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

Knightfall

World of Kulan DM
DRACONESTI
Draconesti, 1st-Level Warrior[imager]
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[/imager]
Medium Humanoid (Elf, Reptilian)
Hit Dice: 1d8+1 (5 hp)
Initiative: +1 (Dex)
Speed: 30ft. (6 squares)
AC: 15 (+1 Dex, +2 small shield, +2 natural), touch 11, flat-footed 14
Base Attack/Grapple: +1/+3
Attack: Claw +3 melee (1d6+2) or light flail +4 melee (1d8+2) or light crossbow +2 ranged (1d8)
Full Attack: 2 claws +3 melee (1d6+2) or light flail +4 melee (1d8+2) or light crossbow +2 ranged (1d8)
Space/Reach: 5 ft. / 5 ft.
Special Qualities: Racial traits, scent
Saves: Fort +3, Ref +1, Will +0
Abilities: Str 15 (+2), Dex 13 (+1), Con 12 (+1), Int 10 (+0), Wis 11 (+0), Cha 8 (-1)
Skills: Climb +7, Jump +7, Listen +3, Search +3, Spot +3, Swim +6
Feats: Weapon Focus (light flail)

Continent/Region: Merria plus any isolated island chain
Climate/Terrain: Warm forest
Organization: Company (2–4), squad (11–20 plus 2 3rd-level sergeants and 1 leader of 3rd to 6th-level, or band (30–100 plus 20% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, 3 7th-level captains, and 1–4 monitor lizards)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually chaotic good
Advancement: By character class
Level Adjustment: +3

Elves and dragons are two of the longest-lived races on Kulan. The two species have shared a kinship over the centuries whether as allies dedicated to the Balance or as adversaries along the lines of extremism. It is logical, therefore, that elves and dragons have shared an even closer kinship, often leading to elven half-dragons. Draconesti are the result of similar relationships between elves and dragons except that the kinship is more developed over longer periods of time.

Draconesti have green and brown scales covering their strong, muscular bodies and long sinuous tails, although elven heritage still dominates their facial features with long tapering ears and deep green eyes. Draconesti are just as intelligent as normal elves, but are also wiser than them, due to the dragon blood running through their veins. They are also more likely to eat meat than normal elves but are still considered omnivores.

Draconesti prefer clothing that blends well with the forest and their scaled skin – earth-tone brown, deep green, and stone gray. They are more inclined to work with stone and metal like dwarves than wood and metal like normal elves, although the forest is still the heart of their heritage. They are more at one with the raw forces of nature then the beauty of the woodland surroundings.

Draconesti speak Draconic and Elven.

Combat
Draconesti warriors are as cautious as normal ones and are even more analytical. However, they prefer more aggressive attacks once they do enter combat using their increased strength to take the fight to their opponents. They prefer crossbows, flails, hand and throwing axes, scimitars, and warhammers. In melee, draconesti are just as graceful as normal elves regardless of their increased strength and bulk, but are less beautiful to observe.

Draconesti Society
Draconesti are wanderers by nature. Their bands rarely settle in one forest region for more than one or two years. Most often, draconesti travel from island to island within a particular chain of islands. When several island chains are linked together by one or two intermediate islands, these elves will travel even farther, trading with allies from other bands and, sometimes, other races.

Draconesti have excellent relations with the good races of the sea including shoal elves and tritons. They are the sworn enemies of the sahuagin, scrags, and merrow. Draconesti often trade and socialize with good-hearted privateers, but they will often break off relations with ‘independents’ who aren’t choosy about where they steal from.

Draconesti are most often encountered in the Isles of Merria, traveling by sailing ship or in giant flat bottom boats poled along the shorelines of the many islands of the region. However, draconesti can be encountered traveling amongst any of dozens of isolated, temperate or warm island chains.

They like visiting Freeport and the Isle of Dread south of Harqual, as well as the Shu Na Nee Archipelago south of the lands known as Indjra, on the southeastern shores of Kanpur. They often trade and settle in islands the Crowded Sea south of True Zakhara, as well as the many island chains west and southwest of Kanpur. Only recently has the Fallenlands opened up to the rest of the world and the draconesti were amongst the few who began exploring the islands surrounding the mainland of the Fallenlands.

