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

Knightfall

World of Kulan DM
Moo!!! The Big Bovine Returns!!!

Big Bovine
Large Animal
Hit Dice: 4d8+8 (26 hp)
Initiative: +3 (Dex, Improved Initiative)
Speed: 30 ft. (6 squares)
AC: 12 (–1 size, +3 natural), touch 9, flat-footed 12
Base Attack/Grapple: +3/+10
Attack: Gore +5 melee (1d8+4)
Full Attack: Gore +5 melee (1d8+4)
Space/Reach: 10 ft. / 5 ft.
Special Attacks: Stampede
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +3, Will -1
Abilities: Str 17 (+3), Dex 8 (-1), Con 14 (+2), Int 2 (-4), Wis 7 (-2), Cha 5 (-3)
Skills: Listen +6, Spot +5
Feats: Alertness, Improved Initiative

Environment: Temperate plains
Organization: Solitary or herd (6–30); or domesticated
Challenge Rating: 2
Advancement: 5–7 HD (Large)
Level Adjustment:

This strange crossbred bovine animal is the result of magically mating a bison with a standard cow. The creature has shaggy brown or black hair and sometimes will be black and white like a milk cow. A big bovine has the head of a bison, but isn’t as large. It does have some of a bison’s temperament, but if bred too be domesticated then the creature is less temperamental, as long as it has grown up near humanoids.

Combat
These skittish animals will only fight to protect calves or if cornered. Strangely they will defend any type of bovine calf, even those of normal cows. They will stampede when frightened.

Stampede (Ex): A frightened herd of big bovines flees as a group in a random direction (but always away from the perceived source of danger). They literally run over anything of Large size or smaller that gets in their way, dealing 1d12 points of damage for each five animals in the herd (Reflex DC 15 half). The save DC is Strength-based.

Big Bovine (Advanced)
Large Animal
Hit Dice: 7d8+14 (45 hp)
Initiative: +3 (Dex, Improved Initiative)
Speed: 30 ft. (6 squares)
AC: 12 (–1 size, +3 natural), touch 9, flat-footed 12
Base Attack/Grapple: +5/+12
Attack: Gore +7 melee (1d8+4)
Full Attack: Gore +7 melee (1d8+4)
Space/Reach: 10 ft. / 5 ft.
Special Attacks: Stampede
Special Qualities: Low-light vision, scent
Saves: Fort +7, Ref +4, Will +0
Abilities: Str 17 (+3), Dex 8 (-1), Con 14 (+2), Int 2 (-4), Wis 7 (-2), Cha 5 (-3)
Skills: Listen +7, Spot +7
Feats: Alertness, Endurance, Improved Initiative

Environment: Temperate plains
Organization: Solitary
Challenge Rating: 3
Advancement:
Level Adjustment:

One in a while a crossbred big bovine will grow to be much larger. These tough animals are almost always bulls, but rarely a larger big bovine female will be born. These tough animals tend to dominate others of their kind and are near impossible to domesticate. Humanoids will either slaughter the animal for is fine meat or release it into the wild, if they can’t break them.

Combat
This tougher big bovine is more often a solitary creature. If the animal finds itself in the wild it will often join a herd of bison, when possible. They cannot stampede when alone.

Stampede (Ex): A frightened herd of big bovines flees as a group in a random direction (but always away from the perceived source of danger). They literally run over anything of Large size or smaller that gets in their way, dealing 1d12 points of damage for each five animals in the herd (Reflex DC 16 half). The save DC is Strength-based.

Base Creatures: Bison and Cow
Template(s): None, custom modifications
 

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Knightfall

World of Kulan DM
Bovinotaur
Medium Monstrous Humanoid
Hit Dice: 2d8 (9 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
AC: 16 (+1 natural, +4 chain shirt, +1 light shield), touch 10, flat-footed 15
Base Attack/Grapple: +3/+2
Attack: Gore +2 melee (1d6-1) or short sword +2 melee (1d6-1/19–20/x2) or light crossbow +3 ranged (1d8/19–20/x2)
Full Attack: Short sword +2 melee (1d6-1/19–20/x2) and gore -3 melee (1d6-1) or light crossbow +3 ranged (1d8/19–20/x2)
Space/Reach: 5 ft. / 5 ft.
Special Attacks:
Special Qualities: Darkvision 60 ft, low-light vision, scent
Saves: Fort +0, Ref +3, Will +2
Abilities: Str 9 (-1), Dex 10 (+0), Con 10 (+0), Int 12 (+1), Wis 9 (-1), Cha 9 (-1)
Skills: Listen +7, Spot +7, Survival +5
Feats: Alertness

Environment: Temperate plains
Organization: Solitary, pair, family (2–5), or herd (6–30 plus 50% noncombatants plus 3 1st-level sergeants, 2 3rd-level lieutenants, 1 5th-level leader, and 1 3rd-level shaman)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +0

Bovinotaurs, often called “moootaurs” laughingly by other minotaur-like creatures, are a race of anthropomorphic bovines known for their study of arcane magic. Bovinotaurs are thought to be the result of the original attempt of magical crossbred cows gone wrong, before big bovines were finally created. Others, including the bovinotaurs themselves, believe they are the result of some sort of divine creation by an unknown deity. Bovinotaurs worship this unnamed deity, but they rarely have true clerics.

