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

Knightfall

World of Kulan DM
Planetouched, Go’lok
Medium Outsider (Evil, Lawful)
Hit Dice: 1d8+2 (6 hp)
Initiative: +2 (Dex)
Speed: 20ft. in scale mail (4 squares); base speed 20ft.
AC: 19 (+2 Dex, +4 scale mail, +2 heavy shield, +1 natural), touch 12, flat-footed 17
Base Attack/Grapple: +1/+4
Attack: Claw +4 melee (1d4+3) or dwarven waraxe +5 melee (1d10+2) or composite shortbow (+3) +3 ranged (1d6+3)
Full Attack: 2 claws +4 melee (1d4+2) and bite -1 melee (1d6+1) or dwarven waraxe +5 melee (1d10+2) and bite -1 melee (1d6+1) and claw -1 melee (1d4+1) or composite shortbow (+3) +3 ranged (1d6+3)
Space/Reach: 5ft./5ft.
Special Attacks: Smite good
Special Qualities: Damage reduction 5/magic, spell-like abilities, stability, stonecunning, weapon familiarity, plus other racial traits (see below)
Saves: Fort +5*, Ref +2*, Will -1*
Abilities: Str 17 (+3), Dex 15 (+2), Con 16 (+3), Int 14 (+2), Wis 9 (-1), Cha 8 (-1)
Skills: Appraise +6**, Concentration +5, Craft (blacksmithing) +6**, Craft (stonemasonry) +6**, Knowledge (arcana) +4, Knowledge (the planes) +4, Listen +3, Search +4, Spellcraft +4, Spot +3
Feats: Weapon Focus (dwarven waraxe)

Environment: Any hill, mountains, and underground
Organization: Team (2–4), squad (11–20 plus 2 3rd-level sergeants and 1 leader of 3rd to 6th-level), or clan (30–100 plus 30% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)
Challenge Rating: 2
Treasure: Standard coins; double goods; standard items
Alignment: Always lawful evil
Advancement: By character class
Level Adjustment: +4

Dwarves are known for their vigilance against evil even so much as to take the fight to it. This often leads to dwarven warriors dying or being taken prisoner. Those unfortunate dwarven souls that are captured by fiends are often dragged backed to the Nine Hells or the Abyss. Those taken by demons don’t last long in the chaos of the Abyss. However, dwarves adapt better to the lawful nature of the Hells, regardless of the horrors that exist there.

Go’loks are children of dwarven slaves that adapted to living within the lawful and evil society of the devils in the Nine Hells. They appear to be dwarves but with mottled skin, which ranged from blood red to pitch black. They have long, black claws and jagged teeth, as well as milky-white eyes filled with malevolence.

Go’loks speak Dwarven and Infernal.

Combat
Go’loks use tactics like normal dwarves but without honor or mercy. They battle to kill, maim, and smite good opponents using traditional dwarven weapons modified with jagged edges and fiendish engravings.

Smite Good (Su): Once per day a go’lok can make a normal melee attack to deal extra damage equal to its Hit Dice against a good foe. This ability doesn’t stack with the Smite Good class ability of the Blackguard prestige class.

Spell-Like Abilities: 3/day—darkness. This ability is as if the spell is cast by a 1st-level cleric.

Stability: A go'lok gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).

Stonecunning: This ability grants a go'lok a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but that is disguised as stone also counts as unusual stonework. A go'lok who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a go'lok can use the Search skill to find stonework traps as a rogue can. A go'lok can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.

Weapon Familiarity: Go’loks may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.

Go’loks as Characters
Go’loks favor the fighter class.

Go’lok Traits
Go’loks benefit from a number of racial traits:
— +4 to Strength, +4 to Dexterity, +4 to Constitution, +4 Intelligence.
— Medium-sized. (Use dwarf height and weight. See the PHB in Chapter 6: Description.)
— Base land speed is 20 feet. However, go’loks can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
— Darkvision up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
— A go’lok is immune to poison and has acid, cold, electricity and fire resistance 20.
— +1 racial bonus to attack rolls against orcs and goblinoids, through special combat training.
— +2 racial bonus to Will saves against spells and spell-like abilities. *Not reflected in the saving throw numbers given here.
— +4 dodge bonus against giants, through special defensive training. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
Special Attacks: Smite good.
Special Qualities: DR 5/magic, spell-like abilities.
Skills: Go’loks receive a +2 racial bonus to Appraise checks and Craft or Profession checks that are related to stone or metal. **Not reflected in the skill numbers given here.
Automatic Languages: Dwarven and Infernal. Bonus Languages: Giant, Goblin, Orc, Terran, and Undercommon.
Favored Class: Fighter. A multiclass go’lok's fighter class does not count when determining whether he suffers an XP penalty for multiclassing.