It is considered taboo for a draconesti to set foot on one of the continents of Kulan and if taken there by force the elf will do everything and anything to reach the sea, even if it mean the risk of drowning. Why draconesti have this taboo remains a mystery.

Draconesti as Characters
Draconesti favor the ranger class. Draconesti often tend to be bards, druids, rogues or sorcerers, as well as multiclass bard/rangers, ranger/druids, or ranger/rogues. They almost never become wizards but make excellent sorcerers. Ever 1 in 25 draconesti should have the half-dragon template added onto these stats. Dragon subtype is left up to the DM.

These unique elves rarely worship the gods of the Elven Pantheon, although they still respect them. (Many draconesti clerics worship one of the Dragon Deities from the D&D Draconomicon.)

Those draconesti living in the region known as Merria often worship Shan’re, the Sea Goddess, or Andor, God of the Isles. Draconesti clerics of Shan’re can choose any two of the following domains: Chaos, Nautical, Ocean, Travel, and Water. Draconesti clerics of Andor can choose any two of the following domains: Animal, Creation, Earth, Knowledge, and Plant.

Draconesti Racial Traits
Draconesti benefit from a number of racial traits:
  • +2 to Strength, +2 to Dexterity, -2 to Charisma. Draconesti are strong, quick, but insular.
  • Medium-sized. (Use elf height and weight. See the PHB in Chapter 6: Description.)
  • Base land speed is 30 feet.
  • Proficient with longsword, rapier, longbow, composite longbow, shortbow, and composite shortbow, regardless of character class.
  • Keen Vision (Ex): Draconesti 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. Draconesti have darkvision up to 60 ft.
  • Immunity to magic sleep spells and effects, and a +2 racial bonus to saves against Enchantment spells or effects.
  • Special Qualities: Scent (see MM v.3.5).
  • Skills: A draconesti gets a +2 racial bonus to Search, Spot, and Listen checks and a +4 racial bonus to Balance, Jump, and Swim checks. A draconesti who merely passes within 5 feet of a secret or concealed door is entitled to a Search check as though actively looking for it.
  • Automatic Languages: Draconic and Elven. Bonus Languages: Gnoll, Gnome, Goblin, Orc, and Sylvan.
  • Favored Class: Ranger. A multiclass draconesti’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
BABOON, ICE
Medium Magical Beast (Cold)
Hit Dice: 3d10+3 (19 hp)
Initiative: +2
Speed: 40 ft. (8 squares), climb 30 ft.
AC: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +3/+5
Attack: Bite +6 melee (1d6+3)
Full Attack: Bite +6 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon
Special Qualities: Ice hearing, low-light vision, scent, snow stride, vulnerability to fire
Saves: Fort +4, Ref +5, Will +2
Abilities: Str 15 (+2), Dex 14 (+2), Con 12 (+1), Int 4 (-3), Wis 12 (+1), Cha 4 (-3)
Skills: Balance +6, Climb +14, Listen +7, Spot +7
Feats: Alertness, Weapon Focus (bite)

Continent/Region: Janardûn, Harqual, and Ryaith
Environment: Cold plains and hills
Organization: Solitary or troop (10–40)
Challenge Rating: 3
Alignment: Always neutral
Level Adjustment:

Ice baboons are powerful and aggressive primates adapted to life in the frozen lands of the continents of Janardûn and Harqual as well as the group of islands known as Ryaith. These dog-sized creatures are highly aggressive and are more intelligent than regular primates.

Combat
Ice baboons always attack in groups; they swarm over opponents, trying to pull them to the ground. They only use their breath weapon if severely threatened.

1 in 10 of these creatures has 5HD and the improved grab ability.

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

Ice Hearing (Su): Ice baboons can hear the sounds of anyone in contact with a specific body of ice (within one mile) with a successful Listen check (DC 20). (This ability is based on the feat of the same name in Frost & Fur: The Explorer's Guide to the Frozen Lands.)