A bovinotaur is an odd bipedal, minotaur-like creature with a head similar to that of a big bovine, which means the creature has both cow and bison-like features. It is only Medium in size and looks like a short, scrawny minotaur from a distance. It’s shaggy fur is often brown, black, or white. Rarely a bovinotaur will be black with white splotches. A bovinotaur has three fingers and one opposable thumb on its hands and four toes on its feet.
Bovinotaurs speak Common.

Combat
Bovinotaurs aren’t known for their combat prowess, but they are smart enough to trick other races into thinking they are minotaurs. Thus, in melee, they try to look as menacing as possible, but usually come off as comical. However, they are decent combatants with ranged weapons and know how to use a short sword properly.

A bovinotaurs real talents lie in magical training as a wizard, and a group of bovinotaurs led by a bovinotaur wizard will fight longer and better organized. If that wizard falls, however, bovinotaurs will often choose retreat as their first option.

Bovinotaurs as Characters
Bovinotaurs favor the wizard class, but most bovinotaurs encountered with be warriors or adepts. Bovinotaurs rarely multiclass but when they do they often become adept/wizards, rogue/wizards, or warrior/wizards. A bovinotaur cleric has access to two of the following domains: Animal, Earth, Knowledge, Magic, and Plant.

A bovinotaur adventurer is rare, but not impossible. Bovinotaurs make excellent traveling companions, as they are taught the basics of survival from a young age. They also tend to be fairly alert, a holdover from their ancestry. Bovinotaurs can become surly if they go without food for too long, however.

Bovinotaur Racial Traits
— -2 to Strength, +2 to Intelligence, -2 to Wisdom, -2 to Charisma.
— Medium-size.
— A bovinotaur’s base land speed is 30 feet.
— A bovinotaur has both darkvision (out to a range of 60 ft.) and low-light vision.
Racial Hit Dice: A bovinotaur begins with two levels of monstrous humanoid, which provide 2d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +0, Ref +3, and Will +3.
Racial Skills: A bovinotaur’s monstrous humanoid levels give it skill points equal to 5 x (2 + Int modifier, minimum 1). Its class skills are Listen, Spot, and Survival.
Racial Feats: A bovinotaur’s monstrous humanoid levels give it one feat.
Weapon Proficiency: A bovinotaur is proficient with the short sword, light crossbow, and all simple weapons.
— +1 natural armor bonus.
Natural Weapons: Gore (1d6).
Special Qualities: Scent.
Automatic Languages: Common. Bonus Languages: Draconic, Goblin, Gnoll, Gnome, and Halfling.
Favored Class: Wizard. A multiclass bovinotaur’s wizard class does not count when determining whether it suffers an XP penalty for multiclassing.

Base Creatures: Big Bovine (Advanced)
Template(s): Anthropomorphic Animals (D&D Savage Species), made Int 12 instead of 11
 

Knightfall

World of Kulan DM
Camputaur
Large Monstrous Humanoid (Aquatic)
Hit Dice: 4d8+12 (30 hp)
Initiative: +2 (Dex)
Speed: Swim 50 ft. (10 squares)
AC: 16 (-1 size, +2 Dex, +3 natural, +2 leather), touch 11, flat-footed 14
Base Attack/Grapple: +4/+11
Attack: Tail slap +6 melee (1d6+3) or trident +7 melee (2d6+4)
Full Attack: Tail slap +6 melee (1d6+3) or trident +7 melee (2d6+4)
Space/Reach: 10 ft. / 5 ft.
Special Attacks:
Special Qualities: Darkvision 60 ft., gills, immunities, superior low-light vision, weapon proficiencies
Saves: Fort +4, Ref +6, Will +5 (+1 against enchantments)
Abilities: Str 16 (+3), Dex 15 (+2), Con 16 (+3), Int 8 (-1), Wis 9 (-1), Cha 8 (-1)
Skills: Handle Animal +1, Hide -2, Jump +11, Listen +3, Search +1, Spot +3, Swim +11
Feats: Iron Will, Weapon Focus (trident)

Environment: Temperate aquatic
Organization: Solitary, pair, or pod (5–12)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually chaotic good
Advancement: By character class
Level Adjustment: +3

Camputaurs are strange aquatic tauric creatures. A camputaur has the body of a hippocampus and the upper torso, arms, and head of an aquatic elf where a hippocampus’s neck and head would be. It is rumored amongst the aquatic races that camputaurs are the result of a mating between camputaurs and druids that go feral within a hippocampus pod. More likely this creature resulted due to some sort of magical effects in ages past.

Camputaurs speak Aquan and Elven.

Combat
Camputaurs are strong, swift, and sturdy in combat, but they aren’t as intelligent as aquatic elves. Still they will often attack with manufactured weapons, usually with a Large-sized trident. They can also deliver a powerful tail slap attack, but will usually use that attack to surprise foes trying to outmaneuver them.

Gills: A camputaur can survive out of the water for 1 hour per point of Constitution. After that it risks suffocation (See Suffocation, page 304 of the D&D Dungeon Master’s Guide v.3.5).

