a few oldies from the BOZ-man

BOZ

Creature Cataloguer
here are a couple of conversions i did when i first popped up on this site. i was kind of waiting for the old boards to pop back up so i could post my "Links to all the creatures in Homebrews", but i'm tired of waiting, as far as my own stuff goes at least. i'll just repost it all here over time. (but i do hope the boards come back on, there's a lot of stuff from other people that i never did save!)

i'm starting off with the old stuff first. this stuff is old, and i haven't checked it in some time, so who knows what may need to be fixed. ;) here goes!
 

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BOZ

Creature Cataloguer
URDS

Urd
Small Humanoid (Reptilian)
Hit Dice: 2d8+2 (11 hp)
Initiative: +3 (Dex)
Speed: 20 ft., fly 40 ft. (average)
AC: 16 (+1 size, +3 Dex, +2 natural)
Attacks: Halfspear +3 melee
Damage: Halfspear 1d6
Face/Reach: 5 ft. by 5 ft./5 ft
Special Attacks: Rock bombs
Special Qualities: Darkvision 60 ft.
Saves: Fort +1 , Ref +6 , Will -1
Abilities: Str 10, Dex 17, Con 12, Int 7, Wis 8, Cha 10
Skills: Spot +3
Feats: Alertness

Climate/Terrain: Temperate and warm hills and mountains
Organization: Gang (3-14), flock (15-300 plus 1 3rd-level subcheiftain per 20 urds and 1 leader of 4th-5th level), gen (50-500 plus 50% noncombatants plus 1 3rd-level subcheiftain per 20 adults, 2 subcheiftains of 4th-6th level, 1-6 adepts of 3rd-6th level, 20-70 giant bats, 1 chieftain of 8th level)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class

Urds are aggressive, flying humanoids that are distantly related to kobolds.
Urds stand three feet tall and have short ivory horns, red-rimmed eyes, and flattened noses. Their bodies are thin, frail and covered with mottled yellow to brick-red scales. Leathery, bat-like wings sprout from their backs. When flying, these wings stretch eight or more feet across. Urds are quick and maneuverable in the air, capable of gliding for long distances or pulling up sharply. On land, urds slouch to counterbalance the wings on their back and move with an awkward half-walk, half-hop gait. Urds wear minimal clothing if they wear anything at all, but many tribes decorate their bodies with paints made from berries and ground bone.
They eat whatever food is available, be it fruits or small animals, or even larger creatures such as goblins, elves, or humans if the tribe is aggressive and powerful enough. Urds in turn are eaten by larger avian carnivores such as hippogriffs, manticores, and dragons. Urds are known to exceed 100 years of age, but hardly any survive past the age of 50.
Urds speak Draconic as well as a smattering of Common.

COMBAT
Urds are night hunters, traveling in great flocks to attack smaller groups of grounded prey. They try to drop their rock bombs on their opponents, and only enter melee if their opponents are weakened enough to dispatch quickly. Urds are unreliable in larger battles. They are easily startled, particularly by bright lights, such as fireballs (although they suffer no penalties from light sensitivity), or by large flying creatures. Urds only enter into melee if they outnumber their opponents by at least 10 to 1, and only if their victims are unarmored and no larger than Medium-size; they will take flight and flee otherwise, and they will flee if they begin to lose the melee.
Rock bombs (Ex): About 75% of an urd flock carries one of these bombs, which weigh 2-3 pounds and are covered with jagged edges and protrusions. Unsuspecting victims are caught flat-footed and have no Dexterity bonus, although aware opponents with the Dodge feat can use it normally. Each rock that hits causes 2d4 hit points of damage. Each urd can only carry one of these rocks at a time while flying, and are thereafter forced to melee with their spears or flee.
Skills: Urds receive a +2 racial bonus to Spot checks, but only at night.

SOCIETY
Urds live in large extended families called gens. A single gen may contain 300 or more adults, with a number of noncombatant young and eggs equaling 50% of the total adult population. Each gen is controlled by a hereditary chieftain that can be of either sex.
Urds usually make their lairs in isolated mountain caves or, when no mountains are near, in carefully concealed underground caverns. Their lairs are usually comprised of one main chamber plus a number of smaller chambers for the young and eggs, which are usually guarded by giant bats that the urds keep as pets.
Urds are generally unintelligent, easily frightened, and cowardly towards other races. They are quick to attack weaker foes such as kobolds and goblins, and readily submit to more powerful creatures. Entire urd gens often swear fealty to powerful adversaries such dragons or powerful wizards and sorcerors, and often hire themselves out as mercenary units to larger armies.

