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Knightfall's "Creature Anthology" Thread: v.3.5 Monsters (Updated: Sept 09/08)
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<blockquote data-quote="Knightfall" data-source="post: 2190539" data-attributes="member: 2012"><p><strong>Nom-Ti</strong></p><p><strong>Nom-Ti, 1st-Level Warrior</strong></p><p><strong>Small Humanoid (Gnome, Psionic)</strong></p><p><strong>Hit Dice:</strong> 1d8+3 (7 hp)</p><p><strong>Initiative:</strong> +0</p><p><strong>Speed:</strong> 20 ft. (4 squares)</p><p><strong>AC:</strong> 16 (+1 size, +4 chain shirt, +1 light shield), touch 11, flat-footed 16</p><p><strong>Base Attack/Grapple:</strong> +1/-3</p><p><strong>Attack:</strong> +2 melee (1d6/19-20/x2, longsword) or +3 ranged (1d6/19-20/x2, light crossbow)</p><p><strong>Full Attack:</strong> +2 melee (1d6/19-20/x2, longsword) or +3 ranged (1d6/19-20/x2, light crossbow)</p><p><strong>Space/Reach:</strong> 5 ft. / 5 ft.</p><p><strong>Special Attacks:</strong> Poison bite, psi-like abilities</p><p><strong>Special Qualities:</strong> Poison immunity, spell-like abilities, spell resistance 12, weapon familiarity, plus other racial traits (see below)</p><p><strong>Saves:</strong> Fort +5, Ref +0, Will -1</p><p><strong>Abilities:</strong> Str 11 (+0), Dex 11 (+0), Con 16 (+3), Int 10 (+0), Wis 9 (-1), Cha 8 (-1)</p><p><strong>Skills:</strong> Hide +3, Listen +3, Spot +3</p><p><strong>Feats:</strong> Alertness [sup]B[/sup], Weapon Focus (light crossbow)</p><p></p><p><strong>Environment:</strong> Warm land</p><p><strong>Organization:</strong> Solitary</p><p><strong>Challenge Rating:</strong> 1</p><p><strong>Treasure:</strong> Standard</p><p><strong>Alignment:</strong> Usually chaotic evil</p><p><strong>Advancement:</strong> By character class</p><p><strong>Level Adjustment:</strong> +1</p><p></p><p>The race known as the yuan-ti creates most of their servitors from humans that have been transformed by drinking a distillation of yuan-ti venom mixed with herbs and roots. These humans become known as tainted ones, while nonhumans that drink the mixture become what are known as broodguards. This is the case 99% of the time, although yuan-ti would have others believe that their mixture never fails or can have unexpected results.</p><p></p><p>The nom-ti, or gnome tainted ones, are one of these results. Rarely (every 1 in 50), a gnome that drinks the yuan-ti transformation mixture becomes a yuan-ti tainted one instead of a yuan-ti broodguard. These tainted ones are unique in that they often thrive under the leadership of the yuan-ti and tainted ones created from human stock. They are valued for their small size & stealth by their yuan-ti masters, and a nom-ti is happy to serve its yuan-ti masters.</p><p></p><p>Nom-tis are devoted believers in Merrshaulk. They believe that the god chose them to become more than mere broodguards for some higher purpose. The yuan-ti actively discourage nom-ti from becoming clerics, as they don’t see them as being pure enough to receive the blessings of Merrshaulk. Nom-ti take this all in stride, as they believe they are meant to struggle against their betters, for the betterment of the entire yuan-ti race.</p><p></p><p>Nom-tis appear to be nothing more then regular gnomes and can easily infiltrate other races as agents of the yuan-ti, even more so then normal tainted ones, as none would suspect a lowly gnome of being a yuan-ti agent. They are most often used as spies and assassins in other lands.</p><p></p><p>Nom-tis speak Gnome and Yuan-Ti.</p><p></p><p><strong>Combat</strong></p><p>Nom-tis prefer misdirection and deception to direct confrontation, although nom-ti rogues/assassins are known for making deadly sneak/death attacks. Nom-tis would rather befuddle and embarrass foes before killing them. Nom-tis make heavy use of illusion magic and carefully prepared ambushes whenever they can. Most traps that nom-tis create use poison.</p><p></p><p><em>Poison Bite</em> (Ex): The saliva of a nom-ti is poisonous when ingested or introduced into the blood. A nom-ti can only inject its venom while grappling a foe with exposed skin (Fort save to resist—DC of 14). Victims who fail this save take 1d4 points of Con damage. A nom-ti’s kiss is also poisonous, though in this case the save DC is only 12.</p><p>Poison Immunity (Ex): Nom-tis are immune to all forms of snake venom, including their own poison.</p><p></p><p><em>Psi-Like Abilities</em>: At will—metamorphosis (into snake or snake-like forms only), recall agony (Will save, 4d6, DC 14*). Manifester Level: Equal to nom-tis character level + 1. *Includes augmentation for the nom-ti’s manifester level.</p><p></p><p><em>Spell-Like Abilities</em>: 1/day—speak with animals (burrowing mammal only, duration 1 minute). A nom-ti with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + nom-ti's Cha modifier + spell level.</p><p></p><p><em>Spell Resistance</em> (Ex): Nom-tis gain spell resistance of 12 + 1 per 3 levels.</p><p></p><p><em>Weapon Familiarity</em>: Nom-tis may treat gnome hooked hammers as martial weapons rather than exotic weapons.</p><p></p><p><strong>Nom-Tis as Characters</strong></p><p>Nom-tis favor the rogue class. Most nom-tis encountered outside their home are warriors; the information in the statistics block is for one of 1st-level. Nom-tis are rarely allowed to become clerics, but those who do always worship Merrshaulk. A nom-ti cleric has access to two of the following domains: Chaos, Evil, Destruction, or Plant.</p><p></p><p><strong>Nom-Ti Traits</strong></p><p>Nom-tis benefit from a number of racial traits:</p><p>— -2 to Strength, +4 to Constitution.</p><p>— Small. As a Small creature, a nom-ti gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.</p><p>— A nom-ti’s base land speed is 20 feet.</p><p>— <em>Low-light vision</em>: A nom-ti can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.</p><p>— +2 racial bonus on saving throws against illusions.</p><p>— Add +1 to the Difficulty Class for all saving throws against illusion spells cast by nom-tis. This adjustment stacks with those from similar effects, such as the Spell Focus feat.</p><p>— +1 racial bonus on attack rolls against kobolds and goblinoids (including goblins, hobgoblins, and bugbears).</p><p>— +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants).</p><p>— Nom-tis gain Alertness as a bonus feat.</p><p>— +2 racial bonus on Craft (alchemy) and Listen checks.</p><p>— <em>Special Attacks</em>: Poison bite, psi-like abilities</p><p>— <em>Special Qualities</em>: Poison immunity, spell-like abilities, spell resistance 12, weapon familiarity</p><p>— <em>Automatic Languages</em>: Gnome and Yuan-Ti. <em>Bonus Languages</em>: Common, Draconic, Dwarven, Elven, Giant, Goblin, and Orc.</p><p>— <em>Favored Class</em>: Rogue. A multiclass nom-ti’s rogue class does not count when determining whether he suffers an XP penalty for multiclassing.</p><p></p><p><strong>Base Creature:</strong> Gnome</p><p><strong>Template(s):</strong> Yuan-ti Tainted One (<em>D&D Savage Species</em>)</p></blockquote><p></p>
[QUOTE="Knightfall, post: 2190539, member: 2012"] [B]Nom-Ti[/B] [B]Nom-Ti, 1st-Level Warrior[/B] [B]Small Humanoid (Gnome, