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

Knightfall

World of Kulan DM
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ZEBRANAUR
Large Monstrous Humanoid
Hit Dice: 4d8+8 (26 hp)
Initiative: +2 (Dex)
Speed: 45 ft. (9 squares)
AC: 13 (-1 size, +2 Dex, +2 natural), touch 11, flat-footed 11
Base Attack/Grapple: +4/+13
Attack: Longspear +9 melee (1d8+5) or composite longbow +6 ranged (1d8)
Full Attack: Longspear +9 melee (1d8+5) and 2 hooves +7 melee (1d6+2) or composite longbow +6 ranged (1d8)
Space/Reach: 10 ft. / 5 ft.
Special Attacks: --
Special Qualities: Racial traits
Saves: Fort +3, Ref +6, Will +5
Abilities: Str 20 (+5), Dex 14 (+2), Con 15 (+2), Int 6 (-2), Wis 13 (+1), Cha 9 (-1)
Skills: Hide +3, Listen +4, Move Silently +3, Spot +4, Survival +7
Feats: Alertness (B), Weapon Focus (hoof), Weapon Focus (longspear)

Continent/Region: Harqual/The Far South; Kanpur/The Dark Continent; Triadora/Any
Environment: Warm forests and plains
Organization: Solitary, company (5-8), troop (8-18 plus 1 leader of 2nd-5th level), or tribe (20-200 plus 10 3rd-level sergeants, 5 5th-level lieutenants, and 1 leader of 5th-9th level)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually chaotic good
Advancement: By character class
Level Adjustment: +3

Zebranaurs have the upper body of a human and the lower body of a zebra. A zebranaur's upper body is normally brown, without the characteristic black-on-white stripes that cover its lower body. Many have a short mane of coarse black bristles running from the middle of the lower back up to the nape of the neck. Most favor a spiked hairstyle, but others prefer the traditional styles of the local humans.

Zebranaurs speak Centaur.

Combat
Zebranaurs normally respond to aggression by retreating, launching a few arrows to discourage pursuit. Against opponents dangerous to their tribe, they use similar tactics, except that about half their number will circle around to lie in ambush or attack the foe from the rear.

Zebranaurs are taught from an early age how to use spears and the javelin. If forces into melee they will use longspears to attack opponents.

Zebranaur Society
Zebranaur society is very simple. They are nomadic, tribal creatures who remain close to nature and are most at home in the wild, much like the humans who live nearest to them. This race thrives in the warm plains and savannas of Kulan’s continents.

When the zebranaur are questioned about the matter, they simply shrug their shoulders and state that it has always been that way. Then they point out the versatility of other races such as humans, elves and dwarves. Zebranaurs simply state that if these races can be so diverse, then why not their people as well. They have no reasoning why their centaur cousins seem to be so isolated.

Zebranaur Characters
Zebranaurs favor the cleric class. Zebranaurs worship a wide variety of deities across the various continents of Kulan. The closest they have to a patron is Mirella, the All-Mother. Zebranaur clerics of Mirella can choose any two of the following domains: Balance, Creation, Fate, Magic, Mentalism, Portal, Seals, Time, and Travel. Unaligned zebranaur clerics can choose any two of the following domains: Animal, Chaos, Good, Moon, Trade, and Weather.

