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

Knightfall

World of Kulan DM
A MC1 Entry

GECKOLISK
Medium Magical Beast
Hit Dice: 3d8+9 (22 hp)
Initiative: +2 (Dex)
Speed: 30 ft., climb 30 ft.
AC: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +3/+6
Attack: Bite +6 melee (1d8+4)
Full Attack: Bite +6 melee (1d8+4)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Petrifying gaze
Special Qualities: DR 10/magic
Saves: Fort +4, Ref +5, Will +2
Abilities: Str 16 (+3), Dex 15 (+2), Con 16 (+3), Int 2 (-4), Wis 12 (+1), Cha 2 (-4)
Skills: Climb +10, Hide +8, Listen +4, Move Silently +8, Spot +4

Continent/Region: The Fallenlands
Environment: Any warm forests and underground
Organization: Solitary or group (2-5)
Challenge Rating: 3
Alignment: Always neutral
Advancement: 4-5 HD (Medium)

A geckolisk is a 5-foot long, pale-blue colored reptilian magical beast with orange-brown spots found throughout the Fallenlands. They have webbed feet, the toes of which are tipped with suction cups.

Geckolisks are nocturnal carnivores with a petrifying gaze attack. They are the favored pets and familiars of the blind oracles of the sahne but are viewed as pets by most other races. Geckolisks are common in the many hidden valleys scattered across the Endless Sand Sea, as well as in the depths of the Ong Jungle.

Combat
Geckolisks hunt by climbing walls or trees with their specially adapted feet, then dropping down upon prey to attack. They only use their petrifying gaze against those creatures that they consider a threat to their safety.

Petrifying Gaze (Su): Any creature within 30 feet that meets a geckolisk's gaze turns to stone (Fortitude save, DC 12). (A geckolisk can suppress this ability at will when hunting for food.)

Skills: Geckolisks receive a + 4 racial bonus to Hide, Move Silently and Climb checks.
 
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Knightfall

World of Kulan DM
demiurge1138 said:
Is there any flavor on the fate-touched? The progeny of a Neutral outsider?
I haven't created any flavor text for the fate-touched, yet. It could be used for the progeny of a Neutral outsider, but it is more likely going to be for characters of any neutrally-aligned deity that have been "fated" for some unique purpose.

Neutrality is big deal in my World of Kulan campaign, and I felt I needed a template that does for Neutral characters what the half-celestial and half-fiend templates do for Good and Evil characters.
 



demiurge1138

Inventor of Super-Toast
Knightfall1972 said:
Here is a PDF version of Monster Compendium I. I simply PDFed it in OpenOffice, which is way better than MS Office, IMO.
I was somewhat (pleasantly) surprised to see an "Additional Design" credit with my name on it when I opened the file! I forgot that you adopted and adapted my mountain orcs.

It looks good!

Demiurge out.
 

Knightfall

World of Kulan DM
demiurge1138 said:
I was somewhat (pleasantly) surprised to see an "Additional Design" credit with my name on it when I opened the file! I forgot that you adopted and adapted my mountain orcs.

It looks good!

Demiurge out.
Glad you like it. Expect more files like this as time goes on. PDFs are great way to post things so that everyone can really use them. Word files are good but they aren't always great.
 

Knightfall

World of Kulan DM
HALFLING, HAIRFOOT
Hairfoot Halfling, 1st-Level Warrior
Small Humanoid (Halfling)
Hit Dice: 1d8+1 (5 hp)
Initiative: +1 (Dex)
Speed: 20 ft. (4 squares)
AC: 14 (+1 size, +1 Dex, +2 leather armor), touch 11, flat-footed 13
Base Attack/Grapple: +1/-3
Attack: Dagger +3 melee (1d3/19-20/x2) or sling +4 ranged (1d3/x2)
Full Attack: Dagger +3 melee (1d3/19-20/x2) or sling +4 ranged (1d3/x2)
Space/Reach: 5 ft. / 5 ft.
Special Qualities: Hairfoot halfling traits
Saves: Fort +4, Ref +2, Will +1
Abilities: Str 11 (+0), Dex 13 (+1), Con 12 (+1), Int 8 (-1), Wis 11 (+0), Cha 8 (-1)
Skills: Climb +2, Handle Animal +1, Hide +5, Jump +2, Listen +2, Move Silently +3, Survival +2
Feats: Weapon Finesse

Continent/Region: Harqual
Environment: Any temperate land
Organization: Solitary, pair, family (2–4), caravan (11–20 plus 2 1st-level sergeants and 1 leader of 3rd to 5th-level), or band (30–100 plus 50% noncombatants plus 1 1st-level sergeant per 20 adults, 3 3rd-level lieutenants, 1 5th-level captains, and 6–10 dogs)
Challenge Rating: ½
Treasure: Standard
Alignment: Usually neutral good
Advancement: By character class
Level Adjustment: +0

Hairfoot halflings, often simply called hairfoots, are a small, fun-loving race of demihumans found throughout the temperate lands of Harqual. Hairfoots are, strangely, not found anywhere else on Kulan where other halfling races hold sway (i.e. the sahne in the Fallenlands).