CHARACTERS
An urd's favored class is barbarian; most urd leaders are barbarian/rogues. Urd clerics worship their patron deity Kuraulyek, and they can choose two of the following domains: Animal, Earth, Evil, Trickery. Most urd spellcasters are adepts, however.
 

BOZ

Creature Cataloguer
MINIMALS

Minimal (template)
Minimals are half-sized breeds of otherwise normal animals. The have the same physical and behavioral traits as their full-sized relatives, although most are not as dangerous. Minimals are as aggressive as their larger counterparts, and carnivores are even moreso.
All minimals (a contraction of "miniature animals") are small mammals. They are the result of deliberate tampering with nature by magical means, in much the same way that giant-sized versions of animals were created. Aside from their smaller size, they have the same characteristics and needs as their normal-sized kin. Unlike most enlarged monsters, the diminutive minimals have increased usefulness and survivability since they require less food and territory. Minimal skins and hides are worth 2/3 that of the normal-sized species.
Minimals tend to be found only in isolated regions, where they are likely to be the only types of mammals around. They seldom exist in areas with large carnivores, since they would be quickly wiped out.
Minimals are sometimes found with smaller humanoids or fey, especially if the locale is isolated. Minimals that can be domesticated are valued by short humanoids, such as halflings, as pets of this size are easier for them to control. Minimals cannot and will not be familiars under any circumstances.

CREATING A MINIMAL
"Minimal" is a template that can be added to any normal animal which is medium-sized or larger (referred to hereafter as the "base creature"). The creature type remains unchanged. The creature's size decreases by two size categories, and the animal's dimensions are decreased by 3/4 the size. Minimals are usually only created from land animals. A minimal uses all the base creature's statistics and special abilities except as noted here. All listed changes that require consulting the Monster Manual should be performed in *reverse* (for example, a creature going from Huge to Large loses 8 Str and 4 Con, gains +2 Dex, loses -3 from natural armor, and gains +1 to it's AC and attack bonus).

Hit Dice: The number of hit dice is halved from the base creature.
Initiative: Same as the base creature
Speed: The speed is halved from the base creature, rounded to the nearest increment of 10.
AC: The creature's armor class increases according to the chart on page 12 of the Monster Manual, although its natural armor may decrease.
Attacks: The creature's number of attacks and type of attacks remain unchanged, but its attack modifier decreases according to the chart on page 12 of the Monster Manual, and its bonus to hit may also decrease according to its new Hit Dice and Str.
Damage: The damage that the creature's natural attacks cause changes according to the chart on page 14 of the Monster Manual.
Face/Reach: The creature's face and reach may decrease, depending on how small its dimensions become.
Special Attacks: Same as the base creature; damage from special attacks may be decreased.
Special Qualities: Same as the base creature; also Save bonuses
Saves: The creature's saving throws decrease as its ability scores change. (see below)
Abilities: The creature's Str, Dex, and Con decrease according to the chart on page 12 of the Monster Manual.
Skills: Same as the base creature
Feats: Same as the base creature

Climate/Terrain: Same as the base creature
Organization: Same as the base creature
Challenge Rating: 1/2 of base creature
Treasure: None
Alignment: Same as the base creature
Advancement: ---

COMBAT
Minimals fight in the same manner as the normal breeds. They respect larger opponents and will usually attack only small prey or when they have superior numbers. Naturally, they will fight if cornered.
Save Bonuses (Ex): Minimals are not magical beasts, but the magical process that created them from normal animals has made them hardier than normal. They receive a +2 bonus to all saving throws. Additionally, they receive a +2 to save against poison to help them against poisonous predators, and they receive a +4 to saves against any sort of enchantment spell, including those spells meant to charm animals.

Minimals first appeared in the Monster Manual II (Gary Gygax, 1983).
 

