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

Knightfall

World of Kulan DM
SEALFOLK
Medium Monstrous Humanoid (Aquatic)
Hit Dice: 2d8+4 (13 hp)
Initiative: +2 (Dex)
Speed: 30 ft. (6 squares), swim 40 ft.
AC: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +2/+3
Attack: Bite +4 melee (1d4+1) or iuak +3 melee (1d6+1/19-20/x2) or javelin +3 ranged (1d6+1/x2)
Full Attack: Iuak +3 melee (1d6+1/19-20/x2) and bite -1 melee (1d4) or javelin +3 ranged (1d6+1/x2)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Weapon familiarity (iuak)
Special Qualities: Darkvision 60 ft., hold breath, low-light vision
Saves: Fort +2, Ref +5, Will +5
Abilities: Str 13 (+1), Dex 15 (+2), Con 14 (+2), Int 11 (+0), Wis 15 (+2), Cha 10 (+0)
Skills: Climb +2, Listen +6, Spot +6, Survival +3, Swim +11
Feats: Alertness, Weapon Finesse B

Continent/Region: Any northern sea (i.e. The North Sea, the Sunless Sea)
Environment: Cold aquatic
Organization: Solitary, pair, or herd (5–14)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually true neutral
Advancement: By character class
Level Adjustment: +1

This strange bipedal creature climbs out o the surf onto the rocks. It head and skin are like that of a seal, but the creature walks upright like a landdweller. It carries a large blade in one webbed hand and a pair of javelins in the other. Its feet are flipper-like but the creature appears to walk with easy.

Sealfolk are intelligent, bipedal creatures native to the northern seas of the World of Kulan. They are common throughout the seas north of Janardun and Harqual, but can also be found north and northwest of the continent of Kanpur. They are rare west of Janardun in the Sea of Frost near Ryaith and Kanpur’s northeastern coast.

Sealfolk are considered to be the children of the World Goddess, Mirella, but are more likely to have been created by a sea god. The most likely deity is the World God known as Eadro. However, that deity is the patron deity of the merfolk, and besides the locathah, few other seadwellers worship Eadro as a patron deity. And while some sealfolk do choose too worship Eadro they consider Mirella to be their patron deity. Sealfolk refer to Mirella as the Sea Matriarch.

Sealfolk speak Aquan and Shoal. While sealfolk don’t have a language of their own they can bark like seals, and understand the meaning behind a seal’s barking.

Combat
Sealfolk rarely initiate combat unless they feel the Tenets of the Balance are being threatened. They will defend their homes and ideals with vigor from both aquatic races and landdwellers. Their weapon of choice is the iuak, a machete-like blade (usually made of bone or stone), which they can use with great skill. They also use javelins as their ranged weapon of choice.

If fighting underwater they usually prefer to use their bite attack and fight unarmed, relying on their ability to swim rings around landdwellers. Against other aquatic races they prefer to fight them on land, as sealfolk can survive on land indefinitely, while most other aquatic races cannot.

Weapon Familiarity: A sealfolk may treat the iuak as martial weapons, rather than exotic weapons. The iuak can be found in D&D Frostburn: Mastering the Perils of Ice and Snow (pg. 76).

Hold Breath (Ex): A sealfolk can hold its breath for a number of rounds equal to 6 x its Constitution score before it risks drowning.

Skills: A sealfolk 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.

Sealfolk Society
While sealfolk spend a great deal of time swimming in the seas of Kulan they are still mammals and require air. Thus, they make their homes along coastal regions, but prefer to live away from humans and other landbound humanoids. A sealfolk herd rarely constructs permanent settlements, as the race is migratory, going where fish and other food sources are plentiful. Sealfolk try not to live to close to where seals beach themselves, as they don’t wish to deplete the animal’s food sources. They live just close enough to protect the seals from greedy landdwellers who over hunt a region.

Sealfolk are stalwart believers in the Tenets of the Balance, but their view of the Balance tends to be skewed by their lifestyle. They care nothing for most landbound creatures or communities unless they are along the sealfolk herd’s migratory path. They see their race as being protectors of the Balance when it comes to the sea and their coastal homes, as well as seals and other similar sea mammals. They tend to have “blinders” on when it comes to such creatures and watch landbound fishermen and sea hunters very closely. They understand that many coastal-dwelling, landbound races depend on fish stocks and seal meat to survive, but they tend to see overreact when over hunting occurs, even if it wasn’t intentional.

As one of the few races native to cold seas, sealfolk rarely interact with other aquatic races. They are more likely to interact with coastal-dwelling landbound races such as humans. The few aquatic races they must deal with are rarely friendly, such as anguillians and the morkoth, and sealfolk avoid these races, as a rule. As these two races are deep dwellers, such encounters are very rare. The only aquatic humanoid race that sealfolk have friendly relations with are shoal elves. Shoal elves also follow the Tenets of the Balance. The only other creatures that sealfolk have decent relations with are the various aquatic giants and fey of Kulan’s seas such as the friendly ocean giants and the enigmatic ocean striders.

