D&D 3E/3.5 Ferret's 3.5 creature repository (3rd edition revision complete)

Ferret

Explorer
I've updated some of my monsters to 3.5 so you can enjoy them if you've updated. Any kind of comment on any of these would be good.

First up the Flayed worm; I decided to keep them as seperate age groups, but refine it.

Flayed worm (Young)
Small Aberration
Hit-dice: 1d8 (4hp)
Initiative: 7 (+3 dex +4 improved initiative)
AC: 17 (+3 Dex, +1 size, +3 Nat. armour)
Base attack/Grapple: +0/-4
Attack: Bite +5 melee (1d6)
Full Attack: Bite -1 melee (1d6-2) or 5 Tentacles -6 melee (1d2-2) or Tail -6 melee (1d2-2 +1d6 acid)
SpaceReach: 5 ft./5 ft.
Special attacks: Improved grab, extract,
Special qualities: Illithid speech
Saves: Fort +1 Ref +4 Will +5
Abilities: Str 7 Dex 17 Con 10 Int 17 Wis 19 Cha 10
Skills: Hide+2, Jump+10, Move silently+2 spot+14 listen+6
Feats: Weapon Finesse (Bite, Tail) Alertness

Climate or terrain: Warm marsh, underground
Organization: Hive (5-17 medium-sized, 1-2 old, 2-5 young )
Challenge rating: 2
Treasure: None
Alignment: Always evil
Advancement: Special

Flayed worms seem to be the concoction of an evil wizard tampering with Mind flayer tadpoles, they are at least 3 ft long snake like creatures.

With a round mouth and 5 tentacles, it resembles a mindflayer, around a contractible moth. It has a long (1/3 of the body) flat end of the tail, that seem to be webbed spikes. Flayed worms can jump high and often surprise large creatures. Young Flayed worms have 10's of eyes along it, these fall of at the advancement to medium-sized to 4 eyes around the mouth, these are dirty cream to yellow with almost no pupil, At the size large they have no eyes. Most of a Flayed worms life is spent not getting killed and the rest is eating, after an attack on their lair Flayed worms will sit perfectly still digesting flesh they have bitten of or brain tissue.

Combat:
Once encountered, Flayed worms swarm and jump at the attacking character, and latch on where ever they can, though most go straight for the head.

Improved Grab (Ex): To use this ability, the Flayed worm must hit a Tiny to Medium-sized creature with its tentacle attack. If it gets a hold, it attaches the tentacle to the opponent’s head. A Flayed worm can grab a Large or larger creature, but only if it can somehow reach the foe’s head. After a successful grab, the Flayed worm can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or Escape Artist check, but the Flayed worm gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent’s turn.

Extract (Ex): A Flayed worm that begins its turn with all 5 tentacles attached and successfully maintains its hold automatically cuts through an opponents head, in the next round it extracts the opponent’s brain, instantly killing that creature, if the creature is large or larger the process takes +1 rounds for ever Size category larger then large.

Tail (Ex) The tail, on successful hit, deals 1d6 acid damage.

Flayed worm (Mature)
Medium-Sized Aberration
Hit-Dice: 6d8+12 (49hp)
Initiative: +6 (+2 dex +4 Improved initiative)
AC: 18 (+2 dex +0 size +6 Nat.AC)
Base attack/Grapple: +4/+4
Attack: Bite + 4 melee (1d8)
Full attack: Bite +4 melee (1d8) or 5 Tentacles -1 melee (1d3) or Tail -1 melee (1d3 + 1d8 Acid)
Reach: 5ft by 5ft/5ft
Special attacks: Improved grab, extract
Special qualities: Illithid speech, Acid spill
Saves: Fort +2 Ref +5 Will +5
Abilities: Str 11 Dex 15 Con 12 Int 18 Wis 20 Cha 10
Skills: Hide+2, Jump+10, Move silently+2 spot+4 listen+4
Feats: Weapon Finesse (Bite, Tail) Alertness, Lightning reflex, Improved initiative

Climate or terrain: Warm marsh, underground
Organization: Hive (5-17 medium-sized, 1-2 old, 2-5 young)
Challenge rating: 5
Treasure: None
Alignment: Always evil
Advancement: Special

Flayed worms seem to be the concoction of an evil wizard tampering with Mind flayer tadpoles; they are at least 3 ft long snake like creatures.