Base Creature: Dwarf
Template(s): Half-Fiend (D&D Monster Manual v.3.0), converted to v.3.5
 

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Knightfall

World of Kulan DM
Planetouched, Scalefolk
Medium Outsider (Native, Reptilian)
Hit Dice: 2d8+6 (15 hp)
Initiative: +1
Speed: 30 ft. (6 squares); fly 60 ft. (good)
AC: 17 (+1 Dex, +6 natural) or 19 (+1 Dex, +6 natural, +2 heavy shield), touch 11, flat-footed 16 or 18
Base Attack/Grapple: +1/+4
Attack: +4 melee (1d4+3, claw) or +4 melee (1d6+3, club) or +2 ranged (1d6+3, javelin)
Full Attack: +4 melee (1d4+3, 2 claws) and +2 melee (1d4+1, bite); or +4 melee (1d6+3, club) and +2 melee (1d4+1, bite); or +2 ranged (1d6+3, javelin)
Special Attacks: Daylight, smite evil, spell-like abilities
Special Qualities: +4 racial bonus on Fortitude saves against poison, damage reduction 5/magic, darkvision 60 ft., hold breath, immunity to disease, resistance to acid 10, cold 10, and electricity 10, spell resistance 12
Space/Reach: 5 ft. / 5 ft.
Saves: Fort +3, Ref +4, Will +2
Abilities: Str 17 (+3), Dex 12 (+1), Con 17 (+3), Int 11 (+0), Wis 14 (+2), Cha 14 (+2)
Skills: Balance +7, Concentration +6, Diplomacy +6, Heal +6, Jump +9, Knowledge (religion) +5, Listen +6, Sense Motive +6, Spot +6, Swim +7
Feats: Multiattack

Environment: Temperate marshes
Organization: Gang (2–3), band (6–10 plus 50% noncombatants plus 1 leader of 3rd-6th-level), or tribe (30–60 plus 2 lieutenants of 3rd-6th-level and 1 leader of 4th-10th-level)
Challenge Rating: 2
Treasure: 50% coins; 50% goods; 50% items
Alignment: Always neutral good
Advancement: By character class
Level Adjustment: +5

The race of native outsiders known as the scalefolk is an enigma throughout the world. The race is, obviously, related to lizardfolk and can be found in the same regions as those reptilian humanoids. However, while lizardfolk tend towards neutrality and are known for fiercely protecting their territory from other, scalefolk are actually friendly towards others, as long as their intentions are not malign.

Scholars argue about how scalefolk could come to exist as an actual race and not just as isolated half-celestial lizardfolk. Some believe that a particularly large tribe of lizardfolk was blessed by one of the Five Companions of Talisad (scholars believe Manath is the most likely culprit).

A scalefolk has emerald, silver, or copper scales and dark feathered wings (its feathers are similar to that of waterfowl). A scalefolk weighs from 200 to 250 pounds, like a lizardfolk, but is taller (usually 7 to 8 feet) with a longer tail (4 to 5 feet).

Scalefolk speak Celestial and Draconic.

Combat
Scalefolk prefer diplomacy to conflict when dealing with non-evil opponents. However, they will fight fiercely if provoked and will often use their ability to fly to throw javelins from above. Scalefolk will concentrate their attacks on opponents they know to be evil first, using their smite ability.

A scalefolk’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Daylight (Su): Scalefolk can use a daylight effect (as the spell) at will.

Hold Breath: A scalefolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.

Smite Evil (Su): Once per day a scalefolk can make a normal melee attack to deal 2 point of extra damage against an evil foe.