Sealfolk as Characters
Sealfolk favor the ranger class. They rarely multiclass and when they do so it is almost always as a ranger or as a druid. A sealfolk that chooses a class that requires an extreme alignment (such as a paladin) always becomes an outcast in sealfolk society. Sealfolk make excellent clerics, and clerics to sea gods are common in sealfolk herds. An unaligned sealfolk cleric can choose any two of the following domains: Animal, Ocean, Seafolk, Storm, Travel, or Water.
 
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Knightfall

World of Kulan DM
ORC, URIK-AA
Urik-Aa Orc, 1st-Level Warrior
Medium Humanoid (Orc)
Hit Dice: 1d8+1 (5 hp)
Initiative: +1 (Dex)
Speed: 30 ft. (6 squares)
AC: 16 (+1 Dex, +1 natural, +4 chain shirt), touch 11, flat-footed 15
Base Attack/Grapple: +1/+4
Attack: +4 melee (1d8+3/19-20, longsword) or +4 melee (1d10+4/x3, naginata) or +2 ranged (1d6+3, javelin)
Full Attack: +4 melee (1d8+3/19-20, longsword) or +4 melee (1d10+4/x3, naginata) or +2 ranged (1d6+3, javelin)
Space/Reach: 5 ft. / 5 ft.
Special Attacks:
Special Qualities: Darkvision 90 ft., light sensitivity
Saves: Fort +3, Ref +1, Will -2
Abilities: Str 17 (+3), Dex 13 (+1), Con 12 (+1), Int 10 (+0), Wis 7 (-2), Cha 6 (-2)
Skills: Climb +2, Jump +2, Listen +2, Ride +2, Spot +2, Swim +0
Feats: Alertness, Endurance B

Continent/Region: Kanpur/Any eastern land and Triadora/Any
Environment: Temperate plains and hills
Organization: Gang (2–4), company (11–20 plus 2 3rd-level sergeants and 1 leader of 3rd–6th-level), band (30–100 plus 100% 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 lawful neutral
Advancement: By character class
Level Adjustment: +1

This well-groomed humanoid appears to be some sort of orc equipped with fine weaponry and armor. Its bearing is stoic and its stare is unwavering. It appears to be well trained in the art of war just by how it stands waiting for you to commit yourself to a particular action.

The urik-aa are a race of high orcs that are native to the eastern lands of the continent of Kanpur and the continent of Triadora, as well. The urik-aa are known for their sophisticated culture and pursue art and engineering with enthusiasm. However, they also are highly militant and lawful as a society and aggressively expand their lands whenever possible.

The urik-aa of eastern Kanpur often practice Bushido as a way of life and many of the most famous samurais of the eastern lands are urik-aa. These urik-aa samurais sometimes devote themselves to human or eldred lords, but the urik-aa, as a race, do have their own samurai lords. An urik-aa considers it the greatest honor possible to serve a lord of his own race, as a samurai. Note that not all urik-aa of the eastern lands of Kanpur follow the way of Bushido. Just as many of their race are wandering nomads, ruthless rogues, and powerful sorcerers.

The urik-aa of Triadora are completely different than the urik-aa of Kanpur. They are more like orcs in their lifestyle just with a tendency towards being civilized. They honor agreements they make with the xanth lizardfolk and the horn minotaurs, but are always trying to get the upper hand in their dealings with both races. The urik-aa of Triadora are better organized, from a racial standpoint, than their Kanpurian cousins and they have many large cities of their own spread across Triadora’s western and southwestern coastlines.

The urik-aa speak their own racial language, as well as any one additional regional language.

Combat
Like standard orcs, the urik-aa are fierce opponents in combat. Unlike standard orcs they place more value on life and honor. They will fight to the death to protect their own or any allies they have sworn loyalty to, but they don’t throw away their lives if other sound tactics are available.

An urik-aa warrior prefers to enter melee with a sword in his hand, but what type of sword depends on the urik-aa’s lifestyle. An urik-aa samurai would use a katana, but most other urik-aa prefer to use a longsword. The oriental-style weapon known as a naginata is popular with urik-aa warriors, even Triadoran urik-aa. Urik-aa often keep ranged weapons handy, just in case the need arises, and they are fond of javelins, spears, and other thrown weapons.

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

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

Urik-Aa Orc Society
Urik-Aa orcs consider their race to be superior to other orc races, and they rarely acknowledge less civilized orcs as anything but animals. This arrogance tends to be directed at other races less, but an urik-aa warrior always looks for a chance to test his resolve against members of other races. They can and do form strong bonds with others that fight within the rules of war and civility.