BOZ

Creature Cataloguer
ULDRAS

Uldra
Small Humanoid (uldra)
Hit Dice: 1d8+2 (6 hp)
Initiative: +1 (Dex)
Speed: 20 ft.
AC: 14 (+1 Dex, +3 leather armor and shield)
Attacks: Longsword +0 melee; or shortbow +1 ranged
Damage: Longsword 1d8; or shortbow 1d6
Face/Reach: 5 ft. by 5 ft./5 ft
Special Qualities: Uldra traits, speak with animals, pass without trace, Darkvision 120 ft.
Saves: Fort +2, Ref +3, Will +0
Abilities: Str 10, Dex 12, Con 15, Int 12, Wis 10, Cha 8
Skills: Listen +3, Spot +4
Feats: Weapon Focus (longsword)

Climate/Terrain: Any cold and underground
Organization: Solitary, pair, troop (3-40, plus 1 2nd-level ranger), clan (30-400, ; plus 1 4th-level ranger lieutenant and 1 6th-level ranger-chief per 50 uldras; plus 1 4th-level druid per 100 uldras; plus 1 4th-level ranger, 1 4th-level druid, 1 7th-level druid, and 1 7th-level ranger per 200 uldras; plus 2-12 rangers of 2nd-5th level, 2-8 druids of 2nd-4th level, and 50% noncombatant females and young, and animal guardians (5-30 giant badgers (01-30%), 2-8 brown bears (31-50%), or 5-20 wolves (51-00%)) per clan)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually lawful good
Advancement: By character class

Uldras are in the same family tree as gnomes and dwarves, but they are a completely separate race. The physical resemblance as well as similarities in attitudes definitely remind one of the uldra's brother races, but the uldra have a completely different way of going about things than the other demihumans. Uldra's are about midway in height between dwarves and gnomes, being around 4' tall on the average. They have large noses and full beards like their cousins, but their ears are significantly pointier, much like an elf's.
The skin of the uldra is fairly colorless, as indicated by its whitish-yellow complexion. Uldras have grey or white hair, and their eyes are most often gray. Uldras also usually wear drab, gray clothing. They wear simple tunics, with colorful conical hats, and pointed boots. The average uldra lives for 900 years; see the age categories in Table 2.
Uldras speak Common, Draconic, Gnome, Elf, Dwarf, Sylvan, and their own language. Uldras can also speak with any creature that has animal intelligence or better.

COMBAT
Uldras are typically armored with leather armor and shield, and some may carry rings of protection +1 or other devices. Uldras typically carry the following weapons: Sword and light crossbow (10%), Sword and short bow (15%), Sword and spear (20%), Axe and pick (20%), Axe and mace (15%), Mace and hammer (20%).

Speak with Animals (Sp): 3/day as a 1st-level druid.
Pass without Trace (Sp): 1/day as a 1st-level druid.
Uldra traits (Ex): Uldras benefit from a number of racial traits:
Small: As Small creatures, uldras gain a +1 size bonus to Armor Class, a +1 size bonus on 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 characters.
Darkvision: Uldras can see in the dark up to 120 feet. Darkvision is black and white only, but it is otherwise like normal sight, and uldras can function just fine with no light at all.
+2 racial bonus on saving throws against poison. Uldras are very hardy and resistant to toxins.
+2 racial bonus on saving throws against spells and spell-like effects.
Due to their knowledge of nature, uldras have the ability to identify plants, animals, and pure water.
Stonecutting: Stonecutting grants uldras a +2 racial bonus on checks to notice unusual stonework, such as sliding walls, stonework traps, new construction, unsafe stone surfaces, shaky stone ceilings, and the like. (This ability works the same way as it does for dwarves.)
+4 racial bonus to Listen checks. Uldras have very sensitive hearing.

SOCIETY
Uldras dwell in icy dungeons or tundras. They are closely related to dwarves and gnomes, and have a great love for nature. As a result of this love, uldras have a strong love and empathy for wild animals. Uldras generally live in clans similar to those of dwarves and gnomes. An uldric lair is always an underground complex mined through ice or solid rock.
Uldras have most of the aspects of their gnomish and dwarven cousins, although uldras are somewhat more cheerful than dwarves, but still less cheerful than gnomes. Uldras enjoy eating, drinking, and telling stories around campfires - especially if they are about their patron deity, Aslak. Uldras view dwarves and gnomes as their brothers, and are on friendly terms with both races. Uldras love precious metals and gems, and are consequently excellent miners and gemcutters; they are also good woodworkers. Although uldras generally view elves with neutrality (and sometimes even with apathy), they tend to associate well with elves after the "first impression" is broken, especially since both races share the same love of nature. Uldras are highly courageous, and friends or foes are never forgotten.

