D&D 3E/3.5 Knightfall's "Creature Anthology" Thread: v.3.5 Monsters (Updated: Sept 09/08)

Knightfall

World of Kulan DM
Okay, I had mentioned that I had planned to repost some of the former content from my old "Humanoids + Templates = Fun" thread, and that is what this thread is for. However, not all of these creations are exactly as per that thread and many of them will be new. Most of these creations are templated creatures but not all of them. None of these creations are specific to my homebrewed worlds.

All the monsters here have been completely updated to v.3.5 statistics. One or two might not exactly match what is in the D&D Monster Manual v.3.5, if that is where the base creature originated, but was originally statted up using the old v.3.0 MM. However, I've made every effort to make sure everything is, at least, v.3.5 compatible. (If any of you find glaring errors then let me know.)

Anyway, as with all of my other threads, people are free to post comments and post their own creations. (Please ensure they are v.3.5 and as complete as possible, if you do.) However, this thread doesn't have a theme and I'll be posting all sorts of things here, as I'm eager to try out some of the new/revised templates from Draconomicon, Libris Mortis, the Environmental Series, and anything else that suits my fancy. This will also be where I post original monstrous creations that I occasionally think of.

Cheers!

Knightfall1972
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Here are a few of my other monster threads...

Current Threads
* Knightfall's "Codex of Madness" Templated Aberrations Thread
* Knightfall's Fiend Lexicon
* Knightfall's World of Kulan: Monster Compilations
* New Angels and Angel Paragons!

Retired Threads
* Denizens of the Underearth
* Dragonstar Monster Entries
* Knightfall's "Aquatic Creature Fun" Thread
* Knightfall's Campaigns' Bestiary Thread

 
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Knightfall

World of Kulan DM
Equinan
Large Monstrous Humanoid (Psionic)
Hit Dice: 4d8+12 (28 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
AC: 14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 14
Base Attack/Grapple: +4/+12
Attack: +8 melee (1d8+4/x3, Large handaxe) or +5 ranged (1d8+4, Large javelin) or +8 melee (1d6+4, hoof)
Full Attack: +8 melee (1d8+4/x3, Large handaxe) or +5 ranged (1d8+4, Large javelin) or +8 melee (1d6+4, 2 hooves) and +1 melee (1d4+2, bite)
Space/Reach: 10 ft. / 10 ft.
Special Attacks: Psi-like abilities
Special Qualities: Darkvision 60 ft., low-light vision, scent
Saves: Fort +4, Ref +5, Will +6
Abilities: Str 18 (+4), Dex 13 (+1), Con 17 (+3), Int 11 (+0), Wis 14 (+2), Cha 8 (-1)
Skills: Autohypnosis +6, Concentration +5, Listen +6, Knowledge (psionics) +4, Spot +6
Feats: Autonomous B, Endurance, Run

Environment: Any land
Organization: Solitary, pair, or gang (2–5)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually neutral good
Advancement: By character class
Level Adjustment: +3

Equinans are a race of horse-like bipeds with natural psionic potential. They are descended from the great Horse God, Melitia, who was originally a powerful warhorse for a mortal King in ages past. Melitia grew in strength and intelligence with her King, for the mortal man loved her as he would love a child. He did everything he could to bring out the beasts potential for sentience, using magical rituals and powerful artifacts. Eventually, Melitia became aware of who and what she was to the world. She became even more famous than her King, who died upon her great frame during a pitched battle against evil. Melitia ascend to godhood several years after her death.

Melitia wished for a race of mortals to call her own created in her image. Thus, she magically transformed the warhorses in the royal stable of her former human companion into a sentient race that eventually became known as the equinan. Equinans appear to be anthropomorphic creatures that stand nearly 16 feet in height and weigh in at 900 lbs. They have human-like body, except for their horse-like head, hoofed feet, long tail, and heavily furred bodies. Equines have tapering necks that are covered with a long mane that starts at the top of their head. Equines are naturally psionic humanoids, another boon from their Goddess.

Equinans speak Common.

Combat
Equinans are sturdy and quick in a fight but will often use their time hop psionic power to retreat from a fight they don’t have a stake in. They will defend others of their race or their traveling companions, of other races, without hesitation, however.

Equinans favor the use of handaxes and javelins in combat but are well equipped to deal with opponents using their natural weapons. An equinan can deliver powerful kicks with its hoofed feat, as well as bite. An equinan has to be on all four to kick with their hooves, however, which they rarely do as they consider it undignified.