Zebranaur Traits
Zebranaurs possess the following racial traits.
  • +4 to Strength, +2 to Dexterity, +4 to Constitution, -2 to Intelligence, +2 to Wisdom, -2 to Charisma.
  • Large: As Large creatures, zebranaurs gain a -1 size penalty to Armor Class, a -1 size penalty on attack rolls, and a -4 size penalty on Hide checks. But they must use larger weapons than humans use, and their lifting and carrying limits are twice those of Medium-size characters.
  • +1 racial bonus to attack rolls made with any sort of spear or a javelin.
  • A zebranaur's base land speed is 45 feet.
  • Zebranaurs have darkvision out to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and zebranaurs can function just fine with no light at all.
  • Racial Hit Dice: A zebranaur begins with four levels of monstrous humanoid, which provide 4d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +1, Ref +4, Will +4.
  • Racial Skills: A zebranaur's monstrous humanoid levels give it skill points equal to 7 x (2 + Int Modifier, minimum 1). Its class skills are Hide, Listen, Move Silently, Spot, and Survival. A zebranaur gains 1 extra skill point at each level (or HD) because she must constantly train herself to stay one step ahead of the dangers that surround her. Zebranaurs +2 racial bonus on Listen and Spot checks and a +4 racial bonus on Survival checks. Poorly suited to social interaction, a zebranaur suffers a –2 racial penalty to Bluff, Diplomacy, and Sense Motive.
  • Racial Feats: A zebranaur's monstrous humanoid levels give it two feats. Centaurs of Harqual gain Alertness as a bonus feat.
  • +2 natural bonus to armor class.
  • Zebranaurs gain Alertness as a bonus feat.
  • Automatic Languages: Centaur. Bonus Languages: Varies by continent.
  • Favored Class: Cleric. A multiclass zebranaur’s ranger class does not count when determining whether he suffers an XP penalty for multiclassing.
 
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Knightfall

World of Kulan DM
Shatjan and the other Winter Fey

Okay, I've been working on my Races of Harqual document, and I've just recently editing and adding to the fey section. The link below show my latest post for the fey section, which includes racial traits for the Shatjan.

http://www.enworld.org/forum/showpost.php?p=4404191&postcount=437

BOZ and crew did the conversion, but my shatjan has a few key differences. I worked out the LA to be +5 using Savage Species plus I've included some minor homebrewed changes.

Anyway, I figured I'd point it out here for the monster gurus.

Cheers!

KF72
 

Knightfall

World of Kulan DM
Finally finished this one...

HENGEYOKAI, FALLENLANDEN
Fallenlanden hengeyokai are only found on the continent of the same name; although, there are hengeyokai on the continent of Kanpur. Fallenlanden hengeyokai are related to these hengeyokai of the Far East in name only. Fallenlanden hengeyokai are very different than the hengeyokai of Kanpur. It is believed that the two distinct types of hengeyokai living in the Fallenlands have always been native to the continent and that they aren't related to Kanpurian hengeyokai. This is the assertion of the nagpas who are the longest lived race on the planet.

The two types of Fallenlanden hengeyokai are dog and monkey, and they rarely interact with each other. The dog hengeyokai are highly nomadic and live throughout the deserts and plains of the continent. The monkey hengeyokai are found exclusively in the forests and jungles scattered across the continent. Dog hengeyokai are common almost everywhere and are known for being friendly, while monkey hengeyokai are rare and insular. The largest population of monkey hengeyokai is in the Ong Jungle.

Hengeyokai speak their own language as well as the common language of the Fallenlands, Ignan.

See the attached PDF file for the complete monster entry...
 

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Knightfall

World of Kulan DM
Sample fate-touched creature

FATE-TOUCHED TREANT
Huge Outsider (Native)
Hit Dice: 7d8+49 (80 hp)
Initiative: +0
Speed: 30 ft. (6 squares), fly 60 ft. (good)
AC: 22 (–2 size, +14 natural), touch 8, flat-footed 22
Base Attack/Grapple: +5/+24
Attack: Slam +14 melee (2d6+11)
Full Attack: 2 slams +14 melee (2d6+11)
Space/Reach: 15 ft./15 ft.
Special Attacks: Animate trees; double damage against objects; trample 2d6+16; magic circle; smite extremist; spell-like abilities
Special Qualities: Damage reduction 10/slashing and magic; darkvision 60 ft.; immunity to disease; low-light vision; plant traits; resistance to acid 10, cold 10, and electricity 10; spell resistance 17; vulnerability to fire
Saves: Fort +12 (+16 against poison), Ref +2, Will +9
Abilities: Str 33 (+11), Dex 10 (+0), Con 25 (+7), Int 14 (+2), Wis 20 (+5), Cha 16 (+3)
Skills: Diplomacy +17, Hide +4*, Intimidate +15, Knowledge (nature) +18, Listen +18, Sense Motive +17, Spot +18, Survival +18 (+20 aboveground)
Feats: Improved Sunder, Iron Will, Power Attack