Immunities: A camputaur is immune to sleep spells and effects, and have a +2 racial bonus on saves against enchantment spells or effects.

Superior Low-Light Vision (Ex): Camputaurs can see four times as far as a human in starlight, moonlight, torchlight, and similar conditions of low illumination.

Weapon Proficiencies: Camputaurs are automatically proficient with the net, spear, trident, and aquatic crossbow (see pg. 107 of D&D Stormwrack).

Skills: +2 racial bonus on Listen, Search, and Spot checks. A camputaur that merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if it were actively looking for it. A camputaur 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.

Camputaurs as Characters
Camputaurs favor the ranger class. Camputaurs often choose to multiclass as cleric/fighters, cleric/rangers, fighter/rogues, or ranger/rogues. Camputaurs prefer to worship a deity of the sea such as Eadro, but their patron deity is Deep Sashelas. An unaligned camputaur cleric has access to two of the following domains: Animal, Chaos, Good, Plant, Travel, and Water.

Base Humanoid: Elf, Aquatic (D&D Stormwrack)
Base Creature: Hippocampus (D&D Stormwrack)
Template(s): Tauric Creature (D&D Savage Species)
 

Knightfall

World of Kulan DM
Chulataur
Large Monstrous Humanoid
Hit Dice: 17d8+68 (144 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 30 ft. (6 squares), swim 20 ft.
AC: 22 (-1 size, +3 Dex, +10 natural), touch 12, flat-footed 19
Base Attack/Grapple: +17/+26
Attack: Claw +21 melee (2d6+5) or Large greataxe +21 melee (3d6+5)
Full Attack: 2 claws +21 melee (2d6+5) and gore +21 melee (1d8+2) or Large greataxe +21 melee (3d6+5)
Space/Reach: 10 ft. / 10 ft.
Special Attacks: Charge 4d6+6, improved grab, squeeze
Special Qualities: Darkvision 60 ft., natural cunning, poison immunity, scent
Saves: Fort +10, Ref +8, Will +7
Abilities: Str 20 (+5), Dex 16 (+3), Con 18 (+4), Int 7 (-2), Wis 10 (+0), Cha 8 (-1)
Skills: Hide +6, Intimidate +2, Jump +8, Listen +11, Search +6, Spot +11
Feats: Alertness, Great Fortitude, Improved Initiative, Improved Multiattack*, Multiattack, Multigrab*

Environment: Any underground
Organization: Solitary
Challenge Rating: 14
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +5

Chulataurs are a magical hybrid that combines the worst aspects of a chuul and a minotaur. The creature’s lower body is like that of a chuul including pincer-like claws, four webbed legs, and a wide tail. The upper portion of the creature has the torso of a minotaur including a bull-like head. The creature’s fur and chitin are roughly the same color, a sickly combination of black and burnt orange. The main difference is that the chuul-like part of the body is burnt orange with mottled black splotches, while the minotaur-like part of the body is black with burnt orange spots.

Chulataurs, like chuuls, are known to collect trophies from their kills. However, unlike chuuls they do have the ability to use these items and are often encountered using manufactured weapons and any items that will fit their minotaur-like torso (i.e. rings, necklace, etc.). However, they cannot use full armor such a full plate or chainmail (a breastplate or chain shirt would be fine if it was large enough). If a victim hasn’t any interesting possessions, the chulataur takes its skull. Chulataurs wear these skulls around their necks and torso.

While chuuls most often live in marshes or jungles, chulataurs live underground. It is their minotaur heritage that drives them to live in the Underdark and these evil tauric creatures often subjugate entire tribes of Underdark-dwelling humanoids such as goblinoids, grimlocks, and orcs.

Chulataurs speak Giant.

Combat
A chulataur is a naturally cunning creature with powerful natural attacks – its two clawed lower appendages and its ability to gore opponents with its large horns. Chulataurs fight to kill in melee, hoping to turn their victims into their next meal.

Chulataurs will often attack with huge greataxes if cornered in an environment where they cannot charge or use their claws and gore attack effectively. *See pages 36 and 37 of D&D Savage Species for more information on these two feats.

Charge (Ex): A chulataur 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 that deals 4d6+6 points of damage.

Improved Grab (Ex): To use this ability, the chulataur must hit with a claw attack. (Only takes a -10 penalty on grapple checks to maintain the hold due to Multigrab feat.)

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

Squeeze (Ex): A chulataur that gets a hold automatically deals two claw damage, with an additional 1d6 points of bludgeoning damage from the crushing force, each round the hold is maintained.

Skills: Chulataurs receive +4 racial bonus to Listen, Search, and Spot checks.

