be loners by design. However, the gruwaar living on the World of Kulan has had to adapt to life on the surface, for the most part. Some gruwaar still do live underground like their ancestors, but never deep enough to connect directly with the Underearth.

For the most, gruwaars live in the most hidden part of the continent of Kanpur. Deep in untamed forests, lost in the starkest hills, and hidden in the most remote caves and lost dungeons. However, many solitary gruwaars have learned to adapt to the city way of life, drawn to the cities of Kanpur so they can be near political intrigue.

When two gruwaars of the opposite sex find enough to keep them together, they will mate and form a small family, which stays together until the children are old enough to fend for themselves. Only rarely do the gruwaar parents have to force their children to leave, as young gruwaar have an insatiable need for adventure.

Gruwaars as Characters
Gruwaars favor the rogue class. Gruwaar also often choose the bandit *, fighter, scout, shadowsworn *, and spellthief classes. They often multiclass as fighter/rogues, bandit/rogues, bandit/fighters, bandit/scouts, scout/fighters, shadowsworn/rogues, and shadowsworn/spellthieves. *A class from The Book of Roguish Luck. Gruwaars almost never take any sort of clerical class, but a rare few have been known to become druids.
 
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Knightfall

World of Kulan DM
CYRADI
Cyradi, 1st-Level Warrior
Medium Humanoid (Human)
Hit Dice: 1d8+1 (5 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
AC: 15 (+4 armor, +1 shield), touch 10, flat-footed 15
Base Attack/Grapple: +1/+1
Attack: Short sword +1 melee (1d6/19-20/x2) or longspear +1 melee (1d8/x3)
Full Attack: Short sword +1 melee (1d6/19-20/x2) or longspear +1 melee (1d8/x3)
Space/Reach: 5 ft. / 5 ft.
Special Qualities: Racial traits, light sensitivity
Saves: Fort +3, Ref +0, Will -1
Abilities: Str 11 (+0), Dex 11 (+0), Con 12 (+1), Int 12 (+1), Wis 9 (-1), Cha 8 (-1)
Skills: Climb +4, Hide +2 *, Jump+4, Listen +4, Move Silently +2 *, Spot +1
Feats: Alertness B, Skill Focus (Listen)

Continent/Region: The Fallenlands/Shapneka
Environment: Underground
Organization: Solitary, gang (4–9), or band (10–50 plus 50% noncombatants plus 1 3rd-level sergeant per 10 adults and 1 leader of 4th–6th-level)
Challenge Rating: 2
Treasure: Standard
Alignment: Often lawful neutral
Advancement: By character class
Level Adjustment: +1

[What follows is based on Dungeon Module B4, “The Lost City”, by Tom Moldvay, and the Dungeon Magazine article, “Return to the Lost City”, by Michael Mearls. Many aspects of my Lost City are completely different, as the Cyradi are the only humans that exist on the Fallenlands.]

This pale-skinned, gaunt humanoid has snow-white hair and stands roughly 5½ feet tall. Its face is covered with a wooden, stylized mask, of a human face, decorated with beads, bones, feathers, and semiprecious jewels. The humanoid’s body is covered from head-to-toe with artistic, almost garish, clothing, as well as flashy jewelry.

The humans known as the Cyradi are the only humans that exist on the Fallenlands continent. They are the citizens of an ancient, lost city. This city sits underground beneath a half-buried step pyramid within a forbidding canyon. However, the cyradi were not the builders of the hidden city. They were originally explorers, from the continent of Kanpur, that came to the Fallenlands shortly before the Age of Isolation. They came in the name of the pharaoh of the land known as Khemit.

What they found was a land being forced through a magical transformation, which trapped them in the Fallenlands. They found themselves trapped in a changing, harsh environment and outnumbered by strange natives that were often hostile. The cyradi eventually found and retreated into the deep crevasse, which the cyradi would come to call Shapneka. They unearthed the pyramid and eventually found and laid claim to the lost city, which they named Cyrad.