Continent/Region: Any
Environment: Temperate and warm forests
Organization: Solitary
Challenge Rating: 10
Treasure: Standard
Alignment: Always neutral
Advancement: 8–16 HD (Huge); 17–21 HD (Gargantuan)
Level Adjustment: +9

A fate-touched treant’s leaves are deep green in the spring and summer. In the fall and winter the leaves change to yellow, orange, or red, but they rarely fall out. Note that the edges of a fate-touched treant's leaves are always outlined in a steel-gray color regardless of the season. A fate-touched treant's eyes are always steel-gray in color. A fate-touched treant’s legs fit together when closed to look like the trunk of a tree, and a motionless treant is nearly indistinguishable from a tree.

A fate-touched treant's wings appear to be two large networks of branches on the back of their body covered in black and steel-gray colored leaves that packed tightly together. It is only when the creature spreads out its wings do they become apparent. Note that fate-touched treant's rarely fly (yes, the can fly, but they will often use their wings to scatter fallen leaves around them to obscure an opponent's vision.

Fate-touched treants speak the same languages as treants as well as Druidic

Combat
Fate-touched treants rarely attack foes. They are servants of the Balance and the World Goddess and will only act when the Balance is threatened; therefore, they have been known to let the good perish simply because they believe that people make their own Fate. When they do attack, they are relentless and not swayed by pleas for mercy.

A fate-touched treant’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Animate Trees (Sp): A fate-touched treant can animate trees within 180 feet at will, controlling up to two trees at a time. It takes 1 full round for a normal tree to uproot itself. Thereafter it moves at a speed of 10 feet and fights as a standard treant in all respects. Animated trees lose their ability to move if the fate-touched treant that animated them is incapacitated or moves out of range. The ability is otherwise similar to liveoak (caster level 12th). Animated trees have the same vulnerability to fire that a standard treant has.

Double Damage against Objects (Ex): A fate-touched treant or animated tree that makes a full attack against an object or structure deals double damage.

Trample (Ex): Reflex DC 24 half. The save DC is Strength-based.

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

Smite Extremist (Su): Once per day a fate-touched treant can make a normal melee attack to deal 7 extra points of damage against a foe of an extreme alignment.

Spell-Like Abilities: 1/day — aid, analyze balance, bless, cure serious wounds, dismissal (DC 18), neutralize poison, remove disease; 3/day — protection from extremism (DC 15). Caster level 7th. The save DCs are Charisma-based.

Skills: *Fate-touched treants have a +16 racial bonus on Hide checks made in forested areas.
 
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Knightfall

World of Kulan DM
HALFLING, LIGHTFOOT
Lightfoot Halfling, 1st-Level Warrior
Small Humanoid (Halfling)
Hit Dice: 1d8+1 (5 hp)
Initiative: +1 (Dex)
Speed: 20 ft. (4 squares)
AC: 13 (+1 size, +1 Dex, +1 padded armor), touch 12, flat-footed 12
Base Attack/Grapple: +1/-3
Attack: Small short sword +3 melee (1d4/19-20/x2) or Small shortbow +3 ranged (1d4/19-20/x3)
Full Attack: Small short sword +3 melee (1d4/19-20/x2) or Small shortbow +3 ranged (1d4/19-20/x3)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Lightfoot traits
Special Qualities: Lightfoot traits
Saves: Fort +5, Ref +3, Will +1 (+3 against fear)
Abilities: Str 11 (+0), Dex 13 (+1), Con 12 (+1), Int 10 (+0), Wis 9 (-1), Cha 8 (-1)
Skills: Climb +4, Gather Information +0, Hide +5, Jump +0, Knowledge (local) +1, Listen +1, Move Silently +3
Feats: Weapon Focus (short sword), Urban Tracking (B)

Continent/Region: Harqual/The Far South
Environment: Warm plains, hills, and forests
Organization: Company (2–4), squad (11–20 plus 2 3rd-level sergeants and 1 leader of 3rd–6th level), or wagon train (40 – 100 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults, 5 5th-level lieutenants, 3 7th-level captains, 1 9th-level wagon master, 8-10 dogs, 2-5 riding dogs, and 5-10 wagons being pulled by 2 ponies per wagon)
Challenge Rating: ½
Treasure: Standard
Alignment: Often neutral good
Advancement: By character class
Level Adjustment: +0

This humanoid stands about half as high as a human. It has an athletic build, ruddy skin, straight brown hair, and bright-green eyes. An expensive and finely-crafted shortbow is strapped to its back and it wears a short sword on its hip.