CHARACTERS
An uldra's favored class is ranger; most uldra leaders are rangers. Uldras are also commonly druids, and are occasionally fighters, clerics, and rogues.

The uldra first appeared in Dragon Magazine #119 (1987, "The Uldra", Calle Lindstrand)





PLAYER CHARACTER INFORMATION
Being demi-humans, uldras would make excellent player characters if so allowed by the DM. Uldric PCs have the same abilities to speak with animals, walk without leaving a trail, and see in the dark as uldric NPCs. The following information also applies.
Uldras may be of any alignment, though most are lawful good. Player character and NPC uldric druids may worship any uldric deity, though the majority of them are neutral good and worship Maitak (see below). This came about after the death of the old druidic deity in the time of Ilmarhil (see below). The druid's alignment must match that of his or her deity in any case.

ULDRA RACIAL TRAITS
+1 Dexterity, +1 Constitution, -2 Charisma
Uldra base speed is 20 feet.
Automatic Languages: Common and Uldra. Bonus Languages: Draconic, Dwarf, Elf, Gnome, Sylvan.
Favored Class: Ranger. A multiclass uldra's ranger class does not count when determining whether he suffers an XP penalty for multiclassing (see Experience for Multiclass Characters, page 56 in the Player's Handbook).

TABLES (as per page 93 in the Player's Handbook)
Aging:
Adulthood; 50
Barbarian/Ranger/Sorceror; +6d6
Bard/Fighter/Paladin/Ranger; +8d6
Cleric/Druid/Monk/Wizard; +12d6

Middle Age; 400
Old; 600
Venerable; 900
Max Age; +2d% years

Base height, man; 3'2"; woman; 3'0"
Height Modifier; +2d6
Base weight, man; 105 lbs.; woman; 80 lbs.
Weight Modifier; x(1d6) lbs.




ULDRIC DEITIES
It is said that when the gods assembled in the beginning of time to draw lots for the parts of the world where their people would dwell, humans were allowed to dwell anywhere; elves received the green forests, dwarves received the mountains, gnomes received the hills, halflings received the fields, and the evil orcs were scattered amongst all the realms. The uldras received the lot for the icy tundras and the northern pine forests. The uldras grew very fond of their habitat and developed their intense love of nature as a result of their existence in these regions. Uldric gods and clerics frequently refer to "the time of Ilmarhil." It is said that this was a time of happiness for the uldric gods. However, this time was ended by an evil, uldric god who had been a high-level assassin as a mortal. Before Aslak killed him in fair combat, this god managed to eliminate most of the uldric gods from the original uldric pantheon. This is why there are no female or greater gods left among the remaining gods. This is also why Aslak (who ruled the pantheon during the time of Ilmarhil) hates evil so passionately, but this does not mean that there are no evil uldras. It simply means that such uldras are unbelievers, or worship the dwarven god Abbathor or the gnomish god Urdlen.
Uldras do not usually worship non-uldric gods (with the exception of Abbathor and Urdlen); nevertheless, they maintain a casual respect for the gnomish and dwarven gods. In fact, uldric gods are known to cooperate with gnomish and dwarven gods when they are needed. Moradin, Garl Glittergold, and Aslak once fought side-by-side against several major demon princes united under Demogorgon when the demons threatened the three demi-human races. (The uldric deities have always had difficulty dealing with the demons of the Abyss.) The uldric gods live on one of the planes of Arcadia in an area known as the Silver Tundra. They are all ruled by Aslak, the wise one. Elks (and the horns of such animals) are commonly viewed as sacred elements of nature; the uldras view elks as symbols of the beauty and purity of nature. As stated before, uldras have a great love of nature and severely punish vandals who abuse their natural surroundings.
Uldric deities do not usually deal with gods from pantheons other than the dwarven and gnomish ones. Additionally, the uldric gods view orcish and goblin deities as bitter enemies. Priests of Uldric gods all wear chain mail as vestments, and the traditional conical hat as headwear. Uldric clerics and druids are usually male, but female ones do exist.