Equinans rarely speak during combat, instead preferring to communicate with each other through telepathy.

Psi-Like Abilities: At will—intellect fortress, psychic crush (7d6 points of damage on a successful save, DC 14*), time hop (5 Colossal or smaller creatures one object weighing 4,800 lb. or less, DC 12*). Manifester Level 8th. The save DCs are Charisma-based. *Includes augmentation for the equinan’s manifester level.

Scent (Ex): An equinan can detect approaching enemies, sniff out hidden foes, and track by sense of smell. Equinans can identify familiar odors just as humans do familiar sights.

Equinans can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.

Telepathy (Su): An equinan can communicate with any creature within 100 feet that has a language.

Equinans as Characters
Equinans favor the psion class. Equinans always worship Melitia and their clerics can choose any two of the following domains: Animal, Good, Knowledge, and Protection.

Base Creature: Horse, Heavy War
Template(s): Anthropomorphic Animal (D&D Savage Species) and Gigantic Creature (Book of Templates: Deluxe Edition) plus added Psionic Subtype and psi-like abilities plus added bonus feat
 

Knightfall

World of Kulan DM
Kobold, Feral
Kobold, 1st-Level Warrior
Small Monstrous Humanoid (Reptilian)
Hit Dice: 1d10+1 (6 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
AC: 19 (+1 size, +6 natural, +2 leather), touch 11, flat-footed 19
Base Attack/Grapple: +1/-3
Attack: +3 melee (1d6+1, claw) or +3 melee (1d6+1/x3, spear) or +2 ranged (1d3, sling)
Full Attack: +3 melee (1d6+1, 2 claws) or +3 melee (1d6+1/x3, spear) or +2 ranged (1d3, sling)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Improved grab
Special Qualities: Fast healing 2, light sensitivity, plus other racial traits (see below)
Saves: Fort +3, Ref +0, Will +0
Abilities: Str 13 (+1), Dex 11 (+0), Con 12 (+1), Int 6 (-2), Wis 11 (+0), Cha 8 (-1)
Skills: Craft (trapmaking) +0, Hide +5, Listen +3, Move Silently +1, Profession (miner) +3, Search +0, Spot +3
Feats: Alertness

Environment: Temperate forests
Organization: Solitary, pair, gang (3–5), or tribe (60–600 plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th-level, 1 leader of 6th-8th-level, and 5–8 dire weasels)
Challenge Rating: ½
Treasure: 50% coins, standard goods and items, no scrolls
Alignment: Usually lawful evil
Advancement: By character class
Level Adjustment: +1

Feral kobolds are a more primitive and degenerated race than normal kobolds. They are tougher than normal kobolds but are still relatively weak compared to many larger monstrous races. They are also less agile than normal kobolds and have a very primitive intellect. They make up for this by having a fierce appearance and sense for the wild lands beyond civilization.

A feral kobold looks like a normal kobold except for its darker, rough, hardened scales, its sharp clawed hands, and pronounced savage physique. Feral kobolds tend to growl and hiss at those they feel are threatening them. Feral kobolds are just as evil as normal kobolds, just more savage, as well.

Feral kobolds speak Draconic.

Combat
Feral kobolds aren’t as proficient with traps as normal kobolds and they prefer a more frontal assault. Feral kobolds aren’t as cowardly as normal kobolds, and will only run if they truly feel their lives are in serious danger.

Feral kobolds will use manufactured weapons, although they rarely create them. However, they prefer to attack with their claws.

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

Improved Grab (Ex): If a feral kobold hits an opponent that is at least Tiny-sized or smaller than itself with a claw attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The feral kobold has the option to conduct the grapple normally, or simply use its claw to hold the opponent (-20 penalty on grapple check, but the feral kobold is not considered grappled). Each successive grapple check a feral kobold makes during successive rounds automatically deals claw damage.

Feral Kobolds as Characters
Feral kobolds favor the barbarian class. Feral kobold often multiclass to cleric, druid, or ranger. Feral kobold cleric worship Kurtulmak and they can choose any two of the following domains: Evil, Law, Luck, and Trickery.