Kanpurian urik-aa respect other races that follow the Bushido way of life including humans, spirit folk, klorthaks, and eldred elves. Triadoran urik-aa have found a strong kinship with the minotaurs known as the Sons of the Horn, but less so with the other races of Triadora. However, an urik-aa always judges an individual based on his or her actions and not by their race, which has helped them integrate into the civilizations of Kanpur and Triadora since their arrival on Kulan over 800 years ago.

It is widely known in the lands of Kanpur and on the continent of Triadora that the urik-aa aren’t native to Kulan. Their ancestors came to the world on spelljamming ships from beyond the depths of Kulanspace. At first, they were not accepted, as they initially tried to settle in the western lands of Kanpur. However, the urik-aa migrated east over the centuries and can now be found everywhere in the Far East, from the Iceshield Lands to the Indjiran Peninsula.

Over 500 years ago, a large group of urik-aa left the eastern lands of Kanpur for the continent of Triadora. These urik-aa didn’t want to acclimate to oriental culture, wishing to keep their original culture intact. The monstrous denizens of Triadora challenged the first urik-aa settlements on a daily basis. Only their knowledge of advanced spelljamming technology gave them an advantage, which they used to escape such denizens and to use as trade knowledge with the horn minotaurs, who needed spelljamming technology to compete with the xanth (who had come to Kulan nearly 100 years before the urik-aa). The fact the urik-aa traded such vital knowledge to the horn minotaurs, for only the right to live on Triadora, is still a point of contention between the xanth and the urik-aa.

Urik-Aa orc culture would be completely alien to an orc from Harqual or the western lands of Kanpur, if such an orc was exposed to it. The urik-aa have a strong sense of community, as a race, and are fond of art in all its forms. Bards are common in urik-aa society and are as respected as warriors. The urik-aa, regardless of where they live, has a strong need for law and order, but sometimes this can go too far. Many a renegade urik-aa soldier has tried to rise above his station in life through conquering and tyranny, but as a race, the urik-aa believe more in the concept of achieving through honorable combat.

Urik-Aa Orcs as Characters
The urik-aa, as a race, favor the fighter class, but the urik-aa of Kanpur can also choose samurai as their favored class. Once this choice is made it cannot be changed. The urik-aa often become bards, despots, enforcers, monks, paladins, rangers, rogues, samurai, scouts, sohei, and wizards, depending on where they live. Unaligned urik-aa clerics can choose any two of the following domains: Art, Community, Courage, Law, Planning, Tyranny, and War.

The urik-aa of Kanpur often multiclass as bard/fighters, bard/rogues, bard/rangers, fighter/rogues, monk/samurai, monk/sohei, or ranger/rogues. While cleric and paladin are available as PC classes in the Far East of Kanpur, an urik-aa rarely takes one of these classes. Very rarely a Kanpurian urik-aa will become a paladin/samurai, but such a character would be unique. A Kanpurian urik-aa rarely becomes a sorcerer or wu jen, as the lifestyle is considered too unfettered. The urik-aa of Kanpur often worship Amaterasu, Relan, Sun-Wu-Kung, or Yama.

The urik-aa of Triadora often multiclass as bard/fighters, cleric/fighters, cleric/scouts, fighter/monks, fighter/scouts, fighter/wizards, ranger/scouts, or as monks in conjunction with one of the three lawful holy warrior classes (despot, enforcer, and paladin). Triadoran urik-aa are more likely to deviate from their racial heritage than Kanpurian urik-aa, so they sometimes choose to become druids and sorcerers. Such oddballs almost never multiclass, however. The urik-aa of Triadora often worship Bodhek, Galidan, Njfulir, or Zohar.

Urik-Aa Orc Traits
Urik-Aa orcs have all the racial traits listed below:
— +4 to Strength, +2 to Dexterity, -2 to Wisdom, -2 to Charisma.
— Medium.
Speed: An urik-aa orc’s base speed is 30 feet.
— Urik-aa orcs have darkvision at a range of 90 feet.
— Urik-aa orcs receive Endurance as a bonus feat.
— +1 natural armor bonus.
Special Qualities (see above): Light sensitivity.
Automatic Languages: Urik-Aa and one regional language. Bonus Languages: Varies by region.
Favored Class: Fighter. A multiclass urik-aa orc’s fighter class does not count when determining whether he suffers an XP penalty for multiclassing. The urik-aa of Kanpur can also choose samurai as their favored class. Once this choice is made it cannot be changed.

Urik-Aa Half-Orcs
The urik-aa of Kanpur’s Far East often form alliances with other races, but they most often join forces with humans that live by Bushido. These alliances sometime lead to intermarriage between human clans and the urik-aa. Urik-Aa half-orcs are the inevitable result. As there aren’t any humans on Triadora, there aren’t urik-aa half-orcs on that continent. It is slightly possible than one or two urik-aa privateers, in the service of the horn minotaurs, could have father such a half-orc through less than honorable means, but such an urik-aa half-orc would be unique.