DIETY **** ALIGNMENT **** DOMAINS
Aslak, God of Uldras * Lawful Good * Animals, Good, Law, Protection
Maitak, God of Nature * Neutral Good * Animals, Earth, Good, Plant
Salturen, God of Justice * Lawful Neutral * Law, Protection, Strength, War
Talminen, God of Freedom * Chaotic Good * Chaos, Good, Luck, Trickery


ASLAK ("The Wise One")
Greater god
ALIGNMENT: Lawful good
WORSHIPER'S ALIGNMENT: Lawful good (uldras)
SYMBOL: The horn of an elk
PLANE: Arcadia

Aslak is the leader of the uldric pantheon (he is also the only greater god therein). The uldras respectfully call him "old" as he is truly old, wise, and experienced. Aslak has fought battles with many evil orcish and goblin gods, and with many demons of the abyss. (The evil side usually suffered the worst casualties of the battle.) Aslak has fought Maglubiyet, the patron god of goblins, and Gruumsh One-Eye (whom he forced to retreat). Aslak also killed the evil god that murdered most of the original pantheon (his name is never spoken and very few uldras actually know what this god was called). Aslak, like his people, bears a great love of nature and punishes those who abuse their natural surroundings.
Aslak always appears as a handsome, gray-skinned uldra. He always appears as a larger than life uldra, about the same height as an ogre. His white beard is long, telling the tale of his many years. Aslak owns an elkhorn with very sharp points that he uses as a weapon, and which can also summon woodland beings and heal Aslak completely once per day.
Aslak has a elk companion, Kaiko. His followers worship him in secluded, sunlit caves. His holy color is gray. His holy day is the new moon, and his worshippers sacrifice berries and leaves symbolically to him monthly.


MAITAK (lord of nature and mountains)
Demigod
ALIGNMENT: Neutral good
WORSHIPERS ALIGNMENT: Good (uldras)
SYMBOL: A great pine tree
PLANE: Arcadia

Maitak is the son of a great uldric god (who was killed during the time of Ilmarhil) and a mortal female uldra. Maitak is the half-brother of Talminen. He is both the god of nature and of mountains. As the god of nature, Maitak protects the realm of nature and those creatures who depend upon it for their sustenance. As the god of mountains, Maitak can increase the amount of precious metals in a mountain.
Maitak appears as a handsome uldra with gold-colored hair, but has a shorter beard than uldras usually have. He often travels with his half-brother, Talminen. Maitak wields a silver-colored spear (a gift from his father).
Maitak is associated with unicorns, as a nature god. His followers worship him in caves and large forest clearings especially set aside for rituals. His holy color is yellow, like his hair. His holy day is the first day of the spring season, and as a god of nature, his followers sacrifice a handful of earth every month as a symbol of fertility.


SALTUREN (god of justice)
Lesser god
ALIGNMENT: Lawful neutral
WORSHIPER'S ALIGNMENT. Lawful good or lawful neutral (uldras)
SYMBOL: A set of scales
PLANE: Arcadia

Salturen appears as a man-sized uldra with a grayish-black beard and a gruff countenance. He is the god of fair justice and believes all lawful-evil actions are an abuse of the law. Salturen owns a shining magical white shield with an uldric rune written upon its surface in black ink. This shield reverses all attacks so that damage inflicted upon Salturen is instead inflicted upon the attacker, and it also heals Salturen once a day. Salturen's clerics and druids serve as judges at court and are empowered to enforce uldric laws.
Salturen's followers worship him in wooden temples that they have constructed themselves. His holy color is white. His holy day is the first day of winter, and every month his followers sacrifice gems to his honor.


TALMINEN (god of freedom)
Lesser god
ALIGNMENT: Chaotic good
WORSHIPERS ALIGNMENT: Chaotic good (uldras)
SYMBOL: The broken thorn
PLANE: Arcadia