Snow Stride (Ex): A ice baboon may move through any sort of icy terrain (such as natural snow, frozen lakes, glaciers, and similar terrain) at its normal speed and without taking damage or suffering any other impairment.

Skills: Ice baboons have a +12 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. Ice baboons have a +4 racial bonus on Balance, Listen, and Spot checks.
 

Knightfall

World of Kulan DM
SPIDER, DRAGON
Large Magical Beast
Hit Dice: 4d10+8 (30 hp)
Initiative: +7 (Dex, Improved Initiative)
Speed: 30 ft. (6 squares), climb 20 ft.
AC: 15 (–1 size, +3 Dex, +3 natural), touch 12, flat-footed 12
Base Attack/Grapple: +4/+11
Attack: Bite +8 melee (1d8+3 plus poison)
Full Attack: Bite +8 melee (1d8+3 plus poison) and 2 claws +2 melee (1d4+1)
Space/Reach: 10 ft./5 ft.
Special Attacks: Poison, web
Special Qualities: Darkvision 60 ft., low-light vision, tremorsense 60 ft.
Saves: Fort +6, Ref +7, Will +1; see text
Abilities: Str 17 (+3), Dex 17 (+3), Con 14 (+2), Int 7 (-2), Wis 10 (+0), Cha 4 (-3)
Skills: Climb +11, Hide +4*, Intimidate -1, Jump +5, Move Silently +5*, Spot +7
Feats: Improved Initiative, Weapon Focus (bite)

Continent/Region: Harqual
Environment: Temperate or warm forests
Organization: Solitary or colony (2–5 plus 1–4 large monstrous spiders)
Challenge Rating: 4 (or maybe 5?)
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Usually neutral evil
Advancement: 5–7 HD (Large)
Level Adjustment:

Hanging from the ceiling is a eight-legged freak of nature. The creature appears to be both insectoid and reptile. It is covered in a patchwork of chitin and scales and seems to be looking at you with a keen malevolence. You almost fail to notice its two claw-like appendages.

Dragon spiders are semi-intelligent creatures that have touched by the magic of dragon-blood. These beasts are thought to be the result of the machinations of evil wizards or alchemists attempting to create guardians. If it was such an attempt, it was a dismal failure. Dragon spiders hate humanoids and take great pleasure in killing and eating those that stumble into its lair.

Dragon spiders are often found living amongst monstrous spiders, dominating them. They are also drawn to be near dragons with an almost reverence. However, most dragons would rather eat a dragon spider then be worshiped by one. Dragons consider these creatures very tasty.

Dragon spiders understand Draconic but they cannot speak.

Combat
Dragon spiders are canny combatants who use the terrain and their natural instincts to trap prey. They will use sheet webs in unusual ways but are limited by their less than average intelligence. Regardless, once a dragon spider traps a victim, it goes out of its way to strike fear in the heart of its victim.

Dragon spiders hate both the cold and fire. Opponents who use such attacks against a dragon spider will enrage the creature. The beast throws itself at the offender, all sense of reason lost. However, if surrounded by fire, a dragon spider will revert to a more primitive state and flee for its life.

Dragon spiders have a +4 racial bonus on saves against magic sleep effects and paralysis.

Poison (Ex): Dragon spiders have a poisonous bite. Initial damage: 1d6 Str; secondary damage 1d6 Str; Fort DC 14.

Web (Ex): Dragon spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Dragon spiders can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a successful Escape Artist check (DC 14) or burst it with a Strength check (DC 18). (The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.)

Dragon spiders often create 30-ft. square sheets of sticky webbing. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has 12 hit points, and sheet webs have damage reduction 5/—.

A dragon spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

Tremorsense (Ex): A dragon spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider’s webs.

Skills: Dragon spiders have a +2 racial bonus on Intimidate checks, a +4 racial bonus on Hide checks, a +6 racial bonus Spot checks, and a +8 racial bonus on Climb checks. A dragon spider can always choose to take 10 on Climb checks, even if rushed or threatened. Dragon spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher. *Dragon spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs.
 