The cyradi built a new civilization originally based on the teachings of their gods. However, many of the cyradi became enamoured with the three Gods of the Ancients, known as Gorm, Madarua, and Usamigaras. The cyradi civilization began to shift, as these gods came to the forefront of religious doctrine. The ancient writings of the lost city hinted of another ‘higher being’, but never by its name, which drove many curious cyradi to dig deeper into the earth too uncover more writings. Eventually, they broke through into the cavern that held the trapped form of a fiend called Zargon, a native Outsider.

Zargon rewarded its saviors by devouring them, then it made its way to the city of Cyrad and begun a reign of terror, killing and devouring all in its path. The followers of three Gods of the Ancients were overrun and were forced to flee up into the higher levels of the step pyramid and the caverns surrounding the lost city. The remaining populace began placating Zargon with sacrifices of treasure, magic, and human sacrifices. Eventually, their society devolved into worshipping the fiend and power in the lost city came firmly under the control of the worshippers of the fiend (i.e. Zargonites).

The Fiend Worm decided to make its lair in the lowest level of the step pyramid and increased the number of tributes from its new followers. It forced its followers to work the citizens of Cyrad nearly to death and to keep them in a dream-like state, using a magical elixir (see page 22 of Dragon Magazine #315). This elixir of fantasy causes powerful hallucinations and was the Zargonites best means of control over their fellow citizens. The cyradi way of life deteriorated more and more over the centuries, as the followers of the three Gods of the Ancients became pariahs, and the traditional Khemitian ways were forgotten almost completely.

All of that changed as a series of events led to the end of the Age of Isolation and the beginning of a new age. The events led to the destruction of Zargon and the scattering of the Zargonites. The followers of the three Gods of the Ancients captured the city of Cyrad and began reforming cyradi culture. And while contact has yet to be reestablished with the current pharaoh of Khemit, the citizens of the lost city have discovered a renewed connection with the traditional gods of their ancient homeland. Population numbers are finally increasing and several new settlements have been created on the surface, built into the canyon walls of Shapneka.

However, not every change in the lost city has been for the better. The Fiend Worm didn’t so much as die, as ascend to become a true god, and its followers are more powerful than they ever were. The fiendish deity has created a new race of fiends to do its bidding, the zargoths. Addiction to the elixir of fantasy is still a problem for many of the cyradi, even though it is now illegal. The followers of the Gods of the Ancients constantly bicker with each other over religious doctrine, while the renewed faiths of the gods of Khemit struggle to gain a foothold in the city of Cyrad.

Conflict still remains as the dominant trait of the cyradi way of life.

Cyradi humans speak their own racial language, as well as Undercommon.

Combat
While cyradi humans are not known for their courage, they will fight fiercely when cornered. Those that follow the teachings of one of the three factions of the ancients – Gormites, Madaruans, and Usamigarans – tend to only become martial in the defense of their faction’s ideals.

Those cyradi that following the teachings of the traditional gods of Khemit, however, tend to be more combative overall, as they try to reinstate the old ways that were abandoned ages ago. Zargonites are violent by their very nature.

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

Racial Traits (Ex): See below.

Cyradi Society
Cyradi society can seem highly divided and overly complex to an outsider, which would be an accurate description of how these underground dwelling humans live. In ages past, cyradi society was based completely on the unyielding doctrine of the Zargonites and the debilitating effects of the elixir of fantasy. In fact, many of the social customs and rituals of the cyradi still use the trappings of the elixir lifestyle – strangely decorated masks, body paint, and outlandish attire, just not the elixir itself. However, many citizens of Cyrad still use the elixir in secret.

Current cyradi culture is a mixture of the ideals and beliefs of the Ancients and traditional Khemitian culture. The cyradi do not have a pharaoh, and such a concept scares them as much as the idea of the Zargonites ruling over Cyrad once again. Thus, while many of the gods of Khemit are respected, they do not hold much power in cyradi culture. The true power lies with the three factions devoted to the Gods of the Ancients – the Brotherhood of Gorm, the Warrior Maidens of Madarua, and the Magi of Usamigaras. (See page 20 and 21 of Dragon Magazine #315 for more on how these factions organize themselves. Remember that in the World of Kulan, it is the Zargonites that are the outcasts, although they do have their followers within the city of Cyrad.)