Talminen has the same father as Maitak, but a different mother (his mother was an uldric goddess who is now dead). Talminen resembles his brother in many aspects, although Talminen is a bit taller than Maitak and has a beard that is slightly grayer. Both Talminen and Maitak appear to be in their youthful stages.
Talminen's traveling partners are his half-brother Maitak and a unicorn named Anor Speedrunner (who is exceptionally intelligent and is of chaotic-good alignment). Anor is identical to a typical unicorn, with the following changes: HD: 8d10+54 (98 hp); Init +4 (Dex), AC: 22 (-1 size, +4 Dex, +9 natural); Abilities: Int 20, all other abilities +2 (and therefore Anor has more skills than a typical unicorn), CR: 7. Anor only allows Talminen or Maitak ride upon him.
When the orcish gods imprisoned a great uldric lord who had beaten an orcish tribe, Talminen and Maitak went to the Nine Hells to speak in the lords behalf. "Free him; he has only done what was right," said Talminen. Gruumsh looked down on the little uldric god and sneered. "What he has done cannot be forgiven. No one defeats my people and lives. He shall be a prisoner for life - nay, he shall be a prisoner even after his death. He shall be a slave for infinity." He-Who-Never-Sleeps laughed loudly and long.
"Then, One-Eye, there is nothing else to do," Talminen said, and began tearing down the fence of thorns that imprisoned the uldra. Talminen, Maitak, Anor, and the uldric lord escaped the wrath of Gruumsh because the orcish god was afraid of confronting Aslak, whom he had once fought. (Gruumsh did not actually lose this original confrontation; he was, however, forced to retreat -an action which was very dishonorable. This is one of the reasons why orcs and uldras hate each other with such violence.)
The story of the imprisoned uldra is the main reason Talminen is the patron of freedom; it is also explains the symbol of the broken thorn. Talminen wields a magic spear like the one his brother owns. It was also a gift from his father.
Talminen's followers worship him out in the open wilderness, usually in a vast field or tundra. His holy color is green. His holy day is the quarter moon, and his followers sacrifice feathers to him every month, as a symbol of flight and freedom.


KAIKO (Aslak's elk)
Large Magical Beast
Hit Dice: 16d10+112 (200 hp)
Initiative: +4 (Dex)
Speed: 60 ft.
AC: 24 (-1 size, +4 Dex, +11 natural)
Attacks: 2 +2 horns +23; or 2 hooves +21
Damage: +2 Horns 2d12 +8; or Hoof 2d8 +6
Face/Reach: 5 ft. by 10 ft./5 ft
Special Attacks: Horns
Special Qualities: Scent, SR 18
Saves: Fort +17, Ref +16, Will +9
Abilities: Str 22, Dex 18, Con 24, Int 20, Wis 18, Cha 16
Skills: Balance +9, Climb +11, Hide +9, Jump +11, Knowledge (nature) +10, Knowledge (religion) +10, Listen +9, Move Silently +9, Sense Motive +9, Spot +9, Wilderness Lore +9
Feats: Alertness, Lightning Reflexes, Run, Track, Weapon Focus (horns)
Challenge Rating: 16
Alignment: Always lawful good

Kaiko appears to be a normal elk in all respects except for his size, being 16' tall at the shoulder. Kaiko usually allows only Aslak to mount him, but he is known to have saved uldras in dangerous situations. Kaiko is not only Aslak's mount - he is also the messenger of the uldric gods.

COMBAT
Kaiko never initiates combat, unless ordered to attack by Aslak or one of the other uldric gods acting in his name. Kaiko is usually timid, but his strong physique keeps him from being accosted.
Horns (Su): Kaiko's two horns are magically sharp and are +2 to hit with a Gore attack. The horns also have all the functions of a wand of enemy detection.
Teleport (Su): Kaiko can teleport to any plane at any time, and can be used as a mount in any mode of transportation (normal or magical).
Skills: Kaiko receives a +4 racial bonus to Hide and Move Silently checks. In woodlands, the Hide bonus increases to +8.

(I credit Hardisson's deer design in helping me with Kaiko.)
 




BOZ

Creature Cataloguer
cool scott, glad ya like em. :) you might want to mess with the math a bit. as usual, i guesstimated a lot with the numbers. a lot of it goes along with the 1e/2e stats for individual minimals, but not all of it. this template should make a good bookend to erica's dire creature template. :)
 

Devon

First Post
ah, the Urd

I remember having a good time with the Urd in 2e... they were flying kobolds with many more hit points. I then discovered that the 2-3 HD entry was likely a typo, and that they had meant 2-3 hit points, as it went on to state that their king would have a full 4 hit points.

Now that we have the 3e rules, it makes more sense to have them as slightly more powerful than normal kobolds, then adding class levels to generate their King and other leaders.

- Devon
 

BOZ

Creature Cataloguer
Re: ah, the Urd

Devon said:
I remember having a good time with the Urd in 2e... they were flying kobolds with many more hit points. I then discovered that the 2-3 HD entry was likely a typo, and that they had meant 2-3 hit points, as it went on to state that their king would have a full 4 hit points.

really? where did it say that? i'll have to check that out. if you're referring to the urds from the Monstrous Manual, i got these original stats from Monstrous Compendium 2, so there may be a difference.
 

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