Base Humanoid: Minotaur
Base Creature: Chuul
Template(s): Tauric Creature (D&D Savage Species)
 

Knightfall

World of Kulan DM
Ember Lion
Large Elemental (Extraplanar, Fire)
Hit Dice: 8d8+24 (60 hp)
Initiative: +2 (Dex)
Speed: 40 ft. (8 squares)
AC: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple: +6/+17
Attack: Claw +13 melee (1d6+7 plus 1d6 fire)
Full Attack: 2 claws +13 melee (1d6+7 plus 1d6 fire) and bite +7 melee (1d8+3 plus 1d6 fire)
Space/Reach: 10 ft. / 5 ft.
Special Attacks: Burn, heat, improved grab, pounce, rake 1d6+3
Special Qualities: Darkvision 60 ft., DR 5/magic, elemental traits, fire immunity, low-light vision, scent
Saves: Fort +9, Ref +8, Will +7
Abilities: Str 25 (+7), Dex 15 (+2), Con 17 (+3), Int 2 (-4), Wis 12 (+1), Cha 10 (+0)
Skills: Hide +2*, Listen +7, Move Silently +5, Spot +7
Feats: Alertness, Run, Weapon Focus (claw)

Environment: Elemental Plane of Fire
Organization: Solitary, pair, or pride (6–10)
Challenge Rating: 8
Treasure: None
Alignment: Usually neutral
Advancement: 9–16 HD (Large); 17–24 HD (Huge)
Level Adjustment:

Ember lions are native to the Elemental Plane of Fire and are often kept as pets and guards by noble efreet. An ember lion is shaped like a lion but is made up of elemental fire. Its elemental body flickers red and black along its head and back.

Combat
Ember lions attack first with their claws and bite, attempting to grapple with opponents and rake with its hind legs. If hard pressed then they will use their breath weapon.

Breath Weapon (Su): An ember lion can breathe a 30-foot cone of fire for 2d8 points of fire damage (Reflex half DC). Once it has used its breath weapon, it must wait 2d4 rounds before it can do so again.

Burn (Ex): Those hit by the natural weapons of an ember lion must succeed at a Reflex save (DC 15) or catch fire. The flame burns for 1d4 rounds (see Catching on Fire in Chapter 8 of the Dungeon Master’s Guide v.3.5).

Creatures hitting an ember lion with natural weapons or unarmed attacks take fire damage as though hit by its attack, and also catch fire unless they succeed at a Reflex save.

Heat (Ex): In addition to the damage from its attacks, an ember lion deals an additional 1d6 points of fire damage with its claw and bite attacks.

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

Pounce (Ex): If an ember lion charges, it can make a full attack, including two rake attacks.

Rake (Ex): Attack bonus +12 melee, damage 1d6+3.

Skills: Ember lions have a +4 racial bonus on Hide and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.

Base Creature: Dire Lion
Template(s): Monstrous Beast (D&D Savage Species) and Fire Element Creature (D&D Manual of the Planes).
 

Knightfall

World of Kulan DM
Epascro
Large Monstrous Humanoid
Hit Dice: 5d8+10 (32 hp)
Initiative: +4 (Dex)
Speed: 30 ft. (6 squares), climb 30 ft., fly 50 ft. (perfect)
AC: 18 (-1 size, +4 Dex, +3 natural, +2 leather armor), touch 13, flat-footed 14
Base Attack/Grapple: +5/+14
Attack: Large falchion +9 melee (2d6+5/18–20/x2) or claw +9 melee (1d6+5) or Large javelin +8 ranged (1d8+5/x2)
Full Attack: Large falchion +9 melee (2d6+5/18–20/x2) and 2 claws +7 melee (1d6+2) or Large javelin +8 ranged (1d8+5/x2)
Space/Reach: 10 ft. / 10 ft.
Special Attacks:
Special Qualities: Darkvision 60 ft., light sensitivity, low-light vision, scent
Saves: Fort +6, Ref +8, Will +0
Abilities: Str 21 (+5), Dex 19 (+4), Con 14 (+2), Int 8 (-1), Wis 9 (-1), Cha 6 (-2)
Skills: Climb +15, Listen +4, Spot +4
Feats: Alertness, Multiattack

Environment: Warm forests or mountains
Organization: Solitary, pair, or company (3–5)
Challenge Rating: 4
Treasure: Standard
Alignment: Often chaotic evil
Advancement: By character class
Level Adjustment: +4

An epascro is an odd tauric creature with the lower body of an ape, the upper torso, arms, and head of an orc, and two strong, large wings, growing out of its ape-like body, which allows the creature to fly. The creature most often walk on all four of its ape-like limbs but can walk upright on its two rear limbs for short distances. It folds its wings over its back when not in flight.

Epascros are found in more tropical regions, nowhere near orcs. (Luckily for adventurers everywhere.) No one is sure how this tauric species came into being, and most scholars and monster hunters believe they are the result of magical experiments. Truly learned scholars roll their eyes at such nonsense believing instead that epascros are to apes what centaurs are to horses. Others say if that was so then epascros would have the upper torso, arms, and head of a human. Of course, most of said scholars are arrogant humans.

What is known is that epascros are known to have the same temperament as orcs and hated for elves, even if an epascro has never seen an elf before in its life. Something in the creatures mental makeup sees elves as hated enemies, as well as tasty meals. For while epascros are omnivores they prefer too eat meat, and lots of it.

Epascros speak Orc. Some know Goblin or Giant as well.

Combat
An epascro may attack with its two front ape-like limb’s claws or with manufactured weapons, and it will often choose to attack with its claws and an enlarged falchion, as a full attack action. The creature prefers to use such enlarged weapons in melee but it also will throw enlarged javelins. An epascro is a ferocious opponent in combat with a taste for the flesh of its victims.