Knightfall

World of Kulan DM
HALFLING, NIHIL
Nihil, 1st-Level Warrior
Small Humanoid (Extraplanar, 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 11, flat-footed 12
Base Attack/Grapple: +1/-3
Attack: Short sword +3 melee (1d4/19-20/x2) or sling +3 ranged (1d3)
Full Attack: Short sword +3 melee (1d4/19-20/x2) or sling +3 ranged (1d3)
Space/Reach: 5 ft./5 ft.
Special Attacks: None
Special Qualities: Nihil traits
Saves: Fort +4, Ref +2, Will +0*
Abilities: Str 11 (+0), Dex 13 (+1), Con 12 (+1), Int 12 (+1), Wis 8 (-1), Cha 7 (-2)
Skills: Appraise +3, Climb +3, Craft (blacksmithing) +3, Handle Animal +1, Hide +5, Jump -3, Knowledge (local) +3, Listen +1, Profession (teamster) +1, Swim +3
Feats: Weapon Finesse

Continent/Region: Harqual/Kingdom of Ahamudia
Environment: Cold and temperate hills or plains
Organization: Family (2–5), extended family (11–20 plus 2 3rd-level adventurers, 1 head-of-household of 3rd-6th-level, and 1–3 dogs), clan (30–80 plus 100% noncombatants plus 1 3rd-level sergeant per 10 adults, 15th-level lieutenant per 30 adults, 1 7th-level captain per 50 adults, 3–5 dogs, and 2–4 ponies), or highborn house (50–100 plus 100% noncombatants plus 1 3rd-level sergeant per 10 adults, 1 5th-level lieutenant per 30 adults, 1 7th-level captain per 50 adults, 5–7 dogs, and 4–6 ponies)
Challenge Rating: ½
Treasure: Standard
Alignment: Usually neutral good
Advancement: By character class
Level Adjustment: +1

This halfling stands taller than most of the kin and has eyes that seem to be analyzing your every move.

The Nihil are the major race of good-hearted halflings from the home world of the Maran races. During the events of The Transformation, many of their kind were duplicated on or teleported to the Lands of Harqual. Unlike many of the other Maran races, almost all of the Nihil halflings of old Javeldos were teleported to Kulan instead of some of them being duplicated on Harqual as clones/simulacrum. This has left a void in the citizenry of the other world's kingdom, but it has been a boon for the newly formed Kingdom of Ahamudia.

A Nihil halfling stands 3-½ feet tall and weighs 35 to 40 pounds. Their complexion tends towards lighter shades, and they have a wide variety of hair colors — from light blond to pitch black to dark red. However, their eyes are almost always colored black or brown. Nihil males often grow beards but keep them trimmed short in the summer months. Nihil females grow their hair long and often braid them in intricate ways. Their clothing is often plain and based on function and climate. However, the Nihil love clothing with lots of pockets for small books and arcane components.

Nihil speak Javeldian and their own racial language.

Combat
The Nihil protect their own, first. They band together when threatened and always use well thought out plans. Nihil are excellent strategists, which makes them invaluable assets to the militias of Ahamudia.

A Nihil warrior is a cerebral assassin in melee; he always tries to out think his opponents.

Nihil Society
The Nihil are unusual for halflings. At least, they are considered unusual by the native halfling races of Harqual that have encountered them. The Nihil are natural arcanists and linguists and rarely become rogues; although, they have enough quickness and guile to excel at that life path. They seem to have more in common with the silver elves of the Great Forest than with the hairfoot halflings of Northern Harqual.

While the Nihil aren't as jovial as other halfling races, they do find pleasure in the discovery of new forms of magic and new languages to learn. They are also natural merchants with a keen eye for all kinds of goods. Nihil families are divided by these lines. There are the Highborn Houses who produce the greatest number of successful arcanists and merchants and there are the Clanborn Families whose children are more likely to become townie-mages and local traders. However, those of clan origins who succeed are praised as being folk heroes by all Nihil.