Urik-Aa half-orcs have the features of both their parents and like standard half-orcs such a blending usually results in urik-aa half-orcs that look like ugly humanoids. However, once in a while an urik-aa half-orc gets the best features of his heritage and looks strangely attractive.

Urik-Aa Half-Orc Traits
Urik-Aa half-orcs have all the racial traits listed below:
— +2 to Strength, -2 to Wisdom, -2 to Charisma.
— Medium.
Speed: An urik-aa half-orc’s base speed is 30 feet.
— Urik-Aa half-orcs have darkvision at a range of 60 feet.
Orc Blood: For all effects related to race, a urik-aa half-orc is considered an orc.
Automatic Languages: Urik-Aa and one regional language. Bonus Languages: Varies by region.
Favored Class: Fighter. A multiclass urik-aa half-orc’s fighter class does not count when determining whether he suffers an XP penalty for multiclassing. Urik-Aa half-orcs cannot select samurai as their favored class. That option is only available to full-blooded urik-aa orcs.
Level Adjustment: +0
 
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Knightfall

World of Kulan DM
Modified Creature Catalog version!

Many thanks to BOZ, Shade, Mortis and everyone else who helped in the creation of the Huttakan for the Creature Catalog. You've allowed me to save some time on this and the next post, which shows my modified version of the Darkwing. - KF72

HUTAAKAN (OF HARQUAL)
Medium Humanoid (Extraplanar, Hutaakan)
Hit Dice: 1d8 (4 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
AC: 14 (+1 natural, +2 leather armor, +1 light steel shield), touch 10, flat- footed 14
Base Attack/Grapple: + 1/+0
Attack: Short sword +0 melee (1d6-1/19-20) or sling +1 ranged (1d4)
Full Attack: Short sword +0 melee (1d6-1/19-20) or sling +1 ranged (1d4)
Space/Reach: 5 ft. / 5 ft.
Special Attacks:
Special Qualities: Darkvision 60 ft
Saves: Fort +0, Ref +2, Will +1
Abilities: Str 9 (-1), Dex 11 (+0), Con 10 (+0), Int 12 (+1), Wis 12 (+1), Cha 10 (+0)
Skills: Craft (any) +4, Hide +8, Knowledge (religion) +4, Move Silently +8
Feats: Stealthy

Continent/Region: Harqual/Rilous Mountains
Environment: Temperate mountains
Organization: Solitary, pair, patrol (5–8), sect (11–20 plus 2-5 2nd-level clerics), or congregation (20–200 plus 50% noncombatants, plus 1 1st-level warrior per 10 adults, and 1 4th-level cleric per 50 adults and 1 8th-level cleric leader)
Challenge Rating: ½
Treasure: Standard
Alignment: Usually lawful neutral
Advancement: By character class
Level Adjustment: +0

This tall, slender being has a humanoid body, topped with a head like that of a jackal. Its hands and feet are narrow, with nails like claws. It wears long, somber-colored robes and simply jewelry.

Hutaakans are a race of jackal-headed humanoids that were transported to the World of Kulan during the magical event known as The Transformation. They along with the entire Rilous Mountain Range were brought to the Lands of Harqual from the world known as Maran.

There, they lived in the mountains surrounding the kingdom known as Javeldos for centuries without revealing themselves. Only after their forced relocation to Harqual did they break their isolation, and make contact with the Javeldians that were also brought to Harqual. The hutaakans have been forced by circumstance to align themselves with the land that became known as Ahamudia, but they still refuse to make war on others.

Hutaakans (also called "jackal-men" by non-Ahamudians) are often haughty and callous, though they consider themselves a sensitive, civilized, and intellectual people. Hutaakans also feel that they suffered much abuse from other races, on Maran, as a result of their cultured, pacifistic nature. Little has changed on this new world, although the citizens of the Kingdom of Ahamudia treat them with some respect.

Hutaakans are very serious in demeanor, and consider themselves above most other humanoid races. They pride themselves on their good taste and lack of involvement in the rest of the world, even this new world they have been transported to. Hutaakans do bear a superficial resemblance to the gnolls of Harqual, but they are a much older, more sophisticated race, and comparing them to gnolls is an insult they’ll not forget. (Gnolls, on Maran, are even more savage than the gnolls of Harqual, and Hutaakans hate them with a reserved passion.)

Hutaakans speak the Maran-dialect of Orc. Hutaakans also speak their own haunting, complex musical language in fluting, honeyed tones. Some humans, however, have described this language as sounding like coughs and barking.

A hutaakan is 6 feet tall and weighs about 150–180 pounds.

Combat
Hutaakans are not boldly aggressive, but fight without mercy when forced. They prefer to ambush enemies and attack with ranged weapons when possible. Clerics do not like to sully themselves with combat, and will use spells and direct others into combat from a safe distance.

Hutaakan warriors often carry spears as secondary weapons, and priests are usually armed with elaborately carved maces instead of swords. Clubs and daggers are also common weapons for hutaakans.