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

Skills: Epascros have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

Epascros as Characters
Epascros favor the barbarian class. Epascros can multiclass as barbarian/clerics, barbarian/druids, cleric/fighters, fighter/rogues, but they rarely do so. Epascros often worship deities that venerate apes, savagery, or air mastery. These epascro clerics can choose any two of the following domains: Air, Animal, Destruction, Evil, or War.

However, an epascro will often convert to worship Gruumsh if exposed too that deities teachings. Some have also turned towards worshipping Erythnul. The rare good or neutral-aligned epascro will often turn towards worshipping of any of the following: Ehlonna, Kord, Obad-Hai, Olidammara, and Pelor.

Base Humanoid: Orc, 1st-Level Warrior
Base Creature: Ape
Template(s): Tauric Creature (D&D Savage Species) and Winged Creature (D&D Savage Species)
 

Knightfall

World of Kulan DM
Ethereal Dreadnought Dragon
Gargantuan Dragon (Extraplanar)
Hit Dice: 18d10+252 (307 hp)
Initiative: +2 (-2 Dex, +4 Improved Initiative)
Speed: 60 ft. (12 squares), fly 120 ft. (average)
AC: 24 (-4 size, -2 Dex, +20 natural), touch 8, flat-footed 24
Base Attack/Grapple: +18/+50
Attack: Claw +34 melee (2d6+20)
Full Attack: 2 claws +34 melee (2d6+20) and bite +32 melee (3d6+10)
Space/Reach: 20 ft. / 15 ft.
Special Attacks: Sever silver cord, breath weapon, improved grab, swallow whole, rend 4d6+30
Special Qualities: SR 28, antimagic cone, darkvision 60 ft., frightful presence, immunity to sleep and paralysis, low-light vision
Saves: Fort +25, Ref +8, Will +13
Abilities: Str 50 (+20), Dex 7 (-2), Con 39 (+14), Int 7 (-2), Wis 14 (+2), Cha 20 (+5)
Skills: Hide -7, Jump +32, Listen +12.5, Move Silently +5, Search +19, Spot +23, Survival +9
Feats: Improved Bull Rush, Improved Critical (bite), Improved Critical (claw), Improved Initiative, Improved Sunder, Multiattack, Power Attack, Track (B)

Environment: Astral Plane, Ethereal Plane, or Material Plane
Organization: Solitary
Challenge Rating: 19
Treasure: Standard, but double magical items
Alignment: Always neutral
Advancement: 19-32 HD (Gargantuan); 33-54 HD (Colossal)

While the Ethereal Plane and the Astral Plane rarely have the same creatures in common, once in a while boundaries are crossed between the two Transitive planes. Most often the result is conflict and death between the two planes’ unique denizens. However, this is not always the case.

The ethereal dreadnought dragon, a very rare crossbred between an astral dreadnought and a ethereal dragon, is one of those cases. This rare half-dragon hybrid looks similar to an ethereal dragon of Wyrm age or older, but with telltale signs of its dreadnought heritage. This half-dragon creature is most often found on the Astral Plane, as it craves the souls of astral travelers. However, the creature is also drawn to the Ethereal and Material Planes, and it also craves physical sustenance and magical trinkets as well.

Often an ethereal dreadnought dragon will gains an unusual sense of duality, and create lairs in both planes, connected by a planar gate. These half-dragons are less inclined to gather as much treasure, as true dragons do, but they do collect treasure out of a sense of draconic instinct, especially magic. They are naturally curious about intelligent creatures, but their hunger for souls, meat, and magic often gets in the way.

An ethereal dreadnought dragon’s coloration is grayish brown and its body is overtly draconic in design including the appropriate appendages, including wings and a serpentine tail. Its body is covered in layers of thick, spiked plates, like an astral dreadnought, and its claws and teeth are more dreadnought-like than dragon-like. It’s most distinguishing dreadnought-like feature is its single glassy, black eye that shimmers in the dark.

Ethereal dreadnought dragons understand and can speak draconic, but they rarely do so.

Combat
An ethereal dreadnought dragon fights almost exactly as an astral dreadnought would. However, as they are more intelligent they use better tactics such as terrain (although they almost never Hide from opponents) and will bargain with powerful opponents if it feels its life is in danger. The creature uses its unusual appearance to confuse opponents that think they are simply facing some unknown dragon species, surprising them with their antimagic cone one round then their breath weapon the next. They are less likely to sever an opponent’s silver cord outside the Astral Plane, in order to gather food and magic.

Sever Silver Cord (Ex): If the ethereal dreadnought dragon can attack an astral traveler’s back (by flanking it, catching it flat-footed, or panicked and fleeing), it can attack the silver cord that connects the astral form to its material counterpart. The normally insubstantial cord is treated as a tangible object with the owner’s AC, hardness 10, and 20 hit points (see Sunder in Chapter 8 of the Player’s Handbook v.3.5). A silver cord visibly trails 5 feet behind an astral traveler before fading into the astral medium.

When the cord is damaged, the astral traveler must succeed at a Fortitude save (DC 13) or be immediately forced to return to is body. Severing the sever cord destroys both the astral form and the body on the Material Plane.

Breath Weapon (Su): 30-foot cone, once per day, damage 6d8 force, Reflex DC 33 half. The save DC is Constitution-based.