Nihil halflings are a highly independent people who rarely ask for or need help from the other Maran races of Ahamudia. Still, they do see themselves as members of that kingdom and will fight alongside the Javeldians, Bitran races, and Aphranæns to defend it as they did in the war against the Empire of Swords in 749 N.C. For the Nihil do not have their own king or princes, they instead live alongside the Javeldians and more rarely, the other Maran races. They accept King Loghan Halonnan as their sovereign, and the Highborn Houses have sworn fealty to him.

Nihil as Characters
A Nihil character may choose either Trader or Wizard as their favored class. Most Nihil characters encountered are commoners, adepts, or warriors. Nihil halflings often become arcanists including not only traditional wizards but also alchemists, savants, and specialist wizards. They are also drawn towards becoming bards as well as any other roguish class that combines arcane teachings with thievery and mischief such as the jester and the spellthief. These halflings rarely become druids, paladins, rangers, or standard rogues, and there is no such thing as a Nihil barbarian. Sorcery bloodlines almost never run through a Nihil's veins.

The Nihil believe being brought to the Lands of Harqual was a gift from the New Gods. Their clerics have adopted to worshiping the deities of their new home world with vigor. Nihil halflings revere the Patron of Magic of the North Gods, Immotion, as well as the Interloper God of Light, Apollo. Being a good-hearted people, the Nihil prefer to worship gods of good; therefore, they have shied away from venerating Boccob the Uncaring or The Witch Goddess, Wee Jas, and they would never consider worshiping The Miser of Magic, Math Mathonwy.

While Nihil halflings are slowly being exposed to the worship of Yondalla and the other Halfling Deities, they have yet to embrace those deities. They see the North Gods as their saviors and greatly respect the teachings of Bast, Casiia, Jalivier, and Ramara.

Nihil Racial Traits
The Nihil benefit from a number of racial traits:
  • -2 to Strength, +2 to Dexterity, +2 to Intelligence, -2 to Charisma. The Nihil are quick on their feet and quick-of-mind, but they lack the powerful frames of larger races and they tend to be bookish and oddball.
  • The Nihil aren’t native to the World of Kulan; therefore, they have the Extraplanar Subtype.
  • Small: As Small creatures, the Nihil 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.
  • The Nihil have a base land speed is 20 feet.
  • +1 racial attack bonus with the weapons of wizardry. The Nihil rarely train with martial weapons, but they do learn to use the traditional weapons of arcanists from an early age. This gives them a natural aptitude with such weapons.
  • +1 racial bonus to all saving throws. The Nihil are highly capable of avoiding mishaps.
  • +2 morale bonus to saving throws against fear. (*This bonus stacks with the Nihil's +1 bonus to saving throws in general.).
  • Skills: The Nihil are knowledgeable, skilled, and studious. They receive a +2 racial bonus to all Appraise, Craft (any one), Knowledge (any one), and Profession (any one) checks. Their keen hearing bestows a +2 racial bonus to Listen checks.
  • Automatic Languages: Javeldian and Nihil. Bonus Languages: Aphranæn, Barbarian, Bitran, Common, Goblin (Maran), Halfling, Kitt, Onan, Orc (Maran), Sylvan, Undercommon, and Vananean. While the Nihil haven't been exposed to the cultures of Harqual for very long, they are natural gifted when it comes to learning new languages; therefore, they have a larger selection of bonus languages than the other Maran races.
  • Favored Class: Players may choose either the Trader or Wizard class as their Nihil halfling's favored class. Once the player has made this choice the decision cannot be changed. A multiclass Nihil halfling's favored class does not count when determining whether he suffers an XP penalty for multiclassing.
 