With a round mouth and 5 tentacles, it resembles a mindflayer, around a contractible moth. It has a long (1/3 of the body) flat end of the tail, that seem to be webbed spikes. Flayed worms can jump high and often surprise large creatures. Young Flayed worms have 10's of eyes along it, these fall of at the advancement to medium-sized to 4 eyes around the mouth, these are dirty cream to yellow with almost no pupil, At the size large they have no eyes. Most of a Flayed worms life is spent not getting killed and the rest is eating, after an attack on their lair Flayed worms will sit perfectly still digesting flesh they have bitten of or brain tissue.

Combat:
Once encountered, Flayed worms swarm and jump at the attacking character, and latch on where ever they can, though most go straight for the head.

Improved Grab (Ex): To use this ability, the Flayed worm must hit a Small to Large Creature with its tentacle attack. If it gets a hold, it attaches the tentacle to the opponent’s head. A Flayed worm can grab a Huge or larger creature, but only if it can somehow reach the foe’s head. After a successful grab, the Flayed worm can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or Escape Artist check, but the Flayed worm gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent’s turn.

Extract (Ex): A Flayed worm that begins its turn with all 5 tentacles attached and successfully maintains its hold automatically cuts through an opponents head, in the next round it extracts the opponent’s brain, instantly killing that creature, if the creature is Huge or larger the process takes +1 rounds for ever Size category larger then large.

Tail (Ex) The tail, on successful hit, deals 1d8 acid damage.

Illithid speech (Su) Flayed worms may speak telepathically to any Illithid

Acid spill (Ex) Once a Flayed worm is killed a pool of corrosive acid accumulates in the square it was on. This Acid can burn through only organic materials.

Flayed worm (Adult)
Large Aberration
Hit-Dice: 10d8+30 (120 hp)
Initiative: +1 (+1 dex)
AC: 18 (+1 dex -1 size +8 Nat.AC)
Base attack/Grapple: +7/+13
Attack: Bite + 10 melee (2d6+4)
Full attack: Bite +10 melee (2d6+4) or 5 Tentacles +5 melee (1d4+4) Tail +5 melee (1d6 +4 +1d12 acid)
Space/Reach: 10ft/10ft
Special attacks: Improved grab, extract, Tail sear, spring attack, blindfight
Special qualities: Illithid speech, Acid spill
Saves: Fort +4 Ref +4 Will +6
Abilities: Str 18 Dex 12 Con 17 Int 18 Wis 22 Cha 10
Skills: Hide+2, Jump+10, Move silently+2 spot+0 listen+12
Feats: Alertness, Lightning reflexes, Power attack, Blindfight

Climate or terrain: Warm marsh, underground
Organization: Hive (5-17 medium-sized, 1-2 old, 2-5 young)
Challenge rating: 7
Treasure: None
Alignment: Always evil
Advancement: special

Flayed worms seem to be the concoction of an evil wizard tampering with Mind flayer tadpoles; they are at least 3 ft long snake like creatures.

With a round mouth and 5 tentacles, it resembles a mindflayer, around a contractible moth. It has a long (1/3 of the body) flat end of the tail, that seem to be webbed spikes. Flayed worms can jump high and often surprise large creatures. Young Flayed worms have 10's of eyes along it, these fall of at the advancement to medium-sized to 4 eyes around the mouth, these are dirty cream to yellow with almost no pupil, At the size large they have no eyes. Most of a Flayed worms life is spent not getting killed and the rest is eating, after an attack on their lair Flayed worms will sit perfectly still digesting flesh they have bitten of or brain tissue.

Combat:
Once encountered, Flayed worms swarm and jump at the attacking character, and latch on where ever they can, though most go straight for the head.

Improved Grab (Ex): To use this ability, the Flayed worm must hit a Medium-sized to Huge creature with its tentacle attack. If it gets a hold, it attaches the tentacle to the opponent’s head. A Flayed worm can grab a Huge or larger creature, but only if it can somehow reach the foe’s head. After a successful grab, the Flayed worm can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or Escape Artist check, but the Flayed worm gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent’s turn.

Extract (Ex): A Flayed worm that begins its turn with all 5 tentacles attached and successfully maintains its hold automatically cuts through an opponents head, in the next round it extracts the opponent’s brain, instantly killing that creature, if the creature is large or larger the process takes +1 rounds for ever Size category larger then Huge.

Tail (Ex) The tail, on successful hit, deals 2d4 acid damage

Illithid speech (Su) Flayed worms may speak telepathically to any Illithid

Acid spill (Ex) Once a Flayed worm is killed a pool of corrosive acid accumulates in a 10 ft square that can dissolve organic material and metals.
 