Improved Grab (Ex): To use this ability, the ethereal dreadnought dragon must hit with its bite attack. If it gets a hold, it automatically deals bite damage and can try to swallow the opponent, beginning in the next round.

An ethereal dreadnought dragon that hits with a claw attack grabs as above. If it gets a hold, it picks up the opponent and transfers it to the mouth as a move-equivalent action, automatically dealing bite damage as above.

Swallow Whole (Ex): The round after it grabs an opponent, an ethereal dreadnought dragon can try to swallow it by making a successful grapple check. Once inside, the opponent takes 2d8+16 points of crushing damage plus 2d8 points of acid damage every round. A swallowed creature can crawl out of the gullet by making a successful grapple check. This returns it to the ethereal dreadnought dragon’s maw, where another successful grapple check is needed to get free. A swallowed creature can also cut its way out by using claws or a light, slashing weapon to deal 35 points of damage to the gullet (AC 24). Once the creature exits, muscular action closes the hole; another swallowed creature must cut its own way out.

The ethereal dreadnought dragon’s gullet can hold two Huge, four Large, eight Medium, sixteen Small, or thirty-two Tiny or smaller creatures.

Rend (Ex): If an ethereal dreadnought dragon hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 4d6+30 points of damage.

Antimagic Cone (Su): An ethereal dreadnought dragon’s single eye continually produces a 150-foot antimagic cone extending straight ahead from the creature’s front. This functions just like antimagic field cast by an 18th-level sorcerer, with the exception noted below. Once each round, during its turn, the ethereal dreadnought dragon decides which way its eye faces. The ethereal dreadnought dragon can only make bite attacks against creatures to its front.

All magical, spell-like, and supernatural effects within the cone are suppressed, except for those that brought the subjects to the Astral Plane in the first place (the astral projection spell, for example). Those effects are locked in place while the subjects are in the cone and cannot be dismissed, trapping the subjects on the Astral Plane while under its effect.

Frightful Presence (Ex): The mere sight of an ethereal dreadnought dragon can unsettle or even panic opponents. The ability takes effect automatically whenever the ethereal dreadnought dragon attacks or moves within 200 feet of a foe. Those within range must succeed at a Will save (DC 24) or be affected. Creatures with 4 HD or fewer become panicked for 4d6 rounds, and those with 5 HD or more become shaken for 4d6 rounds. Those who succeed at the Will save are immune to the ethereal dreadnought dragon’s frightful presence for one day. The save DC is Charisma-based.

Base Creature: Astral Dreadnought
Template(s): Half-Dragon, Ethereal (D&D Monster Manual v.3.5, D&D Draconomicon)
 

Knightfall

World of Kulan DM
Lacertatoise
Large Monstrous Humanoid (Aquatic)
Hit Dice: 6d12+18 (57 hp)
Initiative: +1 (Dex)
Speed: 10 ft. (2 squares), swim 20 ft.
AC: 18 (-1 size, +1 Dex, +8 natural), touch 10, flat-footed 17
Base Attack/Grapple: +6/+14
Attack: Bite +9 melee (1d8+4) or Large trident +10 melee (2d6+4)
Full Attack: Bite +9 melee (1d8+4) and 2 claws +4 melee (1d6+2) or Large trident +10/+5 melee (2d6+4)
Space/Reach: 10 ft. / 10 ft.
Special Attacks: Breath weapon, snatch, capsize
Special Qualities: Darkvision, immunity to fire, sleep, and paralysis, low-light vision, scent
Saves: Fort +5, Ref +6, Will +6
Abilities: Str 19 (+4), Dex 12 (+1), Con 17 (+3), Int 12 (+1), Wis 13 (+1), Cha 12 (+1)
Skills: Hide +6*, Intimidate +6, Jump -8, Listen +5, Search +5, Spot +5, Survival +6, Swim +12
Feats: Blind-Fight, Power Attack, Weapon Focus (trident)

Environment: Temperate aquatic
Organization: Solitary
Challenge Rating: 7
Treasure: Standard
Alignment: Often chaotic neutral
Advancement: By character class

Lacertatoise are a strange magical crossbreed of humans and dragon turtles. They are never born naturally and are thought to be the result of twisted experiments by evil druids or sorcerers.

These half-dragons are very rare and are known for their strange temperament, which is a direct result of their creation. Prone to fits of violence and whimsy, lacertatoise are nothing like their dragon turtle kin in mindset.

Lacertatoise stand 14 to 15 feet in height and weigh nearly 3,000 to 4,000 pounds. Like dragon turtles they have turtle-like shells that are 10 feet diameter. Their skin and shells are a deep, marine green in color and their skin is both tough and scaly. Unlike dragon turtles, their skin is uniform in color without any highlights. Their hands and feet are webbed and have tough claws and they are often bald with a spiny ridge running down the center of their head.

Lacertatoise speak Aquan, Draconic, and Common.

Combat
Lacertatoise are most at home in deep water and can handle almost any opponent, even other dragons, as they often have character class levels. Needless, to say they are powerful opponents whether they attack with claws, breath weapon, or any class abilities a particular lacertatoise might have.