These three factions control the city of Cyrad, and grudgingly work together to keep the Zargonites at bay. The old Temple of Zargon was razed to the ground and a new temple, called the Pagoda of the Ancients, was built in its place. The Pagoda, as it is simply called by most, is divided into three separate sections. Each section is consecrated to one of the three Gods of the Ancients. The building is triangular in shape and each section is exactly equal in size to the other two.

The cyradi still grow mushrooms as their primary food source, but the mushrooms used to create the elixir of fantasy have been outlawed. The remaining mushroom crops aren’t as tasty, but the leaders of the city consider it an acceptable loss. The cyradi living in the surface communities have tried growing other types of food crops on the dry, sandy floor of Shapneka will little success. They have begun to tame some of the wild animals of the canyon as sources of meat and milk. Desert camels have worked the best for milk, while medium-sized lizards provide the best source of meat.

The cyradi can be quite xenophobic when they perceive a threat to their community, although most of the time these ‘perceived’ threats are based on little more than paranoia. They have had some contact with the Sahne, who they find to be relatively trustworthy, as well as the Bakemono & Kenku, who they have come to distrust completely. They are terrified just by the sight of the Nagpa, the Hengeyokai, and the Mongrelfolk, but are fascinated by the Jann. The Jann do not share this fascination, and avoid traveling near Shapneka, as they consider the cyradi to be little more than savages.

The race that the cyradi are most connected with are the Minotaurs. Fallenlanden minotaurs are cyradi humans that have been cursed by the gods that make up the Cyradi Pantheon (i.e. Gods of the Ancients, Khemitian Deities, and the Fiend Worm). These minotaurs hate the cyradi and the feeling is mutual. Fallenlanden minotaurs cursed by the Fiend Worm are considered blessed by Zargonites, and many hold positions of power in the hierarchy of the followers of the Devourer in the Depths.

Cyradi as Characters
The cyradi have, since their isolation, tended towards becoming druids, fighters, wizards, and/or sorcerers, depending on faction allegiances. However, as humans, the cyradi do not have one single favored class. Instead, they follow the same rules as per humans in the PHB, regarding multiclassing (see under Cyradi Traits, below).

Cyradi humans tend to be overly concerned with religious trappings and have the need to believe in something beyond the physical world. Thus, they often become clerics and more often become multiclass clerics. During the Age of Isolation, the cyradi worshipped one of four ‘higher beings’ – Gorm, Madarua, Usamigaras, and the fiend known as Zargon.

Now that the Age of Isolation has ended, things are quickly changing. The three factions of the God fo the Ancients have lost many followers to the traditionalist preaching the ways of the Gods of Khemit, and the fiend Zargon, which was thought destroyed, has now ascended to become a god. This all means that more and more of the cyradi have turned towards being clerics.

Cyradi Traits
Cyradi humans have all the racial traits listed below:
— -2 to Strength, +2 to Intelligence.
— Medium. As Medium-size creatures, Cyradi 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 Cyradi human’s base land speed is 30 feet.
Keen Vision (Ex): The cyradi have low-light vision that allows them see twice as far as a standard human can in starlight, moonlight, torchlight, and similar conditions of low illumination. They also have darkvision at a range of 120 feet.
— 1 extra feat at 1st level.
Skills: Cyradi humans gain 4 extra skill points at 1st level and 1 extra skill point at each additional level. Cyradi humans gain a +4 circumstance bonus on Hide and Move Silently checks in underground areas. (*The circumstance bonus is not reflected in the skill numbers given here.)
Spell-like Abilities (Sp): 1/day – expeditious retreat, ghost sound, spider climb. (Caster level equals the cyradi human’s character level.)
Special Qualities (see above): Light sensitivity.
Automatic Languages: Cyradi and Undercommon. Bonus Languages: Bakemono, Kenku, Sahne, Tauric, and Terran.
Favored Class: Any. When determining whether a multiclass Cyradi human takes an experience point penalty, his or her highest level class does not count.
 