Last edited:

log in or register to remove this ad

No comments?

Here are some spiders, once used them in a game and realised that their low HP makes them weak on their own.

Whip spider
Tiny Magical beast
HD: 1/2d10 (hp 2)
Initiative: +2 (Dex)
Speed: 30 ft (6 squares)
AC: 21 (+6 Dex, +2 size, +3 natural)
Base attack/Grapple: +0/-11
Attack: Bite +8 melee (1d3-3)
Full Attack: Bite +8 melee (1d3-3) and Sting +3 melee (1d3-3)
Special quality: Perm. Spider climb,
Special attack: Poison, Improved grab
Space/Reach: 2 1/2 ft/0 ft;
Saves: Fort +2, Ref +8, Will +1;
Abilities: Str 5, Dex 19, Con 11, Int 6, Wis 12, Cha 8;
Skills and Feats: Hide +6, Move Silently +6; Weapon finesse (bite) (B) Weapon finesse (sting) (B)

Climate/Terrain: Underground
Organization: Solitary bunch (2-4)
Challenge Rating: 1
Treasure: none
Alignment: Always Neutral evil
Advancement: 1-3HD tiny 4-7HD small 8-12HD Medium

These evil creatures, vile sentiments left in now blocked caves by the corrupt Drow. Appearing to be 1-2 ft long spiders with a snake tail and head, fondly named “Elgluth orrb” Or Whip spider by the Drow.

It has a black and green chitinous exoskeleton, with a long leathery tail with a harsh stinger point. It’s mouth has two folding fangs that can, like the tail, deliver a serious poison.

Combat
Usually they jump from the ceiling or wall, and latch on, biting and stinging.

Enfeeblement Poison (Ex): The sting attack delivers a deadly toxin that (Fort save DC 10, initial 1d6 temporary Dex and 2d6 temporary Wisdom / secondary feeblemind). The feeblemind affects the victim as a spell of the same name cast by a 1st-level sorcerer.

Paralytic Poison (Ex): The bite delivers a paralytic poison (Fort save DC 10, initial 1d6 temporary Con 2d6 strength / secondary paralysis). The paralysis lasts for 1d6 rounds.

Improved Grab (Ex): The Whip spider can leap from a surface to grapple any creature (Unrelated to size), and then bite or sting it, just as the pounce and improved grab abilities.
 


Why not?

Today I've revamped Phantasms; fear incarnate. Again I've don odd things with them, but they aren't undead as they haven't died yet but it's close so I gave them some of it's abilities

Phantasm
Medium Aberration (Shapechanger, Incorporeal)
Hit Dice: 6d8 (5 hp)
Initiative: +4
Speed: 60ft Fly (perfect)
AC: 22 (+4 dex, +8 Deflection)
Base Attack/Grapple:+4/-
Attack: Incorporeal Touch +8 touch (1d6 wisdom)
Full attack: Incorporeal Touch +8 touch (1d6 wisdom)
Face/Reach: 5 ft./5 ft.
Special Attacks: Wisdom drain, Dread mind, Dread visage
Special Qualities: Undead traits, Incorporeal, Turn resistance+4, Alternate form, Frightful presence.
Saves: Fort +3, Ref +7, Will +5
Abilities: Str --, Dex 18, Con --, Int 15, Wis 15, Cha 26
Skills: Listen +8, Intimidate +15*, Hide +13, Inuit Direction +5, Disguise +11*
Feats: Improved critical, Dodge, Mobility, Weapon finesse (b)
Climate/Terrain: Any Marsh, Underground, Urban
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Usually Neutral
Advancement: 4HD-9HD (Medium-size)

Imagine soul-tearing fear incarnate, now fold that image a hundred times into a focused point of utter darkness; you’re close to what Phantasms are.

Some say they come from the negative plane, others say they are the very seepage of essence form the plane of fear yet even the most well educated scholars are wrong they are all wrong. Xcier a Githyanki, a disgruntled illusionist, wishing for his illusions to be more real began many arcane and forbidden experiments with his spell, he succeeded many times, but unfortunately never learned to control the more powerful magics such as phantasmal killer or weird. Not only did he fail but they became twisted over time by emotions, pulling on the fear surrounding them, creating an apparition of boiling smoke. He was found, bleeding to death scratching himself.

Combat
Phantasms always attack alone; if more then one appear at one time they gravitate towards each other. They prefer to use their Dread visage ability.

Even though they are not undead they still receive: Immunity to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. They are not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage, and are able to be turned turn.