When angered by seafarers they will capsize boats and small ships just as a dragon turtle would, snatching up a ship’s crewmembers and destroying anything left over. An evil lacertatoise would have no compunctions about eating other sentient creatures.

Blood Type (Ex): For all special abilities and effects, lacertatoise are considered both human and dragon.

Breath Weapon (Su): Cloud of superheated steam 10 feet high, 10 feet wide, and 25 feet long, every 1d4 rounds; 6d6 points of fire damage, Reflex half DC 16; effective both on the surface and underwater.

Capsize (Ex): A submerged lacertatoise that surfaces under a boat or ship less than 10 feet long capsizes the vessel 45% of the time. It has a 25% chance to capsize a vessel from 10 to 30 feet long and a 10% chance to capsize one over 30 feet long.

Skills: A lacertatoise 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. *Lacertatoise receive a +4 racial bonus to Hide checks when submerged.

Lacertatoise as Characters
Lacertatoise favor the sorcerer class. A lacertatoise that takes levels in cleric can choose any two of the following domains: Animal, Evil (or Good) *, Magic, and Water. *Depending on alignment.

Base Creatures: Dragon Turtle
Template(s): Half-Humanoid (Book of Templates: Deluxe Edition; updated to v.3.5; attacks, damage, saves, skills, and feats readjusted)
 

Knightfall

World of Kulan DM
Nymph, Coral
Medium Fey (Aquatic)
Hit Dice: 6d6+6 (27 hp)
Initiative: +2 (Dex)
Speed: 30 ft. (6 squares), swim 35 ft.
AC: 17 (+3 Dex, +4 deflection), touch 17, flat-footed 14
Base Attack/Grapple: +3/+3
Attack: Dagger +5 melee (1d4/19–20/x2)
Full Attack: Dagger +5 melee (1d4/19–20/x2)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Blinding beauty, spells, spell-like abilities, stunning glance
Special Qualities: Amphibious, DR 10/cold iron, low-light vision, unearthly grace, wild empathy
Saves: Fort +7, Ref +11, Will +12
Abilities: Str 10 (+0), Dex 15 (+2), Con 12 (+1), Int 16 (+3), Wis 17 (+3), Cha 19 (+4)
Skills: Concentration +10, Diplomacy +6, Escape Artist +11, Handle Animal +13, Heal +12, Hide +11, Listen +12, Move Silently +11, Ride +5, Sense Motive +12, Spot +12, Swim +8, Use Rope +2 (+4 with bindings)
Feats: Combat Casting, Rapid Swimming*, Weapon Finesse

Environment: Warm aquatic
Organization: Solitary
Challenge Rating: 7
Treasure: Standard
Alignment: Usually chaotic good
Advancement: 7–12 HD (Medium)
Level Adjustment: +7

Coral nymphs are an amphibious version of the standard nymph. Instead of being guardians of sacred places in the wild, like standard nymphs, coral nymphs consider it their duty to protect the fragile ecosystem of the coral reefs of the world. Thus, they are found mainly living in warm seas, but a few have been encountered farther north. Like nymphs, coral nymphs hate evil with a passion, as well as those careless and heartless enough to damage coral reefs.

Coral nymphs look like nymphs with blue-tinged or sea green skin, dark green hair, and haunting blue or green eyes. While a coral nymph’s appearance is more alien than a standard nymph’s, their beauty is no less captivating and dangerous, especially to the aquatic races who desire coral nymphs like the landbound races desire standard nymphs. Coral nymphs aren’t as dexterous as standard nymphs, but make up for this by better swimmers, as well as being able to breath both air and water.

A coral nymph is about the height and weight of a female aquatic elf.

Coral nymphs speak Sylvan and Aquan.

Combat
A coral nymph is more likely to have contact with nonfey, as the open seas have less fey creatures living in close proximity. She will often make alliances with friendly humanoid sea races such as aquatic elves, wavecrest gnomes, and shoal halflings. A coral nymph will often use her druidic powers to aid such aquatic humanoids in return for their assistance against those that would defile coral reefs.

A coral nymphs sacred place is always a coral reef and she will protect it with her life, if she must. She uses her aquatic animal allies and druid spells to drive intruders away. However, she is more likely to use lethal force, as coral reefs are fragile places that don’t rebound back as, say, a forest glade would for a standard nymph.

Blinding Beauty (Su): This ability affects all humanoids within 30 feet of a coral nymph. Those who look directly at a coral nymph must succeed on a DC 17 Fortitude save or be blinded permanently as though by the blindness spell. A coral nymph can suppress or resume this ability as a free action. The save DC is Charisma-based.

Spell-Like Abilities: 1/day—dimension door. Caster level: 7th.

Spells: A coral nymph casts divine spells as a 7th-level druid.

Typical Druid Spells Prepared (6/5/4/3/1, save DC 13 + spell level): 0th—cure minor wounds, detect magic, flare, guidance, light, resistance; 1st—calm animal, cure light wounds, entangle, quickswim*, speak with animals; 2nd—fins to feet*, lesser restoration, pressure sphere*, urchin’s spines*; 3rd—cure moderate wounds, protection from energy, scales of the sealord*; 4th—thalassemia*.