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Knightfall

World of Kulan DM
TABAXI (WARRIOR OF TU)
Large Monstrous Humanoid (Feline)
Hit Dice: 3d8+6 (19 hp)
Initiative: +7
Speed: 30 ft. (6 squares)
AC: 15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12
Base Attack/Grapple: +3/+11
Attack: Claw +7 melee (1d8+6)
Full Attack: 2 claws +7 melee (1d8+4) and bite +5 melee (1d10+2)
Space/Reach: 10 ft. / 10 ft.
Special Attacks: Fear aura, pounce, improved grab
Special Qualities: Darkvision 60 ft., scent, intolerance
Saves: Fort +2, Ref +6, Will +5
Abilities: Str 19 (+4), Dex 17 (+3), Con 13 (+1), Int 9 (-1), Wis 14 (+2), Cha 14 (+2)
Skills: Hide +5*, Jump +5, Listen +3, Move Silently +8, Spot +3, Swim +5
Feats: Improved Initiative B, Multiattack, Toughness

Continent/Region: Harqual/The Storm Peninsula
Environment: Temperate forests and hills
Organization: Solitary or patrol (5–20 plus 1 3rd-level sergeant, 2 5th-level lieutenants, 2 5th-level tabaxi cleric, 1 7th-level noble tabaxi war-chief, and 1 9th-level noble tabaxi high-priest)
Challenge Rating: 6
Treasure: Standard
Alignment: Always neutral evil
Advancement: By character class
Level Adjustment: +5

This large tabaxi warrior charges toward you, its black-spotted orange fur bristling with rage. It carries no weapon, instead slashing out with its wicked claws.

Warriors of Tu are religious, slave warriors devoted to the Lord of the Tabaxi. They are front line fighters and strike fear into the hearts of the enemies of their god. Warriors of Tu look and dress the same as normal tabaxi warriors.

Warriors of Tu speak Tabaxi.

Combat
Warriors of Tu are not known for their subtlety in combat. They attack to kill and maim focusing on powerful warriors and spellcasters.

Fear Aura (Su): A warrior of Tu has a fear aura (30-foot radius centered on the tabaxi) that works continuously and the ability is considered a free action. This fear aura functions similarly to the fear spell as cast by a cleric of the warrior of Tu’s total Hit Dice, including class levels. Will save (DC 10 + ½ the warrior of Tu’s racial Hit Dice + the warrior of Tu’s Charisma modifier).

Pounce (Ex): If a warrior of Tu leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.
Improved Grab (Ex): To use this ability, a warrior of Tu must hit with its bite attack.

Intolerance: Warriors of Tu don't consider themselves racists, but the reality is that tabaxi have an over-inflated view of their race and tend to look down upon others. Like normal tabaxi, they have a -3 circumstance penalty to all Charisma-based checks when dealing with other races, regardless of the situation. Warrior of Tu cannot buy off this disadvantage completely, but they may reduce it to -1 by spending 4 skill points any time after gaining 5 character levels.

Scent (Ex): Warriors of Tu 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: Warriors of Tu receive a +4 racial bonus to Hide and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.

Warrior of Tu Characters
Warriors of Tu favor the fighter class. Warriors of Tu are forbidden from becoming bards, druids, clerics, wizards or sorcerers, but may become barbarians, rangers and rogues without penalty. Warriors of Tu always worship the Lord of the Tabaxi.
 
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Knightfall

World of Kulan DM
Unique humans for Harqual

Okay, this one is in a Word file, as it has two columns of stats. Everyone let me know what you think.

Of course, these humans have been altered using the rules presented in Wil Upchurch's article in DRAGON Magazine #306 called "Templates for PC Races".

Cheers!

KF72
 

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Knightfall

World of Kulan DM
The Bitran

Two unique races for the Lands of Harqual -- one dwarf, the other, gnome. They consider themselves to be related to each other, although they rarely mate. (It's not impossible, just rare.) Such mating usually results in a gnome or a dwarf, not a dwarf-gnome. :p

KF72
 

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Knightfall

World of Kulan DM
BTW, here's the list of creatures I've yet to finish for WoK: MC2.