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Knightfall

World of Kulan DM
SHAMKI
Shamki, 1st-Level Expert
Small Monstrous Humanoid (Reptilian, Shamki)
Hit Dice: 1d6 (3 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
AC: 12 (+1 size, +1 natural), touch 11, flat-footed 12
Base Attack/Grapple: +0/-5
Attack: Bite +0 melee (1d4-1) or Small club +0 melee (1d4-1)
Full Attack: Bite +0 melee (1d4-1) or Small club +0 melee (1d4-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: None
Special Qualities: Shamki traits
Saves: Fort +0, Ref +0, Will +4
Abilities: Str 8 (-1), Dex 11 (+0), Con 11 (+0), Int 17 (+3), Wis 14 (+2), Cha 6 (-2)
Skills: Appraise +7, Craft (any one) +12, Decipher Script +7, Disable Device +6, Forgery +7, Heal +6, Hide +4, Jump +3, Knowledge (any two) +9, Profession (any one) +8, Search +6
Feats: Skill Focus (Craft)

Continent/Region: Kanpur/The Eastern Lands
Environment: Any land
Organization: Solitary, family (2-8), or community (50-100 plus 100% noncombatants plus 1 1st-level warrior per 20 adults, 1 2nd-level warrior per 50 adults, 1 4th-level warrior per 100 adults and 1 8th-level leader [usually a wu jen])
Challenge Rating: ¼
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: By character class
Level Adjustment: +1

This small bipedal reptilian creature look like it can barely contain its movements. It seems to have abundant energy and its eyes show a keen intellect. The creature wears the garb of a master artisan.

Shamki are a reptilian race that live in the eastern parts of the continent of Kanpur. They are philosophers, not warriors. Yet, they are right at home in the planet's Far East region. They respect the traditions of the Eastern Lands and have gained a measure of respect from such races as the hengeyokai and tortles.

They are not originally native to Kulan and many believe this race has some sort of connection to the klorthak. The two races seem very familiar with each other, but if there is a connection, neither race will discuss it. (This behavior seems odd for the normally talkative shamki who love to learn and talk about everything imaginable.)

Shamki stand 4 feet in height and weigh roughly 90 pounds. Their skin color varies greatly and multicolored skin tones aren't uncommon. They wear clothing designed for artisans, scholars, and scribes. They rarely wear armor and are uncomfortable wielding weapons.

Shamki speak their own racial language as well as Kozuka and Shao, two key regional languages of the Eastern Lands.

Combat
Shamki are pacifists by nature; therefore, they only fight when they are defending their own lives or the lives of their families. Shamki defend themselves with their minimal bite attack first and anything else second. In a pinch, shamki can use a wooden club effectively.

Shamki Society
Its an Indjiran proverb that “a warrior's heart must be as strong as a shamki's voice.” This axiom speaks the truth; the shamki love to talk. The subject matter rarely matters, but a shamki always learns something new during a conversation with someone they've just met. Learning is vital to the shamki, and they spend a great deal of their lives in libraries and monasteries. They aren't adverse to traveling, but they'd rather learn from a book than the world. However, their chaotic nature has been known to push them to seek out knowledge in dangerous places. (A wanderlust has been taking a hold of their younglings in recent years.)

The shamki love magic. They are natural arcanists and the best of them become wu jen. More rarely they will become sorcerers or travel to the West to learn the ways of the wizard. A shamki exposed to bardic tradition has been known to forgo all other methods of learning and immerse itself into bardic lore; although, a shamki is rarely a natural performer.

The shamki do not have their own communities. Instead, they live amongst the other races of the East. The shamki's inability to stop talking often leads them into trouble with their neighbors. Patience is a virtue when dealing with this race and more than one samurai's honor has been sorely tested by a shamki's constant barrage of words.

Many believe it is only a matter of time before this race migrates across the entire continent. The shamki have been encountered in the Lands of Fate and even as far away as the metropolises of Bluffside and Sharn. Only their desire to stay close to home has limited their journeys.

Shamki as Characters
The shamki favor the Wu Jen class. However, most shamki encountered will be experts or adepts. The shamki often become rogues, shamans, shugenjas, and sorcerers. They never become samurai. If a shamki chooses to become a warrior, he/she almost always chooses to become a yogi (see pg. 19-23 of Monte Cook Presents: The Year's Best D20).