Skills: A hutaakan has a +4 racial bonus on Hide and Move Silently checks. The skill modifiers given in the statistics block include a -1 armor check penalty.

Hutaakan Society
Hutaakan life centers on their ancient cultural mysticism dedicated to the worship of an amoral Maran deity of crafts and magic, called Vaflar. The many hutaakan clerics are needed to carry out the numerous daily rites and rituals associated with the religion. The priests prefer to rigidly control hutaakan communities and the destinies of their inhabitants.

Hutaakans as a race have never adapted well to the arts of war, and have few warriors. Most hutaakans are craftsmen and artisans with little or no martial skills, and fight only in self-defense. Hutaakan society is egalitarian, and temperament and talent rather than gender determines one’s role.

Hutaakan society, in the Rilous Mountains of Harqual, is centered in the City-state of Hutaalar. Most of the rest of the hutaakan communities surrounding that city either weren’t brought to Kulan or were too small to maintain. As a result, many transient hutaakans have been forced to move into caves near Hutaalar or migrate into the city-state itself.

The priests of Vaflar have, so far, limited the number of hutaakan refugees allowed into the city, in order to prevent chaos. If there is one thing that hutaakans won’t stand for, it’s chaos. As a result, many hutaakans have moved further east in the mountains, coming into contact with the Bitran. So far, relations are cordial, but the hutaakans cultural biases too look down on other races is bound to cause conflict sooner than later.

Hutaakans as Characters
Hutaakans favor the cleric class. Most hutaakans encountered beyond the Rilous Mountains have levels in NPC classes; most notably the adept, aristocrat, or warrior class. Only hutaakan clerics choose to multiclass and then only rarely, as adept/clerics, aristocrat/clerics, cleric/experts, or cleric/warriors. Rarely, a hutaakan cleric will choose to multiclass as a monk or wizard, but such an individual is an oddity in hutaakan society.

Hutaakan Traits
Hutaakans benefit from a number of racial traits:
— -2 to Strength, +2 to Intelligence, +2 to Wisdom.
— Hutaakans aren’t native to the World of Kulan and have the Extraplanar Subtype.
— Medium-size. As Medium-size creatures, hutaakans have no special bonuses or penalties due to their size. (Use human height and elf weight. See the PHB in Chapter 6: Description.)
Speed: Base land speed is 30 feet.
— Darkvision out to 60 feet.
— +1 natural armor bonus.
— Hutaakans have a +4 racial bonus on Hide and Move Silently checks.
Automatic Languages: Hutaakan and Orc (Maran). Bonus Languages: Draconic, Gnoll, Javeldian, and Vananean.
Favored Class: Cleric. A multiclass hutaakan's cleric class does not count when determining whether he suffers an XP penalty for multiclassing.

Based On: http://www.enworld.org/forums/showpost.php?p=2906865&postcount=121
 
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Knightfall

World of Kulan DM
BOZ, note that in the Creature Catalog version of this creature, the text has an error in it, where it refers to the creature's height and weight. Specifically, it lists the creature's weight as "X", which was obviously a placeholder until you calculated the weight you wanted for it. Just thought I'd point that out. - KF72

DARKWING (OF JANARDÛN)
Medium Monstrous Humanoid
Hit Dice: 3d8+3 (16 hp)
Initiative: +2 (Dex)
Speed: 20 ft. (4 squares), fly 50 ft. (poor)
AC: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +3/+5
Attack: Claw +5 melee (1d4+2)
Full Attack: 2 claws +5 melee (1d4+2) and bite +0 melee (1d6+1)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Group snatch
Special Qualities: Darkvision 60 ft, light sensitivity, silent glide
Saves: Fort +9, Ref +10, Will +5
Abilities: Str 15 (+2), Dex 14 (+2), Con 12 (+1), Int 7 (-2), Wis 13 (+1), Cha 8 (-1)
Skills: Hide +3, Listen +2, Move Silently +3, Spot +3, Survival +2
Feats: Flyby Attack, Multiattack

Continent/Region: Janardûn
Environment: Any mountains, hills, plains, and underground
Organization: Flock (10-30) or (lair, plus 2-12 young)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: +2

This humanoid is covered with green scales and has a pair of black, leathery wings. Its claws are long and sharp, and its mouth is filled with vicious, sharp teeth.

The darkwings are a race of nocturnal flyers that attack livestock in great flocks. They inhabit high rocky crags and mountains through the continent of Janardun, where they can watch and keep an eye on the herds of cattle and sheep in the lowlands of the Republic. The darkwings are a servitor race of the ogre mages of Janardûn, and are often uses as shock troops against the armies of the Republic.

Darkwings hate light, and never leave their caves during the day or even on nights of the full moon. The lair is a foul and unsettling place, covered in filth and the bones of victims. Darkwing young roost there on natural ledges, and only fight if threatened or attacked.

Darkwings speak their own simple language. Some have learned to speak Morian, as well as the languages of other servitor races of the ogre mages.