Aate
Aphranaen elf
Cyclops of Janardûn (completed)
Darkwing (completed)
Eldred elf
Fallenlanden hengeyokai (Dog) (completed)
Fallenlanden hengeyokai (Monkey) (completed)
Fate-Touched (template) (completed)
Fated (template)
Fire angel (completed)
Hutaakan (completed)
Ice troll (completed)
Indjiran titanite (in progress)
Lightfoot halfling (completed)
Mammuth titanite
Nihil halfling (completed)
Ogre brute (completed)
Ogre scion (completed)
Sealfolk (completed)
Shamki (completed)
Shoal elf
Shoyir elf (completed)
Titanite of the Dark Continent (in progress)
Urik-aa orc (completed)
Wemic of Triadora
Wild dwarf
 
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Knightfall

World of Kulan DM
Ogre of Harqual

Reposting my Ogre of Harqual monster entry. See attached file.
 

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Knightfall

World of Kulan DM
TORTLE
Based on Frank Brunner’s tortle humanoid in Dragon Magazine #315. Some text has been lifted from the "Red Steel" article, modified slightly, and/or re worked too better fit Kulan. - KF72

Medium Monstrous Humanoid (Reptilian)
Hit Dice: 2d8+4 (13 hp)
Initiative: -1 (Dex)
Speed: 20 ft. (4 squares), swim 10 ft.
AC: 13 (-1 Dex, +3 natural, +1 light shield), touch 9, flat-footed 13
Base Attack/Grapple: +2/+3
Attack: +3 melee (1d4+1, claw) or +3 melee (1d6+1/18-20, scimitar) or +0 ranged (1d6+1, javelin)
Full Attack: +3 melee (1d4+1, 2 claws) or +3 melee (1d6+1/18-20, scimitar) or +0 ranged (1d6+1, javelin)
Space/Reach: 5 ft. / 5ft.
Special Attacks: None
Special Qualities: Racial traits
Saves: Fort +4, Ref +2, Will +3
Abilities: Str 13 (+1), Dex 9 (-1), Con 14 (+2), Int 10 (+0), Wis 11 (+0), Cha 6 (-2)
Skills: Handle Animal +2, Jump +5, Swim +11
Feats: Endurance B, Great Fortitude

Continent/Region: Kanpur/Indjiran Peninsula
Environment: Warm aquatic, jungles, and forests
Organization: Solitary, mated pair, bale (4 – 9), warbale (10–24), or tribe (30–300 plus 50% noncombatants plus 1 3rd-level adept per 20 adults, 1 or 2 sub-chiefs of 4th–5th-level, and 1 leader of 6th–8th-level)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually lawful neutral
Advancement: By character class
Level Adjustment: +1

This bipedal tortoise stands as tall as human and appears quite ponderous. Its shell is black and shiny, while its plastron is pale yellow flushed with aquamarine. The rest of its body is of a green hue, and the creature has a mottled, 2-foot-long tail.

Tortles are humanoid tortoises. Most are peaceful beings, content to ignore the world beyond the lands of the Indjira Peninsula. They are one of the dominant races in that region, besides humans. They have been known to have dealings with the Eldred as well.

Each tortle stands approximately 6 feet tall and appears humanoid-like except for a shell and tail like those of a tortoise. The natural shell color of a tortle ranges from shiny black to a deep, lustrous purple, and tortle leaders often encrust their shells with gems or channel them with gold intaglios. The creature’s mouth is beak-like and toothless, and its head, feet, legs, and tail are green, yellow, or black—sometimes one solid color and sometimes pied. Most tortles forgo clothing and armor, although some have been known to don customized breastplates and greaves.

Tortles speak their own racial language, as well as the regional language of Indjira. They cannot breathe water, but the Endurance feat aids them in swimming long distances.

Combat
Tortles, as a rule, tend to avoid combat situations, preferring to work towards a peaceful solution. When forced to fight, they form regimented warbales and approach their opponents in companies. Young tortles often form noncombatant bales that carry spare weapons for the warbales.