Feral Kobold Traits
— -4 to Intelligence, +2 to Wisdom. Feral kobolds aren’t especially bright creatures but they do tend to be somewhat intuitive.
— Small. Feral kobolds gain a +1 size bonus to AC and attack rolls and a +4 size bonus to 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 creatures.
— Base land speed is 30 feet.
— Darkvision up to 60 feet.
— Natural armor bonus of +6.
Special Attacks: Improved grab.
Special Qualities: Fast healing 2, light sensitivity.
Skills: Feral kobolds have a +2 racial bonus on Craft (trapmaking), Profession (miner), and Search checks.
Automatic Languages: Draconic. Bonus Languages: Common and Undercommon.
Favored Class: Barbarian. A multiclass feral kobold's barbarian class does not count when determining whether he suffers an XP penalty for multiclassing.

Base Creature: Kobold
Template(s): Feral (D&D Savage Species)
 

Knightfall

World of Kulan DM
I wasn't sure whether or not I wanted to post this in the Aberration thread or this one. Since it is updated version of an older creation from the old templates thread i figure it should go here.

Also if anyone has a good name for this creation, feel free to post your ideas on this thread. - KF72
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Gnoll, Insectile
Medium Aberration
Hit Dice: 2d8+2 (11 hp)
Initiative: +2
Speed: 30ft. (6 squares); climb 30 ft.
AC: 21 (+2 Dex, +3 natural, +4 scale mail, +2 large shield), touch 12, flat-footed 19
Base Attack/Grapple: +1/+3
Attack: +3 melee (1d8+2, battleaxe) or +3 ranged (1d6+2/x2, shortbow)
Full Attack: +3 melee (1d8+2, battleaxe) or +3 ranged (1d6+2/x2, shortbow)
Space/Reach: 5ft. / 5ft.
Special Attacks: See text
Special Qualities: Darkvision 60 ft., tremorsense, wide vision
Saves: Fort +4, Ref +2, Will +1
Abilities: Str 15 (+2), Dex 14 (+2), Con 13 (+1), Int 8 (-1), Wis 13 (+1), Cha 8 (-1)
Skills: Listen +4, Spot +8
Feats: Power Attack

Environment: Temperate or warm land and underground
Organization: Solitary, pair, gang (2–5), band (10–100 plus 50% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th to 6th-level), or tribe (20–200 plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th-level, and 1 leader of 6th to 8th-level)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +3

Insectile gnolls are strange aberrations that have been magically altered by priestesses of Lolth to be slave warriors in her armies throughout the Underdark. As a result of their transformation, insectile gnolls have become completely loyal servants to the drow and Lolth. However, rarely these insectoids are orphaned and left to wander and fend for themselves in the Underdark by the untimely death and/or destruction of their drow masters. Many of these insectile gnolls have migrated to the surface world or found homes amongst the other races of the Underdark. Regardless of where they end up, insectile gnolls either continue to worship Lolth or turn to another dark god for protection.

These insectile versions of gnolls have six limbs, four of which are arms, which each end in blackened three-digit, hand-like claws. Their heads are superficially shaped like a canine’s head, but beyond that they look nothing like the gnolls they are descended from. An insectile gnolls body is chitinous from head to thorax and colored black with yellow spots and hard ridges scattered across their entire bodies. Their eyes are vermin-like and their mouth has insect-like mandibles, which they use to eat but not to attack with.

Insectile gnolls speak Gnoll and Undercommon. They have a tendency to keen and laugh the way a hyena would with clicking of their mandibles mixed in, which makes surface dwellers very uncomfortable speaking or dealing with them.

Combat
Despite their fearsome looking appearance, insectile gnolls cannot attack with their claws and mandibles, as they are merely functional for food and climbing. Instead they attack with manufactured weapons such as battleaxes and shortbows.

Insectile gnolls rarely go into combat without a drow leader unless they are of a band or tribe that has been orphaned from the drow. Regardless, their tactics are based on those taught to them by the priestesses of Lolth and then passed down through the generations. This includes the use of drow poisoned arrows (if they have access to it), as well as sneak attacks and trying to spread fear through their enemies. (See the Drow section of the Elf entry in D&D Monster Manual v.3.5 on the poisoned arrows that drow use.)

Tremorsense (Ex): Insectile gnolls can automatically sense the location of anything within 60 feet that is in contact with the same surface they are on.

Wide Vision (Ex): Because of their multiple eyes and wide angle of vision, insectile gnolls have a +4 racial bonus on Spot checks and cannot be flanked.