Lightfoot halflings dominate the lands of the Far South and have population numbers that meet if not exceed many of the other races in the southern lands. They are more numerous than hobgoblins, kitts, and even humans, regardless of the events of the time of The Transformation. That magical conjunction greatly changed the lands of the Nebral Peninsula by duplicating/teleporting the human cities of the Belin to Harqual from and alternate Material Plane. The mists of The Transformation caused many lightfoot communities to disappear into nothingness all across the Far South.

Even with this grievous loss, lightfoots continue to thrive. From Mt. Song and Bandontown on the Nebral Peninsula to Zafira and Woodhold on the Varan Peninsula, the lightfoot are found everywhere in the Far South. From Selquin and Osebye in the west to Jyl and Waile in the east, the lightfoots thrive.

Lightfoots speak Halfling and the common language of the Far South, Suar.

Combat
Lightfoot halflings prefer to fight only when there is no choice. They are rarely the aggressors but will attack humans that try to intimidate them by force. They use stealth to their advantage whenever possible but will circle the wagons and give everything they've got when hard pressed. Their leaders are often outriders and fight while mounted on riding dogs or war ponies.

Racial Traits (Ex): See below.

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

Lightfoot Society
Lightfoots are the most urban of all the halfling races on Harqual; although, they do tend to wander from city to city in nomadic wagon trains, like gypsies. However, these families also own property in many of the Far South’s cities and communities. When a lightfoot gets too old to travel then he or she retires to his or her favorite community and settle down to raise the next generation of lightfoots. These lightfoot elders are highly respected.

While lightfoot halflings tend to be distrustful of humans and goblinoids, for the most part, they have good relations with kitts, the Torin, the rakasta, and rockwood gnomes. There are many communities in the Far South where lightfoots are more numerous than humans (i.e. Zafira). In these communities, things are built to Small size and Medium-sized equipment cost as much as three times more than normal, unless you can find a rakasta trader willing to sell Medium-sized items. (Then it only costs twice as much.)

Lightfoots as Characters
Lightfoots favor the rogue class; however, most lightfoots encountered will be commoners or experts. Lightfoots often multiclass as bard/fighters, bard/traders, cleric/rogues, elementalist/rogues, fighter/rogues, ranger/rogues, ranger/traders, and rogue/traders. Lightfoots rarely become psionic characters but when a lightfoot is born with psionic potential he or she often chooses to become a lurk.

Lightfoot halflings worship almost any deity known in the Lands of Harqual but they do consider the Halfling Deities to be their patron gods. Lightfoot halflings often choose any of the following North Gods or Interloper Gods if they don't worship one of the Halfling Deities: Bast, Dionysus, Draven, Halmyr, Kuil, Olidammara, Sanh, Tok, and Xan Yae. Only the vilest of lightfoots would ever choose to worship one of the Sword Gods; however, they have been known to pay homage to the dead Sword God known as Vespin.

Lightfoot Traits
Lightfoot halflings benefit from a number of racial traits:
  • -2 to Strength, +2 to Dexterity.
  • Small: As Small creatures, lightfoots 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.
  • Speed: Base land speed is 20 feet.
  • +1 racial attack bonus with all ranged weapons.
  • +1 racial bonus to all saving throws. Lightfoot halflings are highly capable of avoiding mishaps.
  • +2 morale bonus to saving throws against fear. (This bonus stacks with the lightfoot's +1 bonus to saving throws in general.)
  • Racial Feat: Lightfoot halflings gain the Urban Tracking feat from Unearthed Arcana as a bonus feat at first-level.
  • Skills: Lightfoot halflings are agile, surefooted, and athletic. They receive a +2 racial bonus to Climb, Jump, and Move Silently checks. Their keen hearing bestows a +2 racial bonus to Listen checks. Lightfoot halflings can use Knowledge (local) untrained.
  • Automatic Languages: Halfling and Suar. Bonus Languages: Dwarven (Torin-dialect), Elven, Gnome, Goblin, Kitt, Orc, and Rakasta.
  • Favored Class: Rogue. A multiclass lightfoot halfling's rogue class does not count when determining whether she suffers an XP penalty for multiclassing.
 