A darkwing is 5 feet tall and weighs 150 pounds.

Combat
Darkwings attack in numbers, to terrify and corner weaker prey. Darkwings will typically work together to carry off smaller creatures. Larger prey like horses or cattle will be dismembered and carried off in pieces.

Group Snatch (Ex): A group of two or more darkwings can lift up and carry away a Medium creature, attacking as a group and using a single grapple check. Only one is required for Small or smaller creatures, and four for a Large creature.

When a creature does not wish to be snatched into the air, an opposed grapple check is required. The darkwings gain a +2 bonus on this grapple check for each darkwing beyond the first participating in the attempt. If the darkwings succeed, the creature is grappled and forced to move along with the darkwings. If they fail, the creature stays on the ground.

Once a creature is airborne, it may choose to continue resisting, forcing a grapple check each round. This reduces the darkwings' flying speed by half. If successful, the creature falls from their grasp and takes falling damage normally.

Light Sensitivity (Ex): A darkwing is dazzled in bright sunlight or within the radius of a daylight spell.

Silent Glide (Ex): While gliding at night, a darkwing's coloration and soft, owl-like feathers grant a +4 circumstance bonus on Hide and Move Silently checks.

Darkwings as Characters
Most darkwing leaders are barbarians. Clerics are rare among darkwings, as the ogre mages of the continent prefer their servitor races to worship them as gods, but an unaligned darkwing cleric has access to two of the following domains: Darkness, Strength, and Trickery.

Those few darkwing flocks that don’t serve the ogre mages often devote themselves to one of the evil deity known as Anshar. An individual darkwing cleric will sometimes choose to worship Ani, Enlil, Ishkur, or even the World God known as Azul, but such a darkwing cleric is very rare indeed, and is usually an outcast from its flock.

Darkwing Traits
Darkwings have all the racial traits listed below:
— +2 to Strength, +2 to Dexterity, -2 to Intelligence, -2 to Charisma
— Medium size. As Medium-size creatures, darkwings have no special bonuses or penalties due to their size. (Use standard elven height and half-elven weight. See the PHB in Chapter 6: Description.)
— A dark wing's base land speed is 20 feet, and it has a fly speed of 50 feet (poor).
— Darkvision out to 60 feet.
Racial Hit Dice: A dark wing 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, and Will +3.
Racial Skills: A dark wing's monstrous humanoid levels give it skill points equal to 6 × (2 + Int modifier). Its class skills are Hide, Listen, Move Silently, Spot, and Survival.
Racial Feats: A dark wing's monstrous humanoid levels give it two feats.
— +3 natural armor bonus.
Natural Weapons: Claw (1d4) and bite (1d6).
Special Attacks (see above): Group snatch.
Special Qualities (see above): Light sensitivity, silent glide.
Automatic Languages: Darkwing. Bonus Languages: Goblin, Draconic, Morian, Nightling, Ogren, and Orc.
Favored Class: Barbarian. A multiclass darkwing’s barbarian class does not count when determining whether he suffers an XP penalty for multiclassing.

Based On: http://www.enworld.org/forums/showpost.php?p=2746857&postcount=109
 
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BOZ

Creature Cataloguer
Knightfall1972 said:
BOZ, note that in the Creature Catalog version of this creature, the text has an error in it, where it refers to the creature's height and weight. Specifically, it lists the creature's weight as "X", which was obviously a placeholder until you calculated the weight you wanted for it. Just thought I'd point that out. - KF72

thanks! anyone remember what, if anything, we had come up with for the dark wing's weight? :eek:
 



Knightfall

World of Kulan DM
A revision of the Ragahd that I originally did for Book of Templates

RAGAHD
Large Outsider (Chaotic, Extraplanar, Evil, Fire)
Hit Dice: 10d8+30 (75 hp)
Initiative: +8
Speed: 20 ft. (4 squares), fly 40 ft. (perfect)
AC: 23 (–1 size, +4 Dex, +10 natural), touch 13, flat-footed 19
Base Attack/Grapple: +10/+21
Attack: Slam +16 melee (1d8+6 plus 1d6 fire)
Full Attack: 2 slams +16 melee (1d8+6 plus 1d6 fire)
Space/Reach: 10 ft. / 10 ft.
Special Attacks: Aligned weapons, change size, heat, spell-like abilities
Special Qualities: Acid and cold resistance 10, darkvision 60 ft., DR 10/cold iron, greater teleport, plane shift, SR 18, telepathy 100 ft., timeless body, vulnerability to cold, immunity to electricity, fire, and poison
Saves: Fort +10, Ref +11, Will +10
Abilities: Str 25 (+7), Dex 18 (+4), Con 16 (+3), Int 14 (+2), Wis 16 (+3), Cha 16 (+3)
Skills: Bluff +16, Craft (any one) +15, Concentration +16, Diplomacy +7, Disguise +3 (+5 acting), Intimidate +18, Listen +16, Move Silently +17, Sense Motive +16, Spellcraft +15, Spot +16
Feats: Combat Casting, Combat Reflexes, Dodge, Improved Initiative B, Quicken Spell-Like Ability (scorching ray)