Insectile Gnolls as Characters
Insectile gnolls favor the ranger class. Insectile gnolls sometimes worship Lolth, but most of their kind worships the demon lord, Yeenoghu. An unaligned insectile gnoll cleric has two of the following domains: Chaos, Evil, Pestilence *, Trickery, or War. * A domain from D&D Complete Divine. Favored Weapon: Morningstar.

Base Creature: Gnoll
Template(s): Insectile Creature (D&D Savage Species)
 

Knightfall

World of Kulan DM
Kraken Lord
Huge Monstrous Humanoid (Aquatic)
Hit Dice: 8d8+16 (52 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 30ft. (6 spaces), swim 20ft. (4 spaces)
AC: 17 (-2 size, +1 Dex, +8 natural), touch 9, flat-footed 16
Base Attack/Grapple: +8/+16
Attack: Tentacle rake +14 melee (1d6+12) or huge trident +14/+9 melee (2d8+8)
Full Attack: 2 tentacle rakes +14 melee (1d6+8) and 6 tentacle arms +12 melee (1d6+4/19–20) and 2 claws +12 melee (1d8+4) and bite +12 melee (1d8+4) or huge trident +14/+9 melee (2d8+8) and 6 tentacle arms +12 melee (1d6+4) and bite +12 melee (1d8+4)
Face/Reach: 15ft. / 15ft. (30ft. with tentacles)
Special Attacks: Improved grab, constrict 2d6+8 or 1d4+4
Special Qualities: Darkvision 60ft., ink cloud, spell-like abilities
Saves: Fort +4, Ref +7, Will +12
Abilities: Str 26 (+8), Dex 13 (+1), Con 14 (+2), Int 25 (+7), Wis 23 (+6), Cha 10 (+0)
Skills: Concentration +13, Craft (alchemy) +11, Diplomacy +5, Heal +10, Knowledge (geography) +18, Knowledge (nature) +18, Listen +17, Search +18, Sense Motive +10, Spot +17
Feats: Alertness, Blind-Fight, Combat Expertise, Improved Critical (tentacle), Improved Initiative, Improved Trip, Iron Will, Multiattack, Quicken Spell-Like Ability (dominate animal)

Environment: Any aquatic or underground
Organization: Solitary
Challenge Rating: 11
Treasure: Double standard
Alignment: Always neutral evil
Advancement: By character class

A kraken lord is an aggressive, cruel, intelligent creature related to krakens. Some believe they are the next step in a kraken’s evolutionary process. Though while not as large or strong as a kraken they are more intelligent and, thus, more dangerous. Kraken lords breathe both air and water normally.

Kraken lords are most often found thousands of feet below the ocean but are becoming more common at shallower depths and underground environments. They love to flood Underdark caverns and cities near the ocean, allowing them to move in a take over. Once in these positions, it is almost impossible to rid a region of a kraken lord, as it tends to align with aboleths, kuo-toas, and sahuagin. Strangely, kraken lords don’t associate with krakens and will have one hunted down and killed if it wanders into its domain.

Kraken lords have a head like a kraken's body, along with its telltale tentacle appendages and a large beak on the front of their necks. They stand upright on two legs and also have two arms. A kraken lord’s four humanoid limbs end in four webbed digits with one of those digits opposable. A kraken lord’s eight tentacles are similar to a kraken’s and nearly as deadly. Six of the creature’s tentacles are 15 feet long; the remaining two are 30 feet long and covered with cruel barbs. From looking at a kraken lord, one would lead to believe that they would have trouble walking but the truth is that their powerful bodies are well muscled and they have no trouble walking on dry land or using their tentacles to attack while on land.

Kraken lords speak Common and Aquan.

Combat
Kraken lords strike out with their barbed tentacles, then grab and crush with their tentacle arms or drag victims towards them and bite with their large beak. If a kraken lord is unable to grab and crush its opponents with its tentacles then it will attack with either its huge trident or use on of its dominate animal spell-like ability to bring in aquatic animals to fight for it. If hard pressed it will use its ink cloud to obscure its opponent’s ability to fight and locate the kraken lord, so that may attempt to flee. Unlike a kraken, a kraken lord cannot jet backwards to escape.

Improved Grab (Ex): To use this ability, the kraken lord must hit an opponent of up to Large-size with a tentacle-rake or tentacle arm attack. If it gets a hold, it can constrict.

Constrict (Ex): A kraken deals automatic tentacle arm or tentacle-rake damage with a successful grapple check against Large or smaller creatures.