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Knightfall

World of Kulan DM
AALEEAR
Tiny Fey
Hit Dice: 1d6 (3 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
AC: 12 (+2 size), touch 12, flat-footed 12
Base Attack/Grapple: +0/-9
Attack: +2 melee (1d4-1/19-20, dagger) or +2 ranged (1d6/x3, feybow)
Full Attack: +2 melee (1d4-1/19-20, dagger) or +2 ranged (1d6/x3, feybow)
Space/Reach: 2-½ ft. / 0 ft.
Special Attacks: Spell-like abilities
Special Qualities: Aaleear traits
Saves: Fort +0, Ref +2, Will +3
Abilities: Str 8 (-1), Dex 11 (+0), Con 10 (+0), Int 11 (+0), Wis 12 (+1), Cha 12 (+1)
Skills: Hide +12, Listen +9, Move Silently +6, Sense Motive +7, Spot +7
Feats: Weapon Finesse

Continent/Region: Janardûn
Environment: Cold or temperate forests
Organization: Solitary, pair, family (2–5), band (30–150 plus 2–8 songbirds and 2–16 small mammals)
Challenge Rating: ½
Treasure: Standard
Alignment: Usually chaotic good
Advancement: By character class
Level Adjustment: +2

Descriptive text still needed.

Across the continent of Janardûn, deep within its primeval forests, lives the tiny, fey race known as the aaleear. Gentle and genteel, the aaleear dwell in harmony with nature and its creatures. Aaleear are related to sprites, and they may also be related to the forest gnomes of Harqual.

Aaleear look like tiny, plump humanoids that stand roughly two feet high and weigh 20 to 30 pounds. Despite their plump appearance, aaleear have thin arms and legs, delicate, artistic hands, and long, narrow feet. They are often fair-skinned and have yellow, golden, or red hair. Males often have beards and females wear their hair in braids. Aaleear are a long-lived race, living nearly as long as shoyir elves.

Aaleear tend to stay with their own people all their lives. However, some have become adventurers in order to see more of Janardûn. They see the shoyir elves as a kindred race and have been known to travel with them and the rakasta. They are very fond of kerrn and small songbirds, and they are delighted to meet a fremlin whenever they can.

Aaleear speak Morian and their own racial language.

Combat
The aaleear are not the sturdiest of warriors, but they will defend themselves and their forests with vigor and intense emotion. Aaleear either fight two-handed with daggers or fire their specially designed fey bows (see L&L Mythic Races, pg. 8).

Spell-like Abilities: 1/day – detect magic, ghost sound, mending. Caster level 1st. 1/day – enlarge (affects only the aaleear and its belongings). Caster level 4th.

Aaleear as Characters
Aaleear favor the bard class. Unaligned aaleear clerics can choose any two of the following domains: Animal, Earth, Good, Plant, and Water. Aaleear have all the racial traits listed on pages 7 and 8 of L&L Mythic Races with the following changes and additions:
  • Fey: The aaleear are fey, and are therefore immune to spells that only affect humanoids, such as charm person.
  • Automatic Languages: Aaleear and Morian. Bonus Languages: Auran, Darkwing, Nightling, Ogren, Shoyira, Sylvan, and Xeph.
 