Wisdom drain (Ex): Any successful touch attack corrupts sanity, taking away 1d6 wisdom, anyone with naught wisdom goes into a nightmare filled coma, and after 1d4-1 days they rise as an Alip, and these Alips have a negative attitude towards the Phantasm. Even when they are not twisted into Alips, the victim is still scarred, when they sleep they are haunted by hellish nightmares.

Dread mind (Ex): Anyone probing the psyche of a Phantasm by means of mind-control or telepathy (A favoured tactic for Phantasms who have acquired telepathy is to inflict others with madness) are subject to 2d4 wisdom drain, and are shaken.

Dread Visage (Sp): Layering themselves with controlled fear, the Phantasms conjure up the spell Phantasm , after which they are named, as though caste by a sorcerer of their hit dice, a phantasm of 9 HD can cast the spell Weird as well once per, as an at will ability.

Frightful presence (Ex):The mere presence of a phantasm can scare even the most experienced adventurers. All creatures with less HD then it within 20ft that cannot make a (cha based) will save DC 21, are panicked; all other creatures are shaken (even those that succeed).

Alternate form (Su): Much like an Aranea can turn into person, the Phantasm can shift to a monster. In this form it is a large and deals 2d4 damage with humongous claws, and is corporeal. They have a strength of 18, and constitution of 15, it cannot fly but has a move speed of 50ft. They gain a +8 to Intimidate whilst in this form, but loose the Wisdom drain power.

Skills: *+4 to Intimidate.
 


Your not afraid of spiders are you? I've got somemore if you want.:)

Half-Gnoll

Medium-Size Humanoid (Gnoll)
Hit Dice: 1d8 (4 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
AC: 14 (, +2 leather, +2 large shield), touch 10, flat-footed 14
Base attack/Grapple: +1/+2
Attack: Flail +2 melee (1d8+1) or shortbow +1 melee (1d6/X3)
Full attack: +2 melee (1d8+1) or shortbow +1 melee (1d6/X3)
Face/Reach: 5 ft./5 ft.
Special Qualities: Darkvision 60 ft. Half-Gnoll traits
Saves: Fort +0, Ref +0, Will +0
Abilities: Str 13, Dex 10, Con 11, Int 11, Wis 8, Cha 10
Skills: Listen +4, Spot +5
Feats: Power Attack, Skill focus: Spot

Climate/Terrain: Temperate or warm land and underground
Organization: Solitary, pair
Challenge Rating: 1
Treasure: Standard
Alignment: often chaotic
Advancement: By character class
Half-gnolls speak Gnoll, common and sometimes Goblin or Orc.

With slightly less fur and a much more human like body, the Half-Gnoll is still reasonably recognisable as the offspring of a humanoid and a Gnoll, but it is quite obvious that they are not pure Gnoll. Even at a reduced height and weight of up to 6-1/2ft and 250 lbs, they are still intimidating. Of all the traits they have gain from their wilder side, they possess the improved metabolism and none of the psychosomatic appetite, so are less susceptible to hunger. Surprisingly, with their human discipline they have mastered intimidation and foraging.

Combat

As the typical Half Gnoll wears leather and has a shortbow its preferred tactic is ambush, although failing that they are not afraid to commit to a melee assault

Half-Gnoll Characters

Half-Gnolls like other cast outs have no society to influence their life course; all they hear is the wild. In what ever way a Half-Gnoll is most likely to be a ranger, but if they form a pack it is more then often a wise druid Half-Gnoll. Unlikely as it might sound half-Gnoll clerics do not immediately associate them selves to nature, they do however find compassion with deities of loneliness or travel.

Half-Gnolls as characters
After an initial attempt at society most Half-Gnolls are driven out of cities, and end up in the wild were they must fend and forage for themselves, this is what leads most to be rangers, even when they do not commit to this class they end up with some experience in the forests
Gnoll characters gain the following:
• Strength +2, Wisdom -2, Charisma -2
• Size Medium
• A half-gnolls base land speed is 30ft
• Lowlight vision
• +2 to Intimidate skills.
• +2 Racial bonus on saving throws against poisons
• +2 to Survival checks.
• Half-Gnolls can last twice as long with out food
• Automatic languages: Common. Bonus languages: Gnoll, Draconic, Dwarven, Elven, goblin, orc
• Favoured class: Ranger
• Level adjustment: +0
 
Last edited:

In both the cases I've done the most basic refinement, and changed small things. One of those is an in depth description of the poisons.