Ink Cloud (Ex): A kraken lord can emit a cloud of jet-black ink 40 feet high by 40 feet wide by 80 feet long once per minute as a free action. The cloud provides total concealment, which the kraken lord normally uses to escape a losing fight. Creatures within the cloud suffer the effects of total darkness. A kraken lord cannot use this ability while out of the water.

Spell-like Abilities: 1/day—control weather, control winds, dominate animal, resist energy. These abilities are as the spells cast by an 11th–level druid (save DC 16 + spell level).

Kraken Lords as Characters
Kraken lords sometimes become fighters, clerics or wizards, but their favored class is druid. Kraken lords tend to multiclass including fighter/druid, fighter/cleric, fighter/wizard, cleric/wizard or druid wizard. Very rarely will a kraken lord have levels in barbarian or sorcerer and only those with the most disciplined minds may become psions. Kraken lords never take levels in rouge or bard, thinking it beneath them.

Base Creature: Kraken
Template(s): None, custom modifications
 

Knightfall

World of Kulan DM
Lupitaur
Medium Monstrous Humanoid
Hit Dice: 3d8+6 (19 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
AC: 15 (+2 Dex, +2 natural, +1 light shield), touch 12, flat-footed 13
Base Attack/Grapple: +3/+4
Attack: +5 melee (1d6+1/19-20/x2, longsword) or +5 ranged (1d6/19-20/x2, light crossbow) or +6 ranged (1d4+1, sling)
Full Attack: +5 melee (1d6+1/19-20/x2, longsword) or +5 ranged (1d6/19-20/x2, light crossbow) or +6 ranged (1d4+1, sling)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: None
Special Qualities: Low-light vision, scent, plus other racial traits (see below)
Saves: Fort +6, Ref +6, Will +2
Abilities: Str 13 (+1), Dex 15 (+2), Con 15 (+2), Int 10 (+0), Wis 9 (-1), Cha 8 (-1)
Skills: Climb +4, Hide +6, Jump +12, Listen +2, Move Silently +5, Spot +3, Survival -1*
Feats: Iron Will, Track B, Weapon Focus (longsword)

Environment: Temperate forests
Organization: Solitary, pair, or squad (7–16 plus 2 3rd-level sergeants, 1 leader of 3rd-6th-level, and 1–3 wolves)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +1

Lupitaurs are a race of tauric creatures with the upper torso, arms, and head of a halfling, and the lower body of a medium-sized wolf. They are found in the same regions as tallfellow halflings but the two races rarely live together, although their relations are cordial.

Lupitaurs are thought to be the result of arcane magical interbreeding between halflings and wolves. However, many sages claim that an unknown nature deity created them. The truth is not known and lupitaurs prefer to think themselves as children of the Halfling Pantheon.

It is known that lupitaurs tend to keep to themselves and have excellent relations with fey, elves, and gnomes, in addition to other halfling races. They hate orcs and worgs with a passion and fight them where and whenever they can.

Lupitaurs speak Halfling.

Combat
Lupitaurs are canny, yet cautious fighters. They can usually smell an enemy approaching before the enemy even knows the lupitaur is there. They prefer to wait and see what an enemy is up to before attacking.

Lupitaurs prefer to attack with manufactured weapons as their front and rear legs don’t provide them with natural attacks. If forced to close into melee range some will use their speed to best advantage, while other attempt to fall back and fire crossbows and use slings.

They prefer to jump over or onto Small or Medium-sized foes, in an attempt to confuse or begin a grapple. Lupitaurs have been known to “dog pile” an enemy, in order to pin him or her to the ground.

Scent (Ex): A lupitaur can detect approaching enemies, sniff out hidden foes, and track by sense of smell. Lupitaurs can identify familiar odors just as humans do familiar sights.

Lupitaurs can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.

Racial Traits (Ex): Lupitaurs possess the following racial traits.
— +2 to Dexterity, +2 to Constitution, -2 to Charisma.
— Medium-size. As a quadrupedal creature, lupitaurs have a carrying capacity 1-½ time that of a standard Medium character.
— A lupitaur’s base land speed is 50 feet. A lupitaur gains a +8 bonus to Jump checks due to its Speed.
— +1 racial bonus on attack rolls with thrown weapons and slings.
— +1 racial bonus on all saving throws.
— +2 morale bonus on saving throws against fear. This bonus stacks with the lupitaur’s +1 bonus on saving throws in general.
— +2 racial bonus on Climb, Jump, and Move Silently checks. +2 racial bonus on Listen checks. * +4 racial bonus to Survival checks when tracking by scent.
Special Qualities: Low-light vision, scent.
Automatic Languages: Halfling. Bonus Languages: Common, Dwarven, Elven, Gnome, Goblin, Orc, and Sylvan.
Favored Class: Ranger. A multiclass lupitaur’s ranger class does not count when determining whether he suffers an XP penalty for multiclassing.

