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


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Knightfall

World of Kulan DM
The Crystkyn Revised - different base creature.

Crystkyn
Medium Dragon (Cold)
Hit Dice: 4d10+8 (30 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
AC: 22 (+1 Dex, +6 natural, +3 mw studded leather armor, +2 heavy wooden shield), touch 11, flat-footed 21
Base Attack/Grapple: +4/+10
Attack: +12 melee (1d8+6/x3, mw battleaxe) or +9 ranged [1d8+2/x3, composite longbow (+2 Str bonus)] or +10 melee (1d4+6, 2 claws) and +5 melee (1d6+3, bite)
Full Attack: +12 melee (1d8+6/x3, mw battleaxe) and +5 melee (1d6+3, bite) and +5 melee (1d4+3, claw) or +9 ranged [1d8+2/x3, composite longbow (+2 Str bonus)] or +10 melee (1d4+6, 2 claws) and +5 melee (1d6+3, bite)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Breath weapon, ice blast
Special Qualities: Darkvision 60 ft., immunities, low-light vision, snowsight, vulnerability to fire
Saves: Fort +5, Ref +5, Will +4
Abilities: Str 23 (+6), Dex 12 (+1), Con 15 (+2), Int 12 (+1), Wis 11 (+0), Cha 10 (+0)
Skills: Climb +10, Hide +6*, Listen +7, Move Silently +6, Perform (any one) +4, Spot +7, Survival +7
Feats: Great Fortitude, Weapon Focus (battleaxe)

Environment: Inner planes; or temperate and cold mountains
Organization: Solitary or family [2–4 plus 1 frost folk plus 1–2 wolves plus 1 crystal dragon (50% chance)]
Challenge Rating: 4
Treasure: Standard
Alignment: Always chaotic neutral
Advancement: By character class
Level Adjustment: +4

Those that have encountered the xenophobic frost folk are often surprised to learn that many frost folk have one or two half-dragons living amongst them. Most of these half-dragons are of the white variety, but every once in a while a frost folk woman mates with a polymorphed male crystal dragon.

Such half-dragons are rare, however, often being the result of the male crystal dragon finding a frost folk female, wandering alone in the frostfell, separated from her clan or village. As crystal dragons are the chaotic sort, the male is as likely to kill (and maybe eat) the female as rescue her.

If he finds her intriguing, however, then he’ll likely rescue her and take her back to his ice palace. If she is good company (not to boring, good sense of humor) then he’ll offer her a choice – return to her people or stay with him. More often than not the female chooses to return to her people. Those rare few that take up with the crystal dragon often find such a life full of comforts, plenty, and good humor.

Crystkyns are the result of such odd romances and a crystal dragon father goes to great lengths to protect his mate and children (initially), but such males have been known to leave after a short period of time (short to a dragon, that is). Frost folk females, and her children, abandoned in this way are on her own, as her kin will kill both her and her children. (More often, the father loses interest after his frost folk mate dies of old age.)

Crystkyns look like frost folk, for the most part, although their skin is covered in thick glossy white scales, which become translucent as a crystkyn reaches old age. Their scaly skins tend to shimmer in the light but aren’t as dazzling as a full crystal dragon’s scales. Their eyes are either deep blue or a brilliant yellow, while their hair is either white as snow or shining silver.

Crystkyns grow up in a strange, yet loving environment and they are very curious about the outside world, beyond their fathers’ ice palaces, while also being a little afraid of the unknown. They often have a good sense of humor, which can seem alien to humanoids, as most of their humor they get from their fathers. A crystkyn who is abandoned by his or her father at an early age tends to be more moody and withdrawn, however.

A crystkyn always has access to some of their father’s horde, being granted a small largess when they reach adulthood. At minimum, a crystkyn PC will have the masterwork items noted in the statistic block, as well as maximum starting gold for their class. Crystkyns love the idea of adventure and many leave home at an early age to see the more temperate climes.

Crystkyns speak Common and Draconic.

Combat
Crystkyns are as varied as the lives they lead. No two will approach a fight in the exact same way. They prefer to attack with manufactured weapons but are will defend themselves with their natural weapons, if caught unarmed.

Breath Weapon (Su): 30-foot cone, once per day; damage 6d8 brilliant light plus blinded for 1d4 rounds, Reflex half DC 14, successful save negates the blinding effect. The save DC is Constitution-based.

Ice Blast (Su): Crystkyns can produce a 20-foot cone of icy mist from their left eye. This deals 2d6 points of cold damage to all creatures within the area (Reflex save DC 14 half). The save DC is Constitution-based. Once a crystkyn uses his ice blast, he must wait 1d4 rounds before he can use this ability again.
Immunities: A crystkyn has immunity to cold, sleep and paralysis effects.

Snowsight (Ex): All crystkyns have innate snowsight, as the spell. No snowstorm can obscure their vision.

Skills: *All crystkyns gain a +8 racial bonus on Hide checks in snow and ice terrain.