Shamki Racial Traits
Shamki benefit from a number of racial traits:
  • -2 to Strength, +2 to Dexterity, +4 to Intelligence, +2 to Wisdom, -2 to Charisma. Shamki are highly intelligent full of wisdom and light on their feet. However, they are physically weak and live an isolated bookish way of life.
  • Small-sized. As Small creatures, the shamki 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.
  • Monstrous Humanoid: The shamki are monstrous humanoids, and are therefore immune to spells that only affect humanoids, such as charm person.
  • The shamki have a base speed of 40 feet. (This gives them a +4 bonus to Jump checks.)
  • Darkvision out to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and the shamki can function just fine with no light at all.
  • +1 racial bonus to natural armor.
  • Natural Attacks: The shamki may attack with a bite (1d4) and are always treated as being armed when using the attack.
  • The shamki gain a +2 racial bonus to all Craft, Knowledge, and Profession checks.
  • Automatic Languages: Shamki, Kozuka, and Shao. Bonus Languages: Eldred, Hengeyokai, Indjiran, Klorthak, Midani, Spirit Tongue, Tengu, Tortle, and Urik-Aa.
  • Favored Class: Wu Jen. A multiclass shamki’s wu jen class does not count when determining whether he suffers an XP penalty for multiclassing.
 


freyar

Extradimensional Explorer
Not sure if I'm a guru or not ;), but I'm interested. Just a bit too busy to keep up with all the text, though.
 

Knightfall

World of Kulan DM
Not sure if I'm a guru or not ;), but I'm interested. Just a bit too busy to keep up with all the text, though.
No worries.

i'm just glad somebody besides me is looking through this thread. I'm working on writing up my next stat block -- the Eldred elves (based on the elves of the same name from 2E Creative Campaigning). - KF
 

Knightfall

World of Kulan DM
MINOTAUR, DEEP
Large Monstrous Humanoid (Earth)
Hit Dice: 6d8+12 (39 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
AC: 14 (-1 size, +5 natural), touch 9, flat-footed (see text)
Base Attack/Grapple: +6/+13
Attack: Greataxe +8 melee (3d6+4) or gore +8 melee (1d8+3)
Full Attack: Greataxe +8/+3 melee (3d6+4) and gore +3 melee (1d8+1)
Space/Reach: 10 ft. / 10 ft.
Special Attacks: Powerful charge 4d6+4, spell-like abilities
Special Qualities: Darkvision 120 ft., light sensitivity, natural cunning, scent
Saves: Fort +6, Ref +5, Will +5
Abilities: Str 17 (+3), Dex 10 (+0), Con 15 (+2), Int 9 (-1), Wis 10 (+0), Cha 8 (-1)
Skills: Intimidate +1, Hide -4*, Listen +6, Move Silently +0*, Search +6, Spot +6
Feats: Great Fortitude, Power Attack, Track

Continent/Region: Any
Environment: Underground
Organization: Solitary, pair, or gang (3–4) plus 1–2 giant lizards
Challenge Rating: 5
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +3

Deep minotaurs are a race of Underearth-dwelling monstrous humanoids related to both standard minotaurs and the Horn minotaurs of Triadora. They live in the deepest parts of the Underearth and are to Kulan what drow are to other worlds.

Deep minotaurs rarely come above ground for anything other than to raid surface communities for wealth, slaves, and general blood-lust. They never work with morlocks, who they consider breeding pests, and only rarely trade for slaves from bugbears and orcs. There are exceptions, however.

Deep minotaurs are slightly shorter and less powerful than standard minotaurs are. They make up for this by being more intelligent then standard minotaurs, but they are dimmer than most horn minotaurs. A deep minotaur’s fur is always pitch black including long manes hanging from their heads and shoulders. Their skin is blue-black in color and their eye color ranges from deep blue to pitch black.

Most deep minotaurs that do come above ground for more than raiding usually attire themselves as horn minotaurs or other surface-dwelling races would for a particular region. Therefore, a deep minotaur encountered trading for goods or slaves in the land of Zakhara would wear a long aba or other type of free flowing garment.

Deep minotaurs speak Undercommon.

Combat
Deep minotaurs are savage combatants when encountered. They make up for their reduced strength by being better able to think their way across the battlefield. They are less likely to charge in against obvious superior opponents and love to fight hand-to-hand with greataxes and other two-handed weapons.