Lupitaurs as Characters
Lupitaurs favor the ranger class. Most lupitaurs encountered, however, are warriors. Lupitaur squads rarely have a true cleric amongst them, instead having adepts or maybe a druid. Lupitaurs tend to worship halfling deities, most notably Brandobaris.

Base Creature: Wolf
Base Humanoid: Halfling
Template(s): Tauric Creature (D&D Savage Species)
 
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Knightfall

World of Kulan DM
Nightmare Construct
Huge Construct (Psionic)
Hit Dice: 10d10+40 (95 hp)
Initiative: +1 (Dex)
Speed: 30 ft. (6 squares)
AC: 18 (-2 size, +1 Dex, +9 natural), touch 9, flat-footed 17
Base Attack/Grapple: +5/+13
Attack: Slam +13 melee (2d6+12)
Full Attack: 2 slams +13 melee (2d6+8) and bite +11 melee (1d6+4) and gore +11 melee (2d6+4)
Face/Reach: 10ft. / 10ft.
Special Attacks: Frightful presence, psionics
Special Qualities: Construct, damage reduction 15/magic, darkvision 60 ft., low-light vision, telepathy
Saves: Fort +3, Ref +4, Will +3
Abilities: Str 26 (+8), Dex 12 (+1), Con —, Int —, Wis 11 (+0), Cha 1 (-5)
Skills: See text
Feats: Cleave, Multiattack, Psionic Talent, Power Attack

Environment: Any land and underground
Organization: Solitary
Challenge Rating: 15
Treasure: None
Alignment: Chaotic evil (neutral evil 5%)
Advancement: 11-16 HD (Huge); 17-30 HD (Gargantuan)

This creature is the stuff of nightmares—literally. A nightmare construct, also known as a nightwere, is the manifestation of years of abuse and neglect inflicted on a good individual with psionic potential, but who has never had any formal training. Those with this psionic curse tend to burn out physically before their true condition is discovered.

The “victim” isn’t trapped in a sleep-induced state and functions, somewhat, normally during the hours he or she is awake. However, the victim is always tired and wide-eyed. He or he doesn’t remember anything about his or her dreams. The victim doesn’t realize that he or she is connected to the nightmare construct. The truth has been known to send the victim into a state of shock, which quickly leads to coma.

As for the construct itself, its physical form depends greatly on the innermost fears of the victim. Most often it manifests as a monstrous quadruped creature, with tusks, thick fur, and glowing red eyes. When first encountered, the creature is often mistaken for a werebeast. However, the creature’s form can be anything and arachnid, insect, bird, humanoid, and reptile-like forms have all been encountered.

Combat
No matter what its form, the nightmare construct has these four main characteristics: It can only appear at night. It appears to be made up of a solid shadow-like matter, which normal weapons pass right through without effect. The creature projects an aura of fear in those that come near it. Finally, the creature cannot be permanently destroyed by physical damage and will reappear again and again until the victim’s mind can be healed or the victim dies.

A nightmare construct doesn’t attack with any form of true intelligence, however, it can sense opponents with psionic potential and will often attack them first (25% chance). Otherwise, it will attack opponents at random.

The victim of the nightmare construct suffers greatly each time the creature manifests. The victim must make a Will save (DC 10 + 1 for each failed save) for each “appearance” or permanently lose 1 point of Intelligence, Wisdom, or Charisma (roll 1d3 to determine randomly). If any of these ability scores reach 0 before the victim can be helped then the victim dies and the nightmare construct will not reappear.

The victim wakes when the nightmare construct is physically destroyed but if her or she goes to sleep again then the nightmare construct will reform. A victim will rarely be able to go back to sleep after this, suffering horrible bouts of insomnia (15% chance of being able to sleep again that night).