Spell-like Abilities: Scalefolk can use the following as a 2nd-level cleric: 3/day—protection from evil (DC 13, harmless); 1/day—bless. The save DC is Charisma-based.

Skills: Because of their tails, scalefolk have a +4 racial bonus on Jump, Swim, and Balance checks. The skill modifiers given in the statistics block include a -2 armor check penalty (-4 on Swim checks) for carrying a heavy shield.

Scalefolk as Characters
Scalefolk favor the cleric class. Unlike lizardfolk, scalefolk do not worship the deity known as Semuanya. Instead scalefolk clerics worship the goddess known as Ehlonna, although they more often refer to her as the Lady of the Marshlands. Scalefolk clerics can choose any two of the following domains: Animal, Good, Plant, and Sun.

Base Creature: Lizardfolk
Template(s): Half-Celestial, plus added additional class skills
 

Knightfall

World of Kulan DM
Some finished revisions from last week...

Rut-Kin
Large Fey
Hit Dice: 6d6+18 (39 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
AC: 17 (-1 size, +1 Dex, +7 natural), touch 10, flat-footed – (see text)
Base Attack/Grapple: +6/+14
Attack: +9 melee (3d6+6/x3, greataxe) or +9 melee (1d8+4, gore)
Full Attack: +9/+4 melee (3d6+6/x3, greataxe) and +4 melee (1d8+2, gore)
Space/Reach: 10 ft. / 10 ft.
Special Attacks: Powerful charge 4d6+6
Special Qualities: Darkvision 60 ft., immunities, low-light vision, natural cunning, pipes, scent
Saves: Fort +10, Ref +6, Will +6
Abilities: Str 19 (+4), Dex 12 (+1), Con 17 (+3), Int 9 (-1), Wis 12 (+1), Cha 10 (+0)
Skills: Hide +10, Intimidate +9, Listen +8, Move Silently +8, Perform (drums) +10, Perform (panpipes) +10, Search +10, Spot +10
Feats: Alertness B, Great Fortitude, Power Attack, Track

Environment: Underground
Organization: Solitary, pair, or gang (3–4)
Challenge Rating: 5 (+2 with pipes)
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +3

Rut-kin are a strange crossbreed that combines the power and ferocity of a minotaur with the lustful heart and insatiability of a satyr. It is believed that this crossbreed cannot be natural, although some sages believe the existence of rut-kin proves the existence of cursed female minotaurs. Others scoff at such an idea. They believe the rut-kin are the result of some sick, twisted joke unleashed on the world by a mad archmage or cleric of a trickster god.

Regardless, rut-kin are a nasty nuisance (and danger) when encountered near humanoid lands, as they lust after females of all races and are prone to violence if they don’t get what they want. Rut-kin have none of the charm and wit of true satyrs and can be quite dense. However, they can be placated with good food and wine.

Rut-kin stand nearly as tall as minotaurs and they have the head of a satyr. The rut-kins body looks much like that of a minotaur from the neck down, A rut-kins shaggy hair is red, chestnut, or black. The creature is covered from head to toe with this course hair, much like a minotaur, but it is a great deal shorter than that creature’s fur. Its overall body is sleeker than a minotaur, but the creature is just as powerful.

Rut-kins are smarter and wiser than minotaurs, as well as being less hideous, yet they are still not the brightest beast and pale in comparison to true satyrs in their appearance. This fact tends to make rut-kin moody and unpredictable.

Rut-kins speak Giant and Sylvan.

Combat
Rut-kins are more intelligent, cunning and fast than minotaurs, but they use most of the same tactic those monsters do. The one main difference is a rut-kins use of panpipes. Most often they use such pipes to cause the fear effect.

Powerful Charge (Ex): A rut-kin typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack with a +9 attack bonus that deals 4d6+6 points of damage.

Immunities (Ex): A rut-kin is immune to pipes played by full-blooded satyrs, as well as other half-satyrs.

Natural Cunning (Ex): Although rut-kins are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed.

Pipes (Su): Rut-kins can play haunting melodies on a set of panpipes. All creatures within a 60-ft. radius must make a Will save (DC 10) or fall under a charm person, sleep, or fear spell, as cast by a 6th-level sorcerer.