Shadow phase spider
Large Magical Beast
Hit Dice: 5d10+12 (30 hp)
Initiative: +6 (+2 Dex +4 Improved initiative)
Speed: 30 ft (6 squares)., climb 10 ft.
AC:12 (-1 size, +2 Dex, +2 natural)
Base attack/Grapple: +3/+12
Attack: Claw +6 melee (2d6+4)
Full attack: 2 Claws +6 melee (2d6+4) and Bite 1d6+3 and poison
Face/Reach: 10 ft./10 ft.
Special Attacks: Poison
Special qualities: Dark vision, Shadow jaunt, low-light vision
Saves: Fort +7, Ref +6, Will +2
Abilities: Str 19, Dex 14, Con 17, Int 5, Wis 13, Cha 9
Skills: Climb+4, Listen+12, Spot+8, Sense Motive +10
Feats: Improved Initiative, Alertness

Climate/Terrain: Shadow plane, any land and underground
Organization: Solitary or cluster (2-5)
Challenge Rating: 7
Treasure: None
Alignment: Always chaotic evil
Advancement: 6-8 HD (large); 9-15 HD (Huge)

Shadow Phase Spiders are distant relatives of their ethereal counterparts, the Phase Spiders. Unlike their ethereal brethren, however, Shadow Phase Spiders make their home on the Shadow Plane, and shuttle forth to the Material plane to hunt and attack prey.

Shadow Phase Spiders look like an undead, decaying version their cousins; with a dry creaking carapace covered in growths and scars. Their eight eyes are hollow, glow faintly with a soul chilling red light. Like all phase spiders, they have 8 legs, but the front two do not have pads or feet, instead they each have a huge blood-soaked scythe-like blade, measuring nearly 3ft long. Though not as intelligent as a phase spider, they are far more sinister and a lot more alert.
Despite their intelligence, shadow phase spiders do not speak.

Combat
Shadow Phase Spiders hunt and dwell on the shadow plane, seeking to quench their thirst on a living prey’s life essence. Once prey is located, they shift to the Prime and quickly and mercilessly pounce on the victim; never does the spider plan its attacks. Due to their finely tuned senses, they make deadly opponents in combat, more often leaving nothing but a few crimson stains on the prime.

Shadow Jaunt (Su): A Shadow phase spider can shift back to the Shadow to the Material Plane as a free action, and shift back again as a move-equivalent action (or during a move-equivalent action). The ability is otherwise identical with ethereal jaunt cast by a 20th-level sorcerer.

Poison (Ex): The scarlet fluid that drips from the hollow fangs of this beast can drain the blood from the faces of all who stand in its way. The victim experiences dizziness, light headed feelings and the eventual exsanguination through the skin. Bite, Fortitude save (DC 19); initial and secondary damage 2d6 temporary split between Constitution and strength(Con takes highest).

Dream Phase Spider
Large Magical Beast
Hit Dice: 10d10+20 (75 hp)
Initiative: +10(+4 Improved Initiative, +6 dex)
Speed: 50 ft. (10 squares), climb 50 ft.
AC: 20(+5 Natural, +6 Dex, -1 size)
Base attack/Grapple: +7/+11
Attack: Bite +15 melee (1d8 +2 and poison)
Full attack: Bite +15 melee (1d8 +2 and poison)
Face/Reach: 10 ft./10 ft.
Special Attacks: Poison, Leap.
Special qualities: Dark vision, Dream jaunt, Low-Light Vision
Saves: Fort+10, Ref+13, Will+7
Abilities: Str 14, Dex 22, Con 15, Int 14, Wis 18, Cha 18
Skills: Climb+12, Listen+4, Move silently+10, Spot+10, Lucid dreaming +7
Feats: Improved Initiative, Weapon Finesse (Bite)(B), Combat reflexes, Improved trip
Climate/Terrain: The Plane of dreams or Underground
Organization: Solitary, or cluster (7-13)
Challenge Rating: 8
Treasure: None
Alignment: Chaotic neutral
Advancement: 11-13 HD (Large), 14-20 HD (Huge)

Dream Phase Spiders are distant relatives of their ethereal counterparts, the Phase Spiders. Unlike their ethereal brethren, however, Dream Phase Spiders make their home on the Dream Plane, and shuttle forth to the Material plane to hunt and attack prey.

Dream Phase Spiders look little like their cousins- a shiny blue carapace with brilliant nimbus like star shapes dotted across the abdomen covers the creature, and eight eyes peering out from their heads shine like distant stars. They have achieved a deadly sentience that is abnormal for their kind, despite this they have not been evilly maligned, however it is the dream heart that has effected there alignment.
Despite their intelligence, Dream phase spiders do not speak.