The only way to save the victim and permanently destroy the nightmare construct is by helping the victim through “successful” telepathic communication (role-playing solution, see below) or by psionic healing (i.e. psychic chirurgery power). Waking the victim temporarily disjoins the construct. Killing the victim permanently destroys the construct but only the most immoral characters will harm such a troubled soul. For while the nightmare construct is evil, the victim never is.

If the victim is comatose then the nightmare construct will appear at the onset of dusk and will appear over and over again—if destroyed over and over again—until dawn comes. In a region where there is little or no sunlight, the nightmare construct will appear more often. The characters should only receive XP once for each night the nightmare construct is active. Characters also receive full XP for permanently destroying the creature without killing the victim, in addition to previous combat victories over the construct.

Note: Characters that are able to talk the victim through his or her nightmare through telepathic communication should receive an Ad Hoc experience bonus, in addition to the standard XP award for defeating the creature, based on good role-playing. The DM will determine the trigger events or locations that will free the victim from his or her ordeal.​

Construct: Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects. A nightmare construct cannot heal damage on its own, but can be repaired by being exposing it to the light of the full moon or by the use of its psionic powers. Not subject to critical hits, non-lethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Not at risk of death from massive damage. Immediately dissolves away when reduced to 0 hit points or less. Since it was never alive, a nightmare construct cannot be raised or resurrected (although it reforms the next time its victim sleeps during nighttime). Nightmare constructs do not eat, sleep, or breathe.

Frightful Presence (Ex): A nightmare construct can cause a panicked or shaken state in creatures, within a 30-foot range. On a failure, creatures with 4 or less HD become panicked for 3d6 rounds and those with 5 or more HD become shaken for 3d6 rounds. Creatures with 10 or more HD are immune to a nightmare construct’s frightful presence. A successful Will Save (DC 15) negates the effect for 24 hours. The save DC is Wisdom-based, not Charisma-based.

Psionics: Power points/day 130; Powers known (21)—animal affinity, baleful teleport (DC 23), burst, concussion blast, deceleration (DC 19), detect psionics, dispel psionics, empathic feedback, energy adaptation, energy burst (DC 21), eradicate invisibility (DC 21), feat leech (DC 20), id insinuation (DC 20), inflict pain (DC 20), matter agitation, mind thrust, power leech (DC 22), psionic blast (DC 21), psionic dismissal (DC 22), telekinetic force (DC 21), time hop (DC 21); Max. power level known 5th.

A nightmare construct is considered a 10th-level nomad but uses its Strength score for determining power points, save DCs, and any other psionic rule that would use a nomad’s Intelligence score.

Telepathy (Su): The victim of the nightmare construct can communicate telepathically with any creature within 100 feet of the nightmare construct that has a language. The victim is always terrified and will often communicate in an irrational manner. The victim can’t communicate telepathically when awake.

Skills: While a nightmare construct doesn’t have any skills. Its victim does and can apply those skills to the creature in certain circumstances. Specifically, the victim makes all Concentration checks when it manifests powers.

The victim’s Concentration skill total is equal to 5 + ½ the creatures HD + the victim’s Constitution modifier. You can either roll the victim’s Constitution score normally, or simply say his or her Constitution modifier is equal to 1d4+1.

Base Creature: None
Template(s): None, unique creation
 

Knightfall

World of Kulan DM
Nom-Ti
Nom-Ti, 1st-Level Warrior
Small Humanoid (Gnome, Psionic)
Hit Dice: 1d8+3 (7 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
AC: 16 (+1 size, +4 chain shirt, +1 light shield), touch 11, flat-footed 16
Base Attack/Grapple: +1/-3
Attack: +2 melee (1d6/19-20/x2, longsword) or +3 ranged (1d6/19-20/x2, light crossbow)
Full Attack: +2 melee (1d6/19-20/x2, longsword) or +3 ranged (1d6/19-20/x2, light crossbow)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Poison bite, psi-like abilities
Special Qualities: Poison immunity, spell-like abilities, spell resistance 12, weapon familiarity, plus other racial traits (see below)
Saves: Fort +5, Ref +0, Will -1
Abilities: Str 11 (+0), Dex 11 (+0), Con 16 (+3), Int 10 (+0), Wis 9 (-1), Cha 8 (-1)
Skills: Hide +3, Listen +3, Spot +3
Feats: Alertness B, Weapon Focus (light crossbow)

Environment: Warm land
Organization: Solitary
Challenge Rating: 1
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +1

The race known as the yuan-ti creates most of their servitors from humans that have been transformed by drinking a distillation of yuan-ti venom mixed with herbs and roots. These humans become known as tainted ones, while nonhumans that drink the mixture become what are known as broodguards. This is the case 99% of the time, although yuan-ti would have others believe that their mixture never fails or can have unexpected results.