Tortle Society
Tortles have inhabited the lands of the Indjiran Peninsula for thousands of years. They haven’t any real form of government, living in small family dwellings, often within the borders of some other race’s state (usually human). Tortles are known for being scholarly, as well as peaceful, and their society values clerics, wizards, and bards.

They also believe in the disciplines of the mind and many monks, psions, and psychic warriors live amongst them. Tortles have a form of martial arts, known as Torasta, which operates similar to simple unarmed strikes and grappling. Despite their primitive lifestyle, tortles great value an ordered society and believe that those that devote themselves to law should be shown respect.

They always defer to the will of a Kshatriya (samurai) and shown great respect to those of the Brahmin caste, even though their own society doesn’t follow a strict caste system. In respect to the society of the Indjiran Peninsula, however, tortles are treated as members of different castes based on their classes. Most tortles fall into either the Vaishya or the Shudra caste, but their fighters and psychic warriors are consider members of the Kshatriya caste, while their psions are considered members of the Brahmin caste.

Their clerics are rarely considered to be more than pale imitations to the Brahmins (shamans) of the Indjirans, and are lumped into the same caste as adepts. A tortle tribe is usually considered its own sabha (association).

A typical tortle tribal village consists of a cluster of mud and thatch huts just off a beach. Sentry huts, each equipped with a gong or conch shell horn, for sounding alarms, form a perimeter 200–300 yards from the central cluster.

Tortles as Characters
Tortles favor the cleric class, as they are highly spiritual people. However, tortles are most often adepts, experts or commoners, but can take any class, available in the region, except for two. Since their society doesn’t follow the same rules as the rest of the population of the Indjiran Peninsula they can’t be kshatriyas or brahmins.

Many tortle adventurers are bards, clerics, fighters, monks, psions, or wizards. Tortles may multiclass freely, not be limited to the strictures of the caste system of Indjira. When they do so they are often bard/fighters, cleric/fighters, cleric/psions, cleric/wizards, fighter/wizards, or psion/wizards.

Unaligned tortle clerics are rare, as the race has its own pantheon of deities: Mother Ocean, Father Earth, Brother Shell, and Sister Grain. The typical tortle hut contains a seashell shrine dedicated to at least one of these deities.

Tortle clerics of Mother Ocean can take any two of the following domains: Good, Healing, Ocean, Peace, and Protection. Tortle clerics of Father Earth can take any two of the following domains: Animal, Earth, Fortitude, Good, and Strength. Tortle clerics of Brother Shell can take any two of the following domains: Authority, Destruction, Fire, and War. Tortle clerics of Sister Grain can take any two of the following domains: Air, Plant, Renewal, and Sun.

Tortle Traits
  • -2 to Dexterity, +2 to Constitution, +2 to Wisdom, -2 to Charisma.
  • Medium-size. As Medium-size creatures, tortles have no special bonuses or penalties due to their size.
  • Speed: A tortle’s base land speed is 20 feet, and it has a swim speed of 10 feet.
  • Low-light vision and darkvision out to 60 feet.
  • Racial Hit Dice: A tortle 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, and Will +3.
  • Racial Skills: A tortle's monstrous humanoid levels give it skill points equal to 5 x (2 + Int modifier, minimum 1). Its class skills are Handle Animal, Jump and Swim. A tortle 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.
  • Racial Feats: A tortle's monstrous humanoid levels give it one feat.
  • +3 natural armor bonus.
  • Natural Weapons: 2 claws (1d4).
  • Automatic Languages: Indjiran and Tortle. Bonus Languages: Aquan, Eldred, Kappa, Shao, and Sylvan.
  • Favored Class: Cleric. A multiclass tortle’s cleric class does not count when determining whether he suffers an XP penalty for multiclassing.
 