Skills: Rut-kins gain a +2 racial bonus to Hide, Move Silently, and Perform checks. Rut-kins receive a +4 racial bonus to Search, and a +6 racial bonus to Listen and Spot checks. In addition to their Perform racial bonus, all rut-kins gain 2 ranks in Perform with the following performances: drums and panpipes.

Rut-Kins as Characters
Rut-kins can choose either bard or fighter as their favored class. Rut-kins dual nature tends to divide them regarding which deities they pay homage to. Many rut-kin prefer to worship the Demon Prince of Minotaurs, Baphomet, while other less evil-inclined rut-kin worship one of the many sylvan deities. The most common of these they revere are Oberon, Puck, and the Queen of Air and Darkness.

Base Creature: Minotaur
Template(s): Half-Satyr, by Kitsunekaboom (Templates-from-the-Internet.doc)
 

Knightfall

World of Kulan DM
Scorpogle
Medium Monstrous Humanoid
Hit Dice: 6d8+12 (33 hp)
Initiative: +4
Speed: 40 ft. (8 squares)
AC: 15 (+4 natural, +1 light shield), touch 10, flat-footed 15
Base Attack/Grapple: +6/+7
Attack: +6 melee (1d4+1, pincer claw) or +6 melee (1d4+1, claw)
Full Attack: +6 melee (1d4+1, 2 pincer claws) and +1 melee (1d4, claw) and +1 melee (1d4, bite) and +1 melee (1d4 plus poison, sting)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Constrict 1d4+1, improved grab, poison, rend 2d4
Special Qualities: Damage reduction 5/magic, darkvision 60 ft., dimension door, fire resistance 5, grease, scent, tremorsense 60 ft.
Saves: Fort +5, Ref +4, Will +3
Abilities: Str 13 (+1), Dex 10 (+0), Con 14 (+2), Int 5 (-3), Wis 8 (-1), Cha 6 (-2)
Skills: Climb +5, Escape Artist +10, Hide +6, Move Silently +6, Sleight of Hand +4, Spot +4
Feats: Heat Endurance *, Improved Initiative, Stealthy

Environment: Warm deserts
Organization: Solitary or colony (2–5)
Challenge Rating: 2
Treasure: 50% coins; 50% goods; no items
Alignment: Usually chaotic neutral
Advancement: By character class
Level Adjustment: +5
*A new feat described in D&D Sandstorm: Mastering the Perils of Fire and Sand.

Scorpogles are strange tauric creatures that have the body, claws, legs, and tail of a monstrous scorpion and the upper torso, arms, and head of a boggle (D&D monster Manual II). The creature’s chitinous lower body and humanoid torso are colored blue, making the creature’s appearance even more bizarre.

Scorpogles are the creation of the goddess Lolth, a failed experiment to create a loyal scorpion-like drider race. The creature’s boggle half was too chaotic and dominant for the drow priestesses of Lolth to control. They loosened the scorpogles into the Underdark to wreak havoc upon their enemies, hoping the tauric creature’s hybrid nature would eventually drive them insane and evil. So far, scorpogles have withstood the test of time, often allying themselves with boggles or humanoids with similar mindsets.

Scorpogles speak the same language as boggles and can understand some drow sign language signals.

Combat
Scorpogles are as bright and rational as boggles, which isn’t saying much. They are stronger and tougher than boggles but are no where near as quick in a fight. They are less cowardly than boggles, as they can inflict more damage overall on a full attack action.

Constrict (Ex): A scorpogle deals automatic pincer claw damage on a successful grapple check.

Improved Grab (Ex): To use this ability, a scorpogle must hit with a claw attack. A scorpogle can use either its Strength modifier or Dexterity modifier for grapple checks whichever is better.

Poison (Ex): 1d3 Con initial and 1d3 Con secondary damage, Fortitude save DC 13. The save DCs are Constitution-based.

Rend (Ex): If a scorpogle hits a single target with both claws, it latches onto the opponent’s body and tears the flesh. This attack deals 2d4 points of damage.

Dimension Door (Sp): A scorpogle can use dimension door up to six times per day. Caster level: 7th.