Environment: Infinite Layers of the Abyss
Organization: Solitary, company (2–4), or band (6–15)
Challenge Rating: 10
Treasure: Standard coins; double goods; standard items
Alignment: Always chaotic evil
Advancement: 11–15 HD (Large); 16–30 HD (Huge)
Level Adjustment: +10

“With the greatest Age in our history over, there wasn't anything to stop the efreeti Sultan from claiming our homeland. Thus, the Age of Fire was born. For thousands of years the efreeti ruled the land but didn't preserve it. The forests burned, and the lakes and rivers dried up. The efreeti built a great city that they named the City of Fire. Volcanic lands formed around the city, and the whole continent trembled at the might of the efreeti.

However, discontent soon stole into the minds of the five generals that the sultan sent to conquer the Material Plane. Each of them wished to become Kahn over the lands but the Sultan refused. The generals infused rebellion into the efreeti of the Material Plane. They began warring amongst each other, as well as the Sultan's loyal forces. The efreeti Sultan could do nothing to stop the warring factions, simply cutting them off from the Elemental Plane of Fire.

Isolated from their traditional home, the outcast efreeti turned towards the outer planes, making a dark pact with the Demon Lords of Abyss. They sold their souls and service to the fiendish lords for dark power and a fuel for revenge against their elemental kin. Then the efreeti on the Material Plane chose a new name, the ragahd, and started to plan to conquer the entire world for their new masters. The efreeti Sultan on the Elemental Plane of Fire looked upon his fallen people on the Material Plane with both rage and shame.”

- The Master of the People​

The ragahd are an offshoot race of efreeti genies. Rejected by their Sultan, as betrayers of the efreeti race, the ragahd turned to worshipping powerful Demon Lords of the Abyss. In return for this dark pact, the ragahd have become dangerous, fanatical soldiers and assassins in the service of the Demon Lords.

Banished from the Material Plane by the Master’s people, with the aid of an army of genies, the ragahd now live in the lower planes. Their bodies are twisted mockeries of the efreeti with blackened skin that burns to the touch and a sickening red glow emanating from their eyes.

The ragahd speak Abyssal, Auran, Common, Ignan, and Infernal.

Combat
The ragahd are rarely encountered en mass in melee. More often their devil masters use them as shock troops and assassins. The ragahd are cunning, evil opponents that enjoy torturing lesser races, especially genies. When forced into melee they fight to the death, in fanatical fervor for their dark masters.

The Demon Lords often send ragahd to the Material Plane to tempt mortals, using their powerful wish granting abilities. These unwitting fools are often tricked into servitude to the ragahd’s vile lords.

The ragahd attack efreeti on sight not giving any mercy towards their hated ancestral foes.

Aligned Weapons (Su): Weapons used by the ragahd count as chaotic and evil for the purpose of overcoming damage resistance.

Change Size (Sp): Twice per day, a ragahd can magically change a creature’s size. This works just like an enlarge person or reduce person spell (the ragahd chooses when using the ability), except that the ability can work on the ragahd. A DC 14 Fortitude save negates the effect. The save DC is Charisma-based. This is the equivalent of a 2nd-level spell.

Heat (Ex): A ragahd’s red-hot body deals 1d6 points of extra fire damage whenever it hits in melee, or in each round it maintains a hold when grappling.

Spell-Like Abilities: At will — detect magic, produce flame, pyrotechnics (DC 15), scorching ray (1 ray only); 3/day — invisibility, wall of fire (DC 17); 1/day — grant up to three wishes (to non-genies and non- ragahd only), gaseous form, permanent image (DC 19), polymorph (self only). Caster level: 12th. The save DCs are Charisma-based.

Timeless Body (Ex): A ragahd's body does not age, nor can it die from starvation or thirst. The ragahd do not need to sleep or breathe.

Base Creature: Efreeti*
Template: Demon Creature (by Cheiromancer)
*Yes, I know this breaks the rules presented in the template, but I need a way to revise this creation for World of Kulan.
 
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Knightfall

World of Kulan DM
EFFIGY, MINUTE
Small Undead (Fire, Incorporeal)
Hit Dice: 13d12 (84 hp)
Initiative: +3
Speed: Fly 50 ft. (perfect)
AC: 17 (+1 size, +3 Dex, +3 deflection), touch 17, flat-footed 14
Base Attack/Grapple: +8/+4
Attack: +12 melee (1d4 plus 1d8 fire plus energy drain/x2, incorporeal touch)
Full Attack: +12 melee (1d4 plus 1d8 fire plus energy drain/x2, 2 incorporeal touch)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Energy drain, infuse
Special Qualities: Immunity to fire, incorporeal traits, SR 21, undead traits, vulnerability to cold
Saves: Fort +6, Ref +9, Will +13
Abilities: Str —, Dex 17 (+3), Con —, Int 16 (+3), Wis 17 (+3), Cha 17 (+3)
Skills: Balance +5, Escape Artist +19, Hide +19, Intimidate +19, Listen +19, Search +19, Spot +19, Tumble +19
Feats: Blind-Fight, Combat Expertise, Great Fortitude, Iron Will, Lightning Reflexes.