Hairfoots often live solitary, pastoral lives but can also be found living amongst humans and elves as well. They are becoming more rare the further north one travels. It is unheard of for them to live north of the Greystone Mountains or the Kingdom of Ahamudia on the southern shore of the Ragik Peninsula. Hairfoots are common throughout the lands west of the Great Forest but are more scattered along the Eastern Shores on the other side of the continent. They, as a race, do not have communities south of the Great Expanse, where lightfoot halflings hold sway.

Hairfoots tend to get along with most good or neutral aligned races and make friends easily. They often form close ties with kitts, half-elves, and elves. They trust good humans and dwarves, as well, but often are less gregarious towards them. Hairfoots will only come to trust a good half-orc or another naturally evil-inclined individual after a long period of caution. Hairfoots are glad to meet a rakasta, forest gnome or a lightfoot halfling when traveling in the southern lands. They find lightfoot society strange but intriguing.

Hairfoots speak Halfling.

Combat
Hairfoots prefer too fight defensively, usually hiding and launching ranged attacks as the foe approaches. They prefer small, light weapons such as daggers, short swords, and sickles when fighting close quarters, but are at their best when using slings or throwing small rocks. Hairfoot have been known to take down a much larger opponent with one well-placed rock.

Hairfoot Halflings as Characters
Hairfoot halflings favor the rogue class, although most are experts or warriors. Hairfoots often become druids, rangers, bards and sorcerers, although many have chosen the path of the illusionist as well. Hairfoots are rarely fighters and are never barbarians. Hairfoots often multiclass as rogue/rangers, rogue/druids, or rogue/illusionists. Those that become bards or sorcerers almost never multiclass.

Hairfoot halflings worship the deities of the Pantheon of the North, as well as their own patron pantheon. Most hairfoots pay homage to Hendomar the Badger Brother or to Kuil, the North God of Rogues and Illusions. Hairfoot clerics of Hendomar can choose any two of the following domains: Animal, Good, Earth, Halfling, and Water. Hairfoot clerics of Kuil can choose any two of the following domains: Good, Illusion, Knowledge, Luck, and Skullduggery.

Hairfoot Halfling Traits
Hairfoot halflings benefit from a number of racial traits:
  • -2 to Strength, +2 to Dexterity, -2 to Intelligence, +2 to Wisdom. Hairfoots are quick on their feet and are highly intuitive, but they lack physical strength and rarely follow scholarly pursuits.
  • Small. As Small creatures, hairfoot halflings s gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks. But they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of Medium-size characters.
  • Hairfoot halfling base land speed is 20 feet.
  • Low-light Vision. Hairfoot halflings can see twice as far as a human can in starlight, moonlight, torchlight, and similar conditions of poor illumination.
  • +1 racial attack bonus with slings or thrown rocks. Hairfoots are good at throwing rocks and using them in slings. Hairfoots don’t gain this bonus with other ranged weapons like lightfoots do.
  • +1 racial bonus to all saving throws. Hairfoots are highly capable of avoiding mishaps.
  • +2 morale bonus to saving throws against fear. (This bonus stacks with the halfling's +1 bonus to saving throws in general.).
  • Hairfoot halflings are good with animals, self-sufficient, and stealthy. They receive a +2 racial bonus to Handle Animal, Move Silently, and Survival checks. Their keen hearing bestows a +2 racial bonus to Listen checks.
  • Automatic Languages: Halfling. Bonus Languages: Common, Elven, Goblin, Kitt, and Orc.
  • Favored Class: Scout. A multiclass hairfoot halfling's scout class does not count when determining whether he suffers an XP penalty for multiclassing.
 
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Knightfall

World of Kulan DM
freyar said:
Thanks for the monsters!
You're welcome!
______________________