Stunning Glance (Su): As a standard action, a wrathful coral nymph can stun a creature within 30 feet with a look. The target creature must succeed on a Fortitude save (DC 17) or be stunned for 2d4 rounds. The save DC is Charisma-based.

Amphibious (Ex): A coral nymph can breathe air and water equally well.

Unearthly Grace (Su): A coral nymph adds her Charisma modifier as a bonus on all her saving throws, and as a deflection bonus to her Armor Class. (The statistics block already reflects these bonuses).

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

Skills: A coral nymph has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. She can move through water at her swim speed without making Swim checks. She can always choose to take 10 on a Swim check, even if distracted or endangered. She can use the run action while swimming, provided she swims in a straight line.

*The Rapid Swimming feat, as well as the changed druid spells, which are noted with an asterisk, are from D&D Stormwrack: Mastering the Perils of Wind and Wave.

Base Creature: Nymph
Template(s): Amphibious Creature (D&D Stormwrack)
 

Knightfall

World of Kulan DM
Water-Horse
Large Outsider (Evil, Native)
Hit Dice: 6d8+30 (57 hp)
Initiative: +8 (Dex, Improved Initiative)
Speed: 40 ft. (8 squares), fly 90 ft. (good), swim 40 feet
AC: 27 (–1 size, +2 Dex, +16 natural), touch 11, flat-footed 25
Base Attack/Grapple: +6/+15
Attack: Hoof +10 melee (1d8+5 plus 1d4 steam)
Full Attack: 2 hooves +10 melee (1d8+5 plus 1d4 steam) and bite +5 melee (1d8+2)
Space/Reach: 10 ft. / 5 ft.
Special Attacks: Adhesive skin, spell-like abilities, steam 2d4, superheated hooves
Special Qualities: Astral projection, darkvision 60 ft., etherealness, scent
Saves: Fort +10, Ref +9, Will +8
Abilities: Str 20 (+5), Dex 19 (+4), Con 20 (+5), Int 15 (+2), Wis 17 (+3), Cha 14 (+2)
Skills: Concentration +14, Diplomacy +4, Intimidate +11, Knowledge (local) +11, Listen +14, Move Silently +13, Search +11, Sense Motive +12, Spot +14, Survival +12, Swim +13
Feats: Alertness, Improved Initiative, Run

Environment: Any aquatic
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Always neutral evil
Advancement: 7–10 HD (Large); 11–18 HD (Huge)
Level Adjustment: +9 (cohort)

Water-horses are evil aquatic horses that are both beautiful and deadly. Their horsehair is jet black and their hides are blue-green in color. Water-horses are native to the Material Plane and they often live near coastal areas, but can be found in the deep sea as well. They are carnivorous and often come ashore to eat livestock and unwary travelers.

A water-horse will allow itself to be mounted, but once the rider is upon it will bolt for the sea to try to drown the rider. Its adhesive skin makes this attack hard to escape. However, it will often align itself to an evil rider who is a blackguard or a stormchaser. A water-horse prefers that this rider be of an aquatic race, but will bend to the will of a very strong landbound rider as well.

Water-horses cannot speak but they do understand Abyssal, Infernal and Common. A water-horse is about the size of a light warhorse.

Combat
Water-horses do battle by biting with their viper-like fangs and kicking with their powerful legs. A water-horse can fight while carrying a rider, but the rider cannot also fight unless he or she succeeds on a Ride check.

A water-horse’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.

Adhesive Skin (Ex): A water-horse can make its skin sticky to the touch, which will trap any victim that mounts it. The victim can escape upon making a successful opposed Strength check or a successful Reflex save (DC 17). Any magical item, the victim is wearing, that allows free actions will negate this ability. The save DC is Dexterity-based.

Astral Projection and Etherealness (Su): These abilities function just like the spells of the same names (caster level 20th); a water-horse can use either at will.

Spell-like Abilities (Sp): 1/day – fog cloud, obscuring mist, water breathing. These abilities are as the spells cast by a 6th-level cleric.

Steam (Su): During the excitement of battle, a water-horse often snorts and neighs with rage. This fills a 15-foot cone with a hot, boiling steam that burns and blinds opponents. Anyone in the cone must succeed at a Fortitude save (DC 18) or suffer 2d4 points of damage while in the steam cone and a -2 morale penalty to all attack and damage rolls until 1d6 minutes after leaving the cone. (Those that make their save take only half damage from the steam.)

The water-horse gains one-half concealment against creatures 5 feet away and total concealment against creatures 10 feet away. The steam does not obscure the water-horse’s vision at all. The cone lasts 1 round, and the water-horse uses it once as a free action during its turn each round. The save DC is Constitution-based.

Superheated Hooves (Su): A blow from a water-horse’s hooves sets combustible materials alight.

Skills: A water-horse’s Swim speed provides a +8 racial bonus on Swim checks.

Carrying Capacity: A light load for a water-horse is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds.

Base Creature: Nightmare
Template(s): Aquatic Template (D&D Savage Species errata) and Half-Water Elemental (D&D Manual of the Planes) plus custom modifications – added Adhesive Skin special attack (+1 CR), changed nightmare attacks & special attacks to reflect aquatic nature, changed Knowledge skill to reflect Material Plane environment.
 

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