Combat:

Dream Phase Spiders hunt and dwell on the Dream plane, seeking the warmth of warm-blooded prey on the Prime. Once prey is located, they shift to the Prime and stalk their victim, often surprising them in there sleep. Due to their incredible cunning, they make deadly opponents in combat, more often then not leaving their opponents no time to react, and when they do, jumping at the occasion to strike.

Dream Jaunt (Su): An Dream phase spider can shift back to the Dream to the Material Plane as a free action, and shift back again as a move-equivalent action (or during a move-equivalent action). The ability is otherwise identical with ethereal jaunt cast by a 20th-level sorcerer.

Poison (Ex): Once you’ve been bitten by the Dream phase spider’s fangs, that drip milky white, you begin to hallucinate, lose self control and the ability to reason. The end result leaves you catatonic, allowing the spider to keep its victims fresh, long before they are eaten. Bite, Fortitude save (DC 19); initial and secondary damage 2d6 temporary wisdom.
 

Ferret said:
With slightly less fur and a much more human like body, the Half-Gnoll is still reasonably recognisable as the offspring of a humanoid and a Gnoll, but it is quite obvious that they are not pure Gnoll. Even at a reduced height and weight of up to 6-1/2ft and 250 lbs, they are still intimidating. Of all the traits they have gain from their wilder side, they possess the improved metabolism and none of the psychosomatic appetite, so are less susceptible to hunger. Surprisingly, with their human discipline they have mastered intimidation and foraging.

Half-Gnoll Characters

Half-Gnolls like other cast outs have no society to influence their life course; all they hear is the wild. In what ever way a Half-Gnoll is most likely to be a ranger, but if they form a pack it is more then often a wise druid Half-Gnoll. Unlikely as it might sound half-Gnoll clerics do not immediately associate them selves to nature, they do however find compassion with deities of loneliness or travel.

Gnolls as characters
After an initial attempt at society most Half-Gnolls are driven out of cities, and end up in the wild were they must fend and forage for themselves, this is what leads most to be rangers, even when they do not commit to this class they end up with some experience in the forests
Gnoll characters gain the following:
• Strength +2, Wisdom -2
• Size Medium
• A half-gnolls base land speed is 30ft
• Lowlight vision
• +2 to Intimidate skills.
• +2 Racial bonus on saving throws against poisons
• +2 to Survival checks.
• +2 on checks against starvation
• Automatic languages: Common. Bonus languages: Gnoll, Draconic, Dwarven, Elven, goblin, orc
• Favoured class: Ranger
• Level adjustment: +0
I think +2 Strength, -2 Intelligence, -2 Charisma make more sense. Also, the bonuses to skills might be changed around a bit. Specifically "checks against starvation" you should probably refer more specifically to making saves to reduce fatigue/subduel damage from starvation.

Otherwise, nice half race.
 

I made it have -2 wisdom, as that should counter balance the +2 strength as they are mainly rangers. It was -2 intelligence before hand.

And yes more clarity on the starvation would be a good idea.

[edit, can you post exactly how it should go if I were to change the save to stop fatigue and subduel damage? I don't own a DMG
 
Last edited:

From the SRD
STARVATION AND THIRST
Characters might find themselves without food or water and with no means to obtain them. In normal climates, Medium characters need at least a gallon of fluids and about a pound of decent food per day to avoid starvation. (Small characters need half as much.) In very hot climates, characters need two or three times as much water to avoid dehydration.

A character can go without water for 1 day plus a number of hours equal to his Constitution score. After this time, the character must make a Constitution check each hour (DC 10, +1 for each previous check) or take 1d6 points of nonlethal damage.

A character can go without food for 3 days, in growing discomfort. After this time, the character must make a Constitution check each day (DC 10, +1 for each previous check) or take 1d6 points of nonlethal damage.

Characters who have taken nonlethal damage from lack of food or water are fatigued. Nonlethal damage from thirst or starvation cannot be recovered until the character gets food or water, as needed—not even magic that restores hit points heals this damage.

Basically it's just saving throws made to resist thirst or starvation. Or you could make an explicit statement that the half-gnoll can last twice as long.

For what it's worth, I'd follow the Half-Orc's example of -2 to two different mental stats instead of just a single -2 if you want this to be +0 LA. Note that since your giving them a +2 bonus to their primary charisma based skill, a -2 cha wouldn't hurt.
 
Last edited:

Remove ads

Top