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Knightfall

World of Kulan DM
PLANETOUCHED, LUMINOUS
Medium-size Outsider (Elf, Native)
Hit Dice: 1d8 (4 hp)
Initiative: +0
Speed: 20 ft. in half-plate (4 squares); base speed 30 ft. (6 squares)
AC: 19 (+7 half-plate, +2 large steel shield), touch 10, flat-footed 19
Base Attack/Grapple: +1/+1
Attack: +2 melee (1d6, slam) or +3 melee (1d8/19-20, longsword) or +2 ranged (1d8/x3, composite longbow)
Full Attack: +2 melee (1d6, 2 slams) or +3 melee (1d8/19-20, longsword) or +2 ranged (1d8/x3, composite longbow)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Enhanced turning
Special Qualities: Lumin traits, poison immunity, unique anatomy
Saves: Fort +3, Ref +3, Will +4 (+8 against Necromancy)
Abilities: Str 11 (+0), Dex 11 (+0), Con 10 (+0), Int 11 (+0), Wis 12 (+1), Cha 8 (-1)
Skills: Concentration +4, Diplomacy +3, Disguise +3, Heal +5, Knowledge (any one) +4, Search +4, Sense Motive +5, Spot +5
Feats: Weapon Focus (longsword)

Continent/Region: Harqual
Environment: Any land and underground
Organization: Solitary
Challenge Rating: 3
Treasure: Standard
Alignment: Always lawful good
Advancement: By character class
Level Adjustment: +0

Descriptive text still needed.

The luminous of Harqual are descendants of the gray elves of Amylinyon who were beset by an evil warlord during the time known as the Black Wars. Most of the gray elves were either killed or taken as slaves by the warlord and the elven traitor that helped him.

A small few refused to surrender, willing to sacrifice themselves to protect their ancient homeland. Long believers in the power of righteousness and good, the elves that would become the luminous would surely have been wiped out if not for the intervention of the god Jalivier, known as the Defender of the Light.

He had long watched them and felt a kinship with the besieged elves of Amylinyon, who had long ago begun to worship him and the Interloper God known as Apollo. Jalivier knew that if any were to survive, he would have to intervene. Thus, Jalivier, with Apollo’s help, transform the gray elves of Amylinyon into the Luminous. And while Amylinyon was lost, now known as the Ruins of the Gray, the luminous continue to live on Harqual as native Outsiders.

The luminous appear to be humanoid-like in appearance and have heights and weights similar to elves. However, the only feature that gives away their former elven heritage are the pointed luminescent ears on their head. A luminous’ body is made up of pure positive energy, which is disturbing to behold. A luminous has semitransparent skin, no body or facial hair, and no physical features like other creatures do. However, a luminous’ body has just enough features to distinguish between males and females.

The luminous have become solitary creatures since the destruction of Amylinyon and rarely associate with other races. They do still feel a kinship with the elves of Harqual, and have also been known to live amongst humans, especially in the lawfully aligned Kingdom of Navirosov and Monarchy of Avion.

The luminous speak Common, Elven and their own racial language.

Combat
The luminous are ever vigilant against the forces of evil and have a tendency to attack evil first, bury it second. They are valued allies of lawful good churches and luminous often become paladins in the service of a good deity.

The luminous prefer to fight up close and personal against evil and most wield fine longsword. They will use their physical slam attacks if hard pressed, however. The luminous still remember what it was like to be elves and many also use composite longbows against attacking opponents. A luminous would never fire at an enemy that is fleeing, as long as that opponent had fought honorably.

Enhanced Turning (Ex): As a being of positive energy, a luminous is a deadly foe to the undead. A luminous character who has the ability to turn undead as a character two levels higher.

Unique Anatomy (Su): As a being of positive energy, a luminous can intensify his natural glow to match the effects of torchlight or moonlight. A luminous can also dim this glow at times when stealth is called for but this is more difficult to accomplish. A luminous must make a Fortitude save (DC 15) to dim his glow for a number of rounds equal to his Constitution score. The character can attempt this any number of times, but it requires a Fortitude save each time.

Luminous as Characters
The luminous favor the paladin class. Unaligned luminous clerics can choose two of the following domains: Earth, Good, Healing, Law, Sun, and War. The luminous have all the racial traits listed on page 70 of L&L Mythic Races with the following changes and additions:
  • Outsider: The luminous are native outsiders, and are therefore immune to spells that only affect humanoids, such as charm person.
  • Automatic Languages: Common, Elven, and Lumin. Bonus Languages: Axiomatic, Celestial, Rakasta, and any one regional language.
 