The nom-ti, or gnome tainted ones, are one of these results. Rarely (every 1 in 50), a gnome that drinks the yuan-ti transformation mixture becomes a yuan-ti tainted one instead of a yuan-ti broodguard. These tainted ones are unique in that they often thrive under the leadership of the yuan-ti and tainted ones created from human stock. They are valued for their small size & stealth by their yuan-ti masters, and a nom-ti is happy to serve its yuan-ti masters.

Nom-tis are devoted believers in Merrshaulk. They believe that the god chose them to become more than mere broodguards for some higher purpose. The yuan-ti actively discourage nom-ti from becoming clerics, as they don’t see them as being pure enough to receive the blessings of Merrshaulk. Nom-ti take this all in stride, as they believe they are meant to struggle against their betters, for the betterment of the entire yuan-ti race.

Nom-tis appear to be nothing more then regular gnomes and can easily infiltrate other races as agents of the yuan-ti, even more so then normal tainted ones, as none would suspect a lowly gnome of being a yuan-ti agent. They are most often used as spies and assassins in other lands.

Nom-tis speak Gnome and Yuan-Ti.

Combat
Nom-tis prefer misdirection and deception to direct confrontation, although nom-ti rogues/assassins are known for making deadly sneak/death attacks. Nom-tis would rather befuddle and embarrass foes before killing them. Nom-tis make heavy use of illusion magic and carefully prepared ambushes whenever they can. Most traps that nom-tis create use poison.

Poison Bite (Ex): The saliva of a nom-ti is poisonous when ingested or introduced into the blood. A nom-ti can only inject its venom while grappling a foe with exposed skin (Fort save to resist—DC of 14). Victims who fail this save take 1d4 points of Con damage. A nom-ti’s kiss is also poisonous, though in this case the save DC is only 12.
Poison Immunity (Ex): Nom-tis are immune to all forms of snake venom, including their own poison.

Psi-Like Abilities: At will—metamorphosis (into snake or snake-like forms only), recall agony (Will save, 4d6, DC 14*). Manifester Level: Equal to nom-tis character level + 1. *Includes augmentation for the nom-ti’s manifester level.

Spell-Like Abilities: 1/day—speak with animals (burrowing mammal only, duration 1 minute). A nom-ti with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + nom-ti's Cha modifier + spell level.

Spell Resistance (Ex): Nom-tis gain spell resistance of 12 + 1 per 3 levels.

Weapon Familiarity: Nom-tis may treat gnome hooked hammers as martial weapons rather than exotic weapons.

Nom-Tis as Characters
Nom-tis favor the rogue class. Most nom-tis encountered outside their home are warriors; the information in the statistics block is for one of 1st-level. Nom-tis are rarely allowed to become clerics, but those who do always worship Merrshaulk. A nom-ti cleric has access to two of the following domains: Chaos, Evil, Destruction, or Plant.

Nom-Ti Traits
Nom-tis benefit from a number of racial traits:
— -2 to Strength, +4 to Constitution.
— Small. As a Small creature, a nom-ti gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
— A nom-ti’s base land speed is 20 feet.
Low-light vision: A nom-ti can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
— +2 racial bonus on saving throws against illusions.
— Add +1 to the Difficulty Class for all saving throws against illusion spells cast by nom-tis. This adjustment stacks with those from similar effects, such as the Spell Focus feat.
— +1 racial bonus on attack rolls against kobolds and goblinoids (including goblins, hobgoblins, and bugbears).
— +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants).
— Nom-tis gain Alertness as a bonus feat.
— +2 racial bonus on Craft (alchemy) and Listen checks.
Special Attacks: Poison bite, psi-like abilities
Special Qualities: Poison immunity, spell-like abilities, spell resistance 12, weapon familiarity
Automatic Languages: Gnome and Yuan-Ti. Bonus Languages: Common, Draconic, Dwarven, Elven, Giant, Goblin, and Orc.
Favored Class: Rogue. A multiclass nom-ti’s rogue class does not count when determining whether he suffers an XP penalty for multiclassing.

Base Creature: Gnome
Template(s): Yuan-ti Tainted One (D&D Savage Species)
 
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