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Knightfall

World of Kulan DM
ANGEL, FIRE
Medium Outsider (Angel, Extraplanar, Fire, Lawful)
Hit Dice: 12d8+48 (102 hp)
Initiative: +10 (Dex, Improved Initiative)
Speed: 50 ft. (10 squares), fly 100 ft. (good)
AC: 32 (+6 Dex, +16 natural), touch 16, flat-footed 26
Base Attack/Grapple: +12/+18
Attack: +2 flaming burst longsword +20 melee (1d8+8 plus stun) or slam +18 melee (1d8+11)
Full Attack: +2 flaming burst longsword +20/+15/+10 melee (1d8+8 plus stun) or slam +18 melee (1d8+11)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Spell-like abilities, stun
Special Qualities: Damage reduction 10/chaos, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, resistance to electricity 10, spell resistance 30, tongues, uncanny dodge
Saves: Fort +14, Ref +14, Will +12
Abilities: Str 22 (+6), Dex 22 (+6), Con 18 (+4), Int 20 (+5), Wis 18 (+4), Cha 22 (+6)
Skills: Concentration +22, Craft or Knowledge (any three) +21, Diplomacy +21, Escape Artist +24, Hide +21, Intimidate +21, Listen +19, Move Silently +21, Sense Motive +20, Spot +19, Use Rope +16 (+18 with bindings)
Feats: Alertness, Cleave, Great Fortitude, Improved Initiative, Power Attack

Continent/Region: Any
Environment: Elemental Plane of Fire and Paraelemental Plane of Magma
Organization: Solitary
Challenge Rating: 16
Treasure: No coins; double goods; standard items
Alignment: Always lawful neutral
Advancement: 13-18 HD (Medium); 19-36 HD (Large)
Level Adjustment: +11

This celestial creature has reddish yellow skin and crimson colored feathered wings. It carries a flaming longsword and its body glows with an inner fire.

Fire angels are lawful outsiders native to the Elemental Plane of Fire and the Paraelemental Plane of Magma. They were once astral devas in the service to the good deities of Trel (in Kulanspace), but they migrated to the Elemental Planes after their gods, and the world of Trel, were destroyed by Mussin.

Other angels consider them to be fallen from grace, but the truth is they’re entire nature changed after their migration. They now serve the lawful neutral deities of the World of Kulan and Kulanspace, most notably Cull, Darahl, Ma-Haukuai, Helios, Horus, Ptah, Shapash, and Varmut. Fire angels, devoted to Cull, consider the followers of Mussin to be their blood enemies.

A fire angel is about 7 ½ feet tall and weighs about 250 pounds. It looks like an astral deva except that its skin is the color of a raging fire and its feathered wings are crimson red. A smoky haze always surrounds a fire angel and its body glows with an inner fire. Its eyes are as black as coal.

Fire angels speak Celestial, Draconic, Infernal, and Ignan, though they can speak with almost any creature because of their tongues ability.

Combat
A fire angel is not afraid to enter melee combat, and will do so with zeal, in the name of its deity. It always attacks chaotic opponents first, attempting to smite. A fire angel always wields a +2 flaming burst longsword in melee, but can attack with a slam if its weapon is destroyed.

Fire angels are steadfast in the service of the lawful ideal. They also believe in the Tenets of the Balance, or at least, in their role as the balancing force against chaos, and will often pledge service to the faithful of Mirella or powerful dragons with the Fire subtype, in order to battle chaos.

A fire angel's natural weapons, as well as any weapons it wields, are treated as law-aligned for the purpose of overcoming damage reduction.

Spell-like Abilities: At will―aid, continual flame, detect chaos, discern lies (DC 20), dispel evil (DC 21), dispel magic, holy aura (DC 24), holy smite (DC 20), holy word (DC 23), invisibility (self only), plane shift (DC 23), polymorph (self only), remove curse (DC 19), remove disease (DC 19), remove fear (DC 17). 7/day―cure light wounds (DC 17), see invisibility. 1/day―burning hands (DC 17), blade barrier (DC 22), fire seeds (DC 22), fire shield, flaming sphere (DC 18), heal (DC 22), produce flame, wall of fire. Caster level: 12th. The save DCs are Charisma-based.

Protective Aura (Su): Against attacks made or effects created by chaotic creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 ft. of the fire angel. Otherwise, it functions as a magic circle against chaos effect and a lesser globe of invulnerability, both with a radius of 20 ft. (caster level equals fire angel's HD). This aura can be dispelled, but the fire angel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in a fire angel's statistics block.)