ELF, BLOOD
Blood Elf, 1st-Level Warrior
Medium Outsider (Chaotic, Elf, Evil, Native)
Hit Dice: 1d8+2 (10 hp)
Initiative: +3 (Dex)
Speed: 30 ft. (6 squares); and see text
AC: 15 (+1 Dex, +1 light shield, +3 natural), touch 11, flat-footed 14
Base Attack/Grapple: +1/+4
Attack: Claw +4 melee (1d4+1) or spike* +4 ranged (1d4+1) plus poison or longsword +4 melee (1d8+1) or longbow +4 ranged (1d8)
Full Attack: 2 claws +4 melee (1d4+1) and bite +2 melee (1d6+1) and spike* +2 ranged (1d4+1) plus poison or longsword +4 melee (1d8+1) and bite +2 melee (1d6+1) or longbow +4 ranged (1d8)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Racial traits
Special Qualities: Racial traits, DR +5/magic, SR 11
Saves: Fort +4, Ref +3, Will +0**
Abilities: Str 17 (+3), Dex 17 (+3), Con 14 (+2), Int 14 (+2), Wis 11 (+0), Cha 10 (+0)
Skills: Balance +4, Concentration +4, Escape Artist +5, Hide +4, Jump +5, Knowledge (the planes) +4, Listen +6, Move Silently +5, Search +8, Spot +6, Tumble +4
Feats: Multiattack

Continent/Region: Harqual/The Great Forest
Environment: Temperate forest
Organization: Squad (2–4), patrol (11–20 plus 2 3rd-level sergeants and 1 leader of 3rd–6th level), or warband (30–100 plus 20% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)
Challenge Rating: 2
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class
Level Adjustment: +6

Blood elves are the corrupted kin of forest elves. They came into existence when an evil elven sorcerer used Several Forbidden Art spells to exert control over his enemies, reshaping them into the blood elves, which have become his thralls.

The resultant blood elves became mockeries of the once proud race they were. Blood-red skin with bony spikes protruding from their bodies, pitch black eyes, and sharp vicious claws and teeth. Worse yet is that a blood elf’s spikes are always slick with poison. Blood elves always have white hair. Many blood elves also have bat-like wings, which allow them to fly.

Blood elves speak Abyssal Common, and Elven.

Combat
Blood elves are unpredictable, vicious combatants. They will attack en masse using fear tactics to kill and take what they want. Blood elf leaders always attack with longsword, but most lower stationed blood elves fight only with claw, teeth and their poisoned spikes. (* 20-foot increment for spike attack.)

Blood Elf Society
These elves are now native outsiders who have become completely evil and are controlled by the fey’ri known as Wyrknari Vok. It was Vok, once a forest elf known as Weikir, who brought down the Elder Clans of the Knotwood in a mad push for power. Only when the tide of the battle went against him did he unleash the power of the Forbidden Art against his enemies. The resulting magical force transformed hundreds of thousands of forest elves into blood elves.

Blood elves are evil in every way, as most have forgotten their former lives. In fact, their former kin would be hard pressed to recognize them on an individual basis. The live by raiding humanoid settlements located in, or near the southern reaches of the Great Forest, which has been known as the Knotwood for thousands of years.

The deep, dark forest has become even more wild and dangerous due to the powerful dark wish spell. Only the foolhardy or ultra-brave dare enter the foreboding forests of the Blood Elf Lands, as humans are now calling it. Blood elves kill all outsiders on sight, unless the victim is an elf. What the blood elves do with captured elves is best left unsaid.

Blood Elves as Characters
Blood elves favor the sorcerer class. Blood elf clerics either worship Druaga, God of Vile Summoning, or Erythnul, The Many. Blood elf clerics of Druaga can choose any two of the following domains: Demonic, Diabolic, Evil, and Magic. Blood elf clerics of Erythnul can choose any two of the following domains: Chaos, Evil, Trickery, and War.

Blood Elf Racial Traits
Blood elves benefit from a number of racial traits:
  • +2 to Strength, +2 to Dexterity, +2 to Constitution, +2 to Intelligence.
  • Weapon Proficiency: Blood elves receive the Martial Weapon Proficiency feats for the longsword, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
  • Base land speed is 30 feet.
  • Smite Good (Su): Once per day a blood elf can make a normal melee attack to deal extra damage equal to its HD against a good foe.
  • Flight (Ex): A blood elf has a 50% chance of having bat-like wings. Those that do can fly at a Speed of 30 feet (6 squares) with average maneuverability.
  • Keen Vision (Ex): Blood elves 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 at a range of 60 feet.
  • Poison (Ex): Spikes; primary and secondary 1d3 Wisdom; a Fortitude save (DC 12) negates.
  • Blood elves have acid, cold, electricity, and fire resistance 20.
  • Immunity to poison and magic sleep spells & effects, and a +2 racial saving throw bonus against Enchantment spells or effects. **Not reflected in the saving throw numbers given here.
  • Spell-like Abilities: 3/day – darkness. This ability is as the spell cast by a 1st-level cleric.
  • Skills: +2 racial bonus to Search, Spot, and Listen checks. Blood elves do not have the elven special ability to detect secret or concealed doors.
  • Automatic Languages: Abyssal and Elven. Bonus Languages: Auran, Common, Gnoll, Ignan, and Sylvan.
  • Favored Class: Sorcerer.
 

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