Crystkyns as Characters
Crystkyns favor the bard or psychic warrior class. Crystkyns are natural performers and jokesters, but many also learn the secrets of merging psionics with battle from their fathers. They also tend to become fighters, druids, rogues, and sorcerers. They often multiclass as bard/fighters, bard/sorcerers, fighter/druids, fighter/rogues, psychic warrior/druids, and psychic warrior/sorcerers. They rarely become clerics but when they do they often worship a deity of the Frostfell, such as Telchur, or one of the Dragon Deities, such as Aasterinian or Hlal.

Base Creature: Frost Folk (D&D Frostburn)
Template(s): Half-Dragon, Crystal (D&D Monster Manual v.3.5 and D&D Draconomicon: The Book of Dragons)
 

Knightfall

World of Kulan DM
The return of the dragon boatman, v.3.5 style!

Dragon Boatman
Medium Dragon (Evil, Extraplanar)
Hit Dice: 10d10+10 (65 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
AC: 25 (+2 Dex, +13 natural), touch 12, flat-footed 23
Base Attack/Grapple: +10/+15
Attack: +15 melee (1d4+5, claw)
Full Attack: +15 melee (1d4+5, 2 claws) and +11 melee (1d6+2, bite)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Breath weapon, fear gaze, spell-like abilities
Special Qualities: Darkvision 60 ft., immunities, low-light vision, outsider traits, spell resistance 21, summon yugoloth, yugoloth traits
Saves: Fort +8, Ref +9, Will +9
Abilities: Str 21 (+5), Dex 15 (+2), Con 12 (+1), Int 15 (+2), Wis 14 (+2), Cha 12 (+1)
Skills: Appraise +11, Balance +11, Bluff +10, Concentration +3, Diplomacy +10, Intimidate +10, Knowledge (the planes) +11, Listen +13, Profession (boater) +12, Spot +13, Survival +11, Swim +14
Feats: Alertness, Combat Casting, Dodge, Mobility

Environment: Any lower plane
Organization: Solitary
Challenge Rating: 12
Treasure: Standard (coins only)
Alignment: Always neutral evil
Advancement: 11–20 HD (Medium)
Level Adjustment: +8

Dragon boatmen are the result of a female Styx dragon mating with a marraenoloth, a very rare occurrence, thankfully. Dragon boatmen look similar to marraenoloths but with Styx draconic features—slimy dark brown or rusty red scales, lurid yellow eyes, and flipper-like, clawed hands. They are gaunt but very strong.

Dragon boatmen are only found plying their trade on the River Styx and are almost never found anywhere beyond the lower planes. Dragon boatmen prefer the company of yugoloths to that of dragons, although they will interact with other dragon boatmen. They despise Styx dragons and will go out of their way to avoid them, as their “mothers” almost always abandon them after birth.

Dragon boatmen speak Abyssal, Draconic, and Infernal.

Combat
Dragon boatmen rely on their breath weapon, natural attacks, and spell-like abilities for offense and defense. Dragon boatmen are more likely to defend themselves violently, although they have the “silver tongue” of yugoloths when dealing with fiends and other evil outsiders.

Breath Weapon (Su): 30-foot line, once per day; damage 6d8 acid, Reflex half DC 16. The save DC is Constitution-based.

Fear Gaze (Su): When a dragon boatman stares at a creature, the latter must succeed at a Will save (DC 16) or become shaken for 1d4 rounds. This is a mind-affecting fear effect.

Spell-Like Abilities: At will—alter self, animate dead, charm person, phantasmal killer, poison, produce flame, greater teleport. Caster level 10th; save DC 10 + spell level.

Immunities: A dragon boatman has immunity to disease, poison, sleep, and paralysis effects.

Summon Yugoloth (Sp): Once per day, a dragon boatman can summon a marraenoloth with a 75% chance of success. This is equivalent of a 5th-level spell.

Yugoloth Traits: A yugoloth is immune to poison and acid. It has cold, fire, and electricity resistance 10. Yugoloths can communicate telepathically with any creature within 100 feet that has a language.

Base Creature: Yugoloth, Marraenoloth
Template(s): Half-Dragon, Styx (D&D Monster Manual v.3.5 and D&D Draconomicon: The Book of Dragons)
 

Knightfall

World of Kulan DM
Djilot
Medium Outsider (Air, Extraplanar)
Hit Dice: 2d8+6 (15 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
AC: 16 (+3 Dex, +2 natural, +1 silk swathes), touch 13, flat-footed 13
Base Attack/Grapple: +2/+5
Attack: +5 melee (1d6+3/19-20/x2, manople) or +5 melee (1d4+3, claw)
Full Attack: +5 melee (1d6+3/19-20/x2, manople) and +0 melee (1d6+1, bite) or +5 melee (1d4+3, 2 claws) and +0 melee (1d6+1, bite)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Improved grab, pounce, spell-like abilities, weapon familiarity (manople)
Special Qualities: Air subtype, darkvision 60 ft., low-light vision, scent
Saves: Fort +3, Ref +6, Will +6
Abilities: Str 16 (+3), Dex 17 (+3), Con 17 (+3), Int 13 (+1), Wis 16 (+2), Cha 13 (+1)
Skills: Balance +12, Climb +12, Concentration +5, Hide +12*, Jump +16, Knowledge (the planes) +3, Listen +15, Move Silently +12, Spot +7, Tumble +6, Survival +2
Feats: Weapon Finesse