Stun (Su): If a fire angel strikes an opponent twice in one round with its sword, that creature must succeed on a DC 22 Fortitude save or be stunned for 1d6 rounds. The save DC is Strength-based.

Tongues (Su): All fire angels can speak with any creature that has a language, as though using a tongues spell (caster level equal to fire angel's Hit Dice). This ability is always active.

Uncanny Dodge (Ex): A fire angel retains its Dexterity bonus to AC when flat-footed, and it cannot be flanked except by a rogue of at least 16th-level. It can flank characters with the uncanny dodge ability as if it were a 12th-level rogue.
 
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Knightfall

World of Kulan DM
TROLL, ICE
Large Giant (Cold)
Hit Dice: 6d8+36 (63 hp)
Initiative: +2 (Dex)
Speed: 30 ft. (6 squares); and see text
AC: 17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
Base Attack/Grapple: +4/+14
Attack: +9 melee (1d6+6, claw)
Full Attack: +9 melee (1d6+6, 2 claws) and +4 melee (1d6+3, bite)
Space/Reach: 10 ft. / 10 ft.
Special Attacks: Breath weapon, rend 2d6+9
Special Qualities: Cold immunity, darkvision 90 ft., ice meld, low-light vision, regeneration 5, scent
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: Balance +5, Climb +7, Listen +9, Spot +10
Feats: Alertness, Ice Hearing B, Iron Will, Track

Continent/Region: Harqual, Janardun, Kanpur, Ryaith, and the Isles of Valus
Environment: Cold mountains
Organization: Solitary or gang (2–4)
Challenge Rating: 7
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +9

This large, strange looking creature is bipedal. It is gangly with oversized clumsy-looking arms and legs. Its blue white hide is covered in thick, ropy fur, which is snowy white. The creature’s body is encrusted with snow and ice. It lurches at you with its oversized claws and gnashes with its sharp teeth.

Ice trolls are a subspecies of troll that is found in all the northern lands of the World of Kulan from Ryaith to Kanpur. They are rarely encountered beyond cold mountain ranges and they are considered a myth in the southern lands of the continent of Kanpur. However, they aren’t a myth and are quite the scourge anywhere where you’d find cold mountains.

On Harqual, this includes the Aragar, Greystone, and Kaltar Mountains. On Janardun, this includes all the island continent’s mountain ranges. On Kanpur, this includes the mountain ranges of the Far North and the Iceshield Lands, as well as the mountains near Waldheim, Szulolia, and Sogukol. On Ryaith and the isles of Valus, ice trolls are very rare encounters.

Ice trolls have the height, weight, and general look of standard trolls. However, their rubbery bodies are the color of a lake frozen over with ice and their hair and fur is snow white. Ice and snow always encrusts an ice trolls body, which leads many to think the creature is elemental in nature, at first, as the creature can meld into ice.

Ice trolls speak Giant.

Combat
Ice trolls tend to use the same tactics as standard trolls, modified by the surrounding terrain and the ice trolls special abilities. They prefer to lay in wait within a body of ice while opponents pass by, pretending to be dead. However, ice trolls aren’t patient and if opponents study the “frozen troll” for too long they will simply attack. Ice trolls always light to the death when hungry.

Breath Weapon (Su): A cone of cold, 30 ft., 1d6 damage.

Ice Hearing (Su): See page 71 of Frost & Fur: The Explorer’s Guide to the Frozen Lands.

Ice Meld (Su): As a full-round action, the ice troll may meld with any body of ice. While within a body of ice, the creature moves with a base speed of 40 feet, and may not be attacked. However, the only sense the creature can use is its Ice Hearing feat (a silent enemy will be undetectable). As an additional full-round action, the ice troll may exit the body of ice. Use of this ability provokes attacks of opportunity.

Rend (Ex): If an ice troll hits with both claw attacks, it latches onto the opponent's body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage.

Regeneration (Ex): Acid deals normal damage to an ice troll, while fire deals 1½ times the damage to the creature. If an ice 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.

Skills: Ice trolls gain a +4 racial bonus to Balance, Climb, Listen, and Spot checks.
 
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