Light Sensitivity (Ex): A deep minotaur suffers a +1 circumstance penalty on attack rolls, saves, and checks made in areas of bright light or a daylight spell.

Natural Cunning (Ex): Although deep minotaurs are less intelligent then horn minotaurs, they possess innate cunning and logical ability. This gives them immunity to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed.

Powerful Charge (Ex): A deep minotaur typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack with a +8 attack bonus that deals 4d6+4 points of damage.

Spell-like Abilities: Deep minotaurs gain the ability to use expeditious retreat, ghost sound, and spider climb each once per day as a 6th-level wizard.

Skills: Deep minotaurs gain a +4 racial bonus on Search, Spot, and Listen checks. *Deep minotaurs gain a +4 circumstance bonus on Hide and Move Silently checks in underground areas because they have learned how to move around without being seen or heard.

Deep Minotaurs as Characters
Deep minotaurs favor the barbarian class. They also tend to be become fighters, rangers, clerics, and druids. Deep minotaurs often become multiclassed barbarian/druids, fighter/clerics, or ranger/druids.

Deep minotaurs usually worship Baphomet, Demon Prince of Minotaurs. However, many deep minotaurs favor to worship the raw nature of the Underearth instead of the Abyssal Lord. Deep minotaur clerics of Baphomet can choose any two of the following domains: Bestial, Chaos, Evil, War. Unaligned deep minotaur clerics can choose any two of the following domains: Cavern, Chaos, Earth, Evil, Fire, Water.

Note: Minotaurs, or the Cursed, are generally feared by humans, and a deep minotaur would appear to be nothing more than a more frightening version of one of those creatures to the uneducated.
 

Knightfall

World of Kulan DM
OGRE, EARTH
Large Outsider (Native)
Hit Dice: 4d8+16 (34 hp)
Initiative: -2
Speed: 30 ft. in hide armor (6 squares); base speed 40 ft
AC: 18 (-1 size, -2 Dex, +8 natural, +3 hide armor), touch 7, flat-footed 18
Base Attack/Grapple: +3/+14
Attack: Stone war-mallet +10 melee (2d6+10)
Full Attack: Stone war-mallet +10 melee (2d6+10)
Space/Reach: 10 ft. / 10 ft.
Special Attacks: Spell-like abilities
Special Qualities: Darkvision 60 ft., low-light vision, immune to disease and earth-based effects, +4 bonus on Fortitude saves against poison
Saves: Fort +8, Ref -1, Will +1
Abilities: Str 25 (+7), Dex 6 (-2), Con 19 (+4), Int 6 (-2), Wis 10 (+0), Cha 7 (-2)
Skills: Climb +15, Concentration +7, Knowledge (the planes) +1, Listen +7, Spot +7, Survival +4
Feats: Toughness, Weapon Focus (stone war mallet)

Continent/Region: Any
Environment: Any land or underground
Organization: Solitary, pair, gang (3–4), or band (5–8)
Challenge Rating: 5
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +6

These large giant-like outsiders are an offshoot race of ogres that have been blessed by dark magic infused into them by Hergund. They are the Evil Elemental Prince’s servants across Kulan and are completely loyal to him. It is Hergund who blesses their clerics & shamans with spells and rarely will an earth ogre worship Vaprak.

Earth ogres look and behave much like normal ogres do except that they are stronger then ogres and their hair & skin is always dark brown to slate black in color. Their eyes are uniformly black in color with no discernible irises or pupils.

Earth ogres speak Terran, and those specimens who boast Intelligence scores of at least 10 also speak Undercommon.

Combat
Earth ogres are incredibly strong but lack maneuverability as the magic of the Elemental Plane of Earth flows ponderously through their thick blood. Earth ogres attack with powerful stone war-mallets, which are as hard as any metal weapon. (Treat these mallets as large stone warhammers with hardness as per a metal weapon.)

Earth ogres will use their soften earth and stone spell-like ability to trap opponents and then either move in to strike with their war mallets or throw magic stones.

Spell-like Abilities: 1/day – magic stone, soften earth and stone. These abilities are as the spells cast by a 4th-level cleric.
 

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