Grease (Su): At will, a scorpogle can secrete an oily, viscous, nonflammable substance from its skin. This ability functions like the spell grease except that the range is touch, the duration is 1 round per Hit Dice of the scorpogle (6 rounds for the typical creature), and the Reflex save DC is 12. This oily fluid also makes the scorpogle tougher to hold onto (see Skills, below). Scorpogles are immune to the effects of this substance.

Skills: A scorpogle receives a +4 racial bonus to Climb, Hide, and Spot checks. Because of its perpetually oily skin, a scorpogle gains a +10 racial bonus on Escape Artist checks.

Scorpogles as Characters
Scorpogles favor the fighter class. Scorpogles never worship Lolth, as they consider the drow to be their mortal enemies. They prefer to worship deities of the waste and often choose to worship Zoser. Scorpogle clerics of Zoser have access to two of the following domains: Air, Chaos, Destruction, Sand , and Summer . Favored Weapon: Spiked chain.

A new domain described in D&D Sandstorm: Mastering the Perils of Fire and Sand.

Base Creature: Monstrous Scorpion, Medium
Base Humanoid: Boggle
Template(s): Tauric Creature (D&D Savage Species)
 

demiurge1138

Inventor of Super-Toast
For the rut-kin, instead of having flat-footed AC be "-", it should be the same listed as its normal AC. Instead of giving it "immunity to flat-footed", I'd suggest the Improved Uncanny Dodge ability.

Demiurge out.
 

Knightfall

World of Kulan DM
demiurge1138 said:
For the rut-kin, instead of having flat-footed AC be "-", it should be the same listed as its normal AC. Instead of giving it "immunity to flat-footed", I'd suggest the Improved Uncanny Dodge ability.

Demiurge out.

The thing is, that is what they give minotaurs in v.3.5 and the rut-kin is basically just a templated minotaur. Thus, it will stay the way it is, but that doesn't mean you can't tweak it for your own purposes.

Anyway, here's my v.3.5 version of a dire sahuagin.

Son of Sekolah
Large Monstrous Humanoid (Aquatic, Dire)
Hit Dice: 4d8+16 (34 hp)
Initiative: +1
Speed: 30 ft. (6 squares), swim 60 ft.
AC: 18 (-1 size, +1 Dex, +8 natural), touch 10, flat-footed 17
Base Attack/Grapple: +4/+15
Attack: +10 melee (1d8+9, talon) or +10 melee (2d6+10, Large trident) or +5 ranged (2d8/19-20/x2, Large heavy crossbow)
Full Attack: +10 melee (2d6+12, Large trident) and +8 melee (1d6+5, bite) or +10 melee (1d8+9, 2 talons) and +8 melee (1d6+5, bite) or +5 ranged (2d8/19-20/x2, Large heavy crossbow)
Space/Reach: 10 ft. / 10 ft.
Special Attacks: Blood frenzy, rake 1d6+3, tusk 2d4+10
Special Qualities: Blindsense 30 ft., darkvision 60 ft., freshwater sensitivity, light blindness, speak with sharks, water dependent
Saves: Fort +8, Ref +5, Will +5
Abilities: Str 24 (+7), Dex 13 (+1), Con 18 (+4), Int 12 (+1), Wis 13 (+1), Cha 9 (-1)
Skills: Handle Animal +2, Hide -1*, Jump +10, Listen +3*, Profession (hunter) +3, Ride +4, Spot +3*, Survival +3, Swim +9.
Feats: Great Fortitude, Improved Natural Attack (talon), Multiattack B, Track B

Environment: Warm aquatic
Organization: Solitary or pair
Challenge Rating: 4
Treasure: No coins; standard goods; crude items
Alignment: Usually lawful evil
Advancement: 5–10 HD (Large), 11–12 (Huge) or by character class
Level Adjustment: +3 (+4 if four-armed)

Sekolah, God of the Sahuagin, rarely shows favor to his people but once in a while a strong male stands out from the rest of the tribe so much that the sahuagin god blesses him with increased strength and vitality. These males often lead a tribe’s patrols on raids against coastal cities and large sailing ships.

An adult son of Sekolah stands roughly 12 feet tall and weighs about 500 pounds. A son of Sekolah looks exactly like a Large-sized sahuagin except that its stripes, bands, or spots are pitch black and its sin is blue-green in color.