Continent/Region: Any
Environment: Any land and underground
Organization: Solitary, pair, or brood (6-10)
Challenge Rating: 12
Treasure: None
Alignment: Always chaotic evil
Advancement: 14-27 HD (Small)
Level Adjustment:

See pages 89-90 of Monster Manual II for the description of the effigy and its combat details.

A minute effigy’s energy drain Fortitude save DC and infuse Will save DC are both 19.

Base Creature: Effigy (Monster Manual II)
Template: Miniature (Book of Templates: Deluxe Edition v.3.5; made some custom changes.
 
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Knightfall

World of Kulan DM
Based on the Half-Celestial template

FATE-TOUCHED CREATURE
Fate-touched creatures are usually children of the Fated or favored servants of Mirella the World Goddess. The Fated are neutrally-aligned outsiders that have the same forms as good or evil outsiders such as angels and demons, but they re devoted to the Balance and are servants of those gods that uphold the Balance. The Fated often work closely with mortals such as druids and rangers and sometimes a fate-touched offspring is the result. There are many fate-touched amongst the dragons of Harqual.

Sometimes a fate-touched creature or character is the result of being blessed by Mirella. The over deity of Kulan often choses her worshipers instead of the other way around and sometimes a particularly faithful servant of the Balance will be blessed by the World Goddess. These few are transformed and often take on new names and personality traits. It is possible for another neutrally-aligned deity to bless one of their followers in such a manner but it is rare.

Creating a Fate-Touched
“Fate-Touched” is an inherited template that can be added to any living, corporeal creature with an Intelligence score of 4 or higher and nonextreme alignment (referred to hereafter as the base creature).

A fate-touched creature uses all the base creature’s statistics and special abilities except as noted here.

Size and Type: The creature’s type changes to outsider. Do not recalculate the creature’s Hit Dice, base attack bonus, or saves. Size is unchanged. Fate-touched creatures are normally native outsiders.

Speed: A fate-touched creature has wings and can fly at twice the base creature’s base land speed (good maneuverability). If the base creature has a fly speed, use that instead.

Armor Class: Natural armor improves by +1 (this stacks with any natural armor bonus the base creature has).

Special Attacks: A fate-touched creature retains all the special attacks of the base creature and also gains the following special abilities.

Magic Circle (Su): Fate-touched creatures can use a magic circle against extremism effect (as the spell) at will.

Smite Extremist (Su): Once per day a fate-touched creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a foe of an extreme alignment (CE, CG, LE, LG).

Spell-Like Abilities: A fate-touched creature with an Intelligence or Wisdom score of 8 or higher has two or more spell-like abilities, depending on its Hit Dice, as indicated on the table below. The abilities are cumulative

Unless otherwise noted, an ability is usable once per day. Caster level equals the creature’s HD, and the save DC is Charisma-based.

Code:
HD	Abilities
1–2	Bless, protection from extremism 3/day
3–4	Aid, analyze balance
5–6	Cure serious wounds, neutralize poison
7–8	Dismissal, remove disease
9–10	Dispel extremism
11–12	Refuge
13–14	Atonement, aura of balance 3/day
15–16	Mass charm monster
17–18	Summon nature's ally IX
19–20	Regenerate
Special Qualities: A fate-touched creature has all the special qualities of the base creature, plus the following special qualities.

— Darkvision out to 60 feet.
— Immunity to disease.
— Resistance to acid 10, cold 10, and electricity 10.
Damage reduction: 5/magic (if HD 11 or less) or 10/magic (if HD 12 or more).
— A fate-touched creature’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
— Spell resistance equal to creature’s HD + 10 (maximum 35).
— +4 racial bonus on Fortitude saves against poison.

Abilities: Increase from the base creature as follows: Str +4, Dex +2, Con +4, Int +2, Wis +4, Cha +4.

Skills: A fate-touched creature gains skill points as an outsider and has skill points equal to (8 + Int modifier) x (HD +3). Do not include Hit Dice from class levels in this calculation—the fate-touched creature gains outsider skill points only for its racial Hit Dice, and gains the normal amount of skill points for its class levels. Treat skills from the base creature’s list as class skills, and other skills as cross-class.

Challenge Rating: HD 5 or less, as base creature +1; HD 6 to 10, as base creature +2; HD 11 or more, as base creature +3.

Alignment: Always partially-neutral (any).

Level Adjustment: Same as base creature +4.
 
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