Environment: Elemental Plane of Air
Organization: Solitary, pair, or family (3–5)
Challenge Rating: 4
Treasure: Standard
Alignment: Always chaotic good
Advancement: By character class
Level Adjustment: +5

Djilots are catlike humanoids native to the Elemental Plane of Air. Their fur is often dusky or blue white in color and their eye color ranges from sky blue to sandy brown. They either dress in loose-fitting, airy garments or wear nothing at all. Amongst other races they tend to do the former, for modesties sake.

They are curious creatures and are happiest adventuring, wandering, hunting for food, and sleeping. The are often found living amongst the djinn on their floating islands or on Material Planes worlds with an abundance of air-based magical societies with flying machines (i.e. airships), as well as worlds with hot, arid environments.

Djilots love the open air and hate being confined. They prefer to stay out of the water but they are not afraid of it. They love to serve on air and sea sailing vessels so that they can feel the wind rippling through their fur. A djilot is never as happy, as he or she is floating through the open air, and they will often travel airborne, while their companions travel on the land.

Djilots speak Common and Auran.

Combat
Djilots are quick and nimble in a fighting using their sharp claws and bite to keep foes at bay. They are great jumpers and love to hunt wild birds such as hawks. When using manufactured weapons they prefer light weapons that match their agility and grace.

Improved Grab (Ex): To use this ability, a djilot must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold.

Pounce (Ex): If a djilot charges a foe, it can make a full attack.

Spell-Like Abilities (Sp): Djilots with an Intelligence or Wisdom score of 8 or higher possess the following spell-like abilities, using their character level (class levels plus HD) as the caster level, as specified below. Each ability is usable once per day.

1–2: obscuring mist; 3–4: wind wall; 5–6: gaseous form; 7–8: air walk; 9–10: control wind; 11–12: chain lightning; 13–14: control weather; 15–16: whirlwind; 17–18: elemental swarm; and 19+: plane shift.

Weapon Familiarity: Djilots may treat manoples as martial weapons, rather than exotic weapons. For more information on the weapon known as the manople see page 97 of D&D Sandstorm: Mastering the Perils of Fire and Sand.

Skills: Djilots have a +4 racial bonus on Balance, Climb, Hide, and Move Silently checks, and a +8 racial bonus on Jump and Listen checks. They use their Dexterity modifier instead of their Strength modifier for Jump checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.

Djilots as Characters
Djilots favor the sorcerer or wizard class. (Djilots of Kulan favor the elementalist class.) Djilots love all things magical and they are naturally inclined towards classes that favor magic use and research. Djilots also often become bards, rogues, spellthieves, warlocks, and warmages. Djilots often multiclass as bard/sorcerers, bard/wizards, bard/rogues, rogue/sorcerers, rogue/spellthieves, rogue/wizards, and warlock/warmages.

Djilots aren’t much for divine magic and they rarely become clerics or paladins. An individual djilot sometimes chooses the path of the druid or ranger, in order to be closer to the winds of the Elemental Plane of Air or the Material Plane. Those few djilots that choose divine worship often choose Akadi. Djilot clerics can choose any two of the following domains: Air, Illusion *, Travel, and Trickery. *A domain from FRCS.

Base Creature: Serval (Savannah Wildcat) (D&D Sandstorm)
Template(s): Anthropomorphic Animal (D&D Savage Species) and Half-Elemental, Air (D&D Manual of the Planes)
 
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Knightfall

World of Kulan DM
Below is the v.3.5 update information listed for the Half-Elemental Template. Specifically, the bolded section.

"Half-Elementals: Half-elementals gain skills and feats as the base creature. They gain the relevant elemental subtype (Earth, Air, Fire, or Water), but no other special qualities. They gain the spelllike abilities listed in the relevant table. They have a level adjustment of +3."

That makes me think that half-elementals don't gain the following Special Qualities anymore: immune to disease and effects from their own elements (use cold for air) and +4 bonus on Fortitude saves against poison.

Opinions please and thank you!

KF
 
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Krishnath

First Post
Knightfall1972 said:
no worries... at least about that. Below is the v.3.5 update information listed for the Half-Elemental Template. Specifically, the bolded section.

"Half-Elementals: Half-elementals gain skills and feats as the base creature. They gain the relevant elemental subtype (Earth, Air, Fire, or Water), but no other special qualities. They gain the spelllike abilities listed in the relevant table. They have a level adjustment of +3."

That makes me think that half-elementals don't gain the following Special Qualities anymore: immune to disease and effects from their own elements (use cold for air) and +4 bonus on Fortitude saves against poison.

Opinions please and thank you!

KF72

p.s. I've updated the Djilot, accordingly.

This is correct.
 


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