Sons of Sekolah speak Sahuagin and Aquan.

Combat
Sons of Sekolah are frightening combatants that never show mercy to their enemies. They prefer to attack foes with their enlarged tridents, but tend to fight with their talons while underwater, so they can use their rake special attack.

A son of Sekolah rarely uses its tusk attack, but will use the attack while grappling (considered a light weapon for grappling purposes).

Blindsense (Ex): A son of Sekolah can locate creatures underwater within a 30-foot radius. This ability works only when the son of Sekolah is underwater.

Blood Frenzy: Once per day a son of Sekolah that takes damage in combat can fly into a frenzy in the following round, clawing and biting madly until either it or its opponent is dead. It gains +2 Constitution and +2 Strength, and takes a -2 penalty to Armor Class. A son of Sekolah cannot end its frenzy voluntarily.

Rake (Ex): Attack bonus +2 melee, damage 1d6+3. A son of Sekolah also gains two rake attacks when it attacks while swimming.

Tusk (Ex): A son of Sekolah can deliver a tusk attack that does 2d4+10 damage. This is a standard action.

Freshwater Sensitivity (Ex): A son of Sekolah fully immersed in fresh water must succeed at a DC 15 Fortitude save or become fatigued. Even on a success, it must repeat the save attempt every 10 minutes it remains immersed.

Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds sons of Sekolah for 1 round. On subsequent rounds, they are dazzled while operating in bright light.

Scent (Ex): A son of Sekolah can detect approaching enemies, sniff out hidden foes, and track by sense of smell. Range is 30 ft. If upwind, the range increases to 60 ft.; if downwind, it drops to 15 ft.

Speak with Sharks (Ex): Sons of Sekolah can communicate telepathically with sharks up to 150 feet away. The communication is limited to fairly simple concepts such as "food," "danger," and "enemy." Sons of Sekolah can use the Handle Animal skill to befriend and train sharks.

Water Dependent (Ex): Sons of Sekolah can survive out of the water for 1 hour per 2 points of Constitution (after that, refer to the drowning rules on page 304 of the D&D Dungeon Master’s Guide v.3.5).

Skills: A son of Sekolah gains a +1 racial bonus to Jump attacks and +2 racial bonus to Hide checks. A son of Sekolah has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *Underwater, a son of Sekolah has a +4 racial bonus on Hide, Listen, and Spot checks.

Sons of Sekolah as Characters
Sons of Sekolah favor the fighter class, and are always male. (Sons of Sekolah always mate with normal female sahuagin.) A son of Sekolah cleric has access to two of the following domains: Evil, Law, Strength, or War. Favored Weapon: Trident.

Base Creature: Sahuagin
Template(s): Dire-Bipedal, by Anime Freak & Knightfall1972 (Templates-from-the-Internet.doc)
 

Knightfall

World of Kulan DM
Sea Unicorn
Large Magical Beast (Aquatic)
Hit Dice: 4d10+24 (46 hp)
Initiative: +5
Speed: 60 ft. (12 squares), swim 40 ft.
AC: 22 (-1 size, +5 Dex, +8 natural), touch 14, flat-footed 17
Base Attack/Grapple: +4/+13
Attack: +11 melee (1d8+8, horn)
Full Attack: +11 melee (1d8+8, horn) and +3 melee (1d4+2, 2 hooves)
Space/Reach: 10 ft. / 5 ft.
Special Attacks:
Special Qualities: Darkvision 60 ft., magic circle against evil, spell-like abilities, immunity to poison, charm, and compulsion, low-light vision, scent, wild empathy
Saves: Fort +9, Ref +9, Will +7
Abilities: Str 20 (+5), Dex 21 (+5), Con 23 (+6), Int 10 (+0), Wis 23 (+6), Cha 24 (+7)
Skills: Jump +21, Listen +12, Move Silently +11, Spot +12, Survival +9 *, Swim +13
Feats: Alertness, Skill Focus (Survival)

Environment: Temperate aquatic
Organization: Solitary, pair, or pod (3–6)
Challenge Rating: 4
Treasure: None
Alignment: Always chaotic good
Advancement: 5–8 HD (Large)
Level Adjustment: +6 (cohort)

An aquatic relative to unicorns, sea unicorns have the front body of a horse including its head, legs, and hooves, while the back part of their bodies are like that of a large fish. The sea unicorn has a long, straight horn protruding from its forehead like that of a narwhale.