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Knightfall

World of Kulan DM
MORLOCK
Medium-size Humanoid (Gnome)
Hit Dice: 1d8+2 (6 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
AC: 13 (+3 natural), touch 10, flat-footed 13
Base Attack/Grapple: +1/+0
Attack: +0 melee (1d6-119-20, short sword) or +1 ranged (1d6-1, morlock stone)
Full Attack: +0 melee (1d6-1/19-20, short sword) or +1 ranged (1d6-1, morlock stone)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Musk, spell-like abilities
Special Qualities: Racial traits, weapon familiarity (morlock stone)
Saves: Fort +2, Ref +2, Will +0
Abilities: Str 9 (-1), Dex 11 (+0), Con 14 (+2), Int 8 (-1), Wis 10 (+0), Cha 8 (-1)
Skills: Concentration +3, Craft (Alchemy) +1, Hide +0*, Listen +4, Spot +2, Survival +1
Feats: Alertness

Continent/Region: Any
Environment: Any mountains and underground
Organization: Solitary, pair, patrol (5–20) or clan (20–200)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +1

Descriptive text still neeeded.

Morlocks are a race of degenerate humanoids with both gnomish and troglodyte ancestry. Morlocks are quickly becoming the scourge of Kulan’s Underearth, vying for dominance with such races as bugbears, deep minotaurs, duergar, earth ogres, and the yuan-ti. Morlocks were magically bred too become slaves, from gnome captives, by troglodytes. The morlocks soon outstripped the troglodytes in quickness, vitality, and sneakiness. They enslaved their former masters and began conquering huge regions of the Underearth.

Morlocks look like tall gnomes with reptilian features. They have lizard-like features including a crowning frill, which ends just before the neck. This frill divides their greasy, stringy hair to the sides of their head. A morlock’s eyes are usually black or yellow and look reptilian in appearance. A typical morlock stand roughly 4½ feet in height and weighs about 135 pounds.

Morlocks rarely work with other races but have found allies amongst small enclaves of pallemons or tribes of yuan-ti. They hate the duergar, but simply despise all the other races of dwarves they’ve encountered. They find gnomes useful as slaves or as breeding stock. Morlocks cannot breed with troglodytes or other morlocks but can breed with gnomes. It was morlocks that lead to the extinction of gnomes in the northern regions of Harqual. Now, gnomes, as described in the PHB, only exist as slaves to the Morlocks. Most of these gnome slaves wouldn’t know what to do if freed.

The morlocks have become aware of the arrival of the Bitran on Harqual but have, as of yet, failed to capture any Bitran gnomes. The Bitran are aware of this threat and have begun too fortify all known passages around Bitran City, in preparation for any morlock assault.

Morlocks speak Gnome and Undercommon.

Combat
Morlocks are not strong combatants but what they lack in strength they make up for in numbers. A patrol of morlocks can often overwhelm foes using dirty sneak attacks. They will fight with short swords in melee combat. A morlock patrol that surprises their opponents will often hide and wait for opponents to come closer then throw small, sharpened stones.

Musk (Ex): The musk-like odor of a morlock is powerful enough to temporarily ruin a creature’s sense of smell. It is not possible to track a morlock by scent for more than 1d4 minutes, after which the tracking creature cannot use its scent ability for 1d6 hours. Also, anyone attempting to determine if a morlock has been in a particular area, in the past 1d6 hours, needs only make a Survival check (DC 15) to smell the distinctive odor.

Spell-like Abilities: Morlocks with Wisdom scores of 10 or higher may cast the 0th-level spells detect poison and know direction once per day as a 1st-level druid.

Skills: +1 racial bonus on Craft (alchemy) and Listen checks. *Morlocks have a +4 circumstance bonus on Hide checks made in stone, rocky, or earthen environments. This is due to a morlock’s rock-like, textured skin.

Morlocks as Characters
Morlocks favor the rogue class. Unaligned morlock clerics can choose any two of the following domains: Chaos, Destruction, Earth, Evil, and Trickery. Morlocks have all the racial traits listed on pages 46 and 47 of Bastards & Bloodlines: A Guidebook to Half-Breeds with the following changes to its racial languages:
  • Automatic Languages: Gnome and Undercommon. Bonus Languages: Dark One, Deepingspeak, Dwarven, Goblin, Quaggoth, and Skulk.
 
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