Many a fisherman has confused the two creatures when seen from above, as the sea unicorn’s legs are often hidden under the creature when it swims. A sea unicorn also has skin like that of a whale except that it is white and the sea unicorn has no hair.

Merfolk consider it a good omen to spot a pod of sea unicorns, while sea elves and tritons have been known to use sea unicorns as mounts during times of crisis.

Sea unicorns have a home region, which is loosely defined three-dimensional area of water. This home region is often located in the most remote places such as well as pristine coral reefs.

Sea unicorns speak Aquan and Sylvan.

Combat
Sea unicorns prefer to avoid fights when possible but are more then capable than dealing out serious damage with their horn and hooves. They will often protect innocents that are being threatened. The horn is a +3 magic weapon, though its power fades if removed from the sea unicorn.

Magic Circle against Evil (Su): This ability continuously duplicates the effect of the spell. A sea unicorn cannot suppress this ability.

Spell-Like Abilities: Sea unicorns can use detect evil at will as a free action.

Once per day a sea unicorn can use greater teleport to move anywhere within its undersea home. It cannot teleport beyond the region’s boundary, nor back from outside.

A sea unicorn can use cure light wounds three times per day and cure moderate wounds once per day (caster level 5th) by touching a wounded creature with its horn. Once per day it can use neutralize poison (DC 21, caster level 8th) with a touch of its horn. The save DC is Charisma-based.

Wild Empathy (Ex): This power works like the druid's wild empathy class feature, except that a sea unicorn has a +6 racial bonus on the check.

Skills: Sea unicorns have a +4 racial bonus on Move Silently checks and a +8 racial bonus on Swim checks. *Sea unicorns receive a +3 competence bonus to Survival checks within the boundaries of their home region.

Base Creature: Unicorn
Template(s): Aquatic Creature (D&D Savage Species errata)
 

Knightfall

World of Kulan DM
Elemental Children of the Wave

The attached Word document file (zipped) details a group of elemental planetouched races, with a twist. Here is the introductory text...

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Planetouched, Elemental Children of the Waves
Elemental Children of the Waves are aquatic dwelling outsiders native to the Material Plane. They are descended from merfolk and are considered half-elemental beings. There are four types of Elemental Children: Rainchildren, Mudchildren, Steamchildren, and Waterchildren.

Rainchildren prefer to live in warm seas, lakes, and rivers. Mudchildren prefer to live in temperate marshes. Steamchildren prefer to live in warm lakes and rivers. Waterchildren prefer to live in deep water, and can be found in any aquatic environment, regardless of temperature.

All Elemental Children are about 8 feet long from the top of the head to the end of the tail, and weigh about 400 pounds. They look and behave much like their merfolk ancestors but are quite different, emotionally, based on their elemental heritage (see below).

All Elemental Children speak Common plus either Auran, Terran, Ignan, or Aquan.
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... download the zipped file to read more. There is a Word version and a RTF version.

Cheers!

KF72
 

Attachments

  • Elemental-children.zip
    12.4 KB · Views: 200

the Jester

Legend
Hey Knightfall 1972, this is a cool thread so far- you've got some very cool names for things (scarpogle indeed! :D) I like your children of the waves as a concept, too- haven't yet checked out the .doc, but then I just finished reading the thread. ;)
 

Knightfall

World of Kulan DM
the Jester said:
Hey Knightfall 1972, this is a cool thread so far- you've got some very cool names for things (scarpogle indeed! :D) I like your children of the waves as a concept, too- haven't yet checked out the .doc, but then I just finished reading the thread. ;)

Thanks, J. I like creating new creatures in different ways. The Scorpogle is one of my many experimentations using templates. The Children of the Wave, as well. I'm planning on adding more to this thread and the Codex of Maddness thread this week.

However, I have more Real LifeTM concerns to deal with today. Maybe tomorrow.

Cheers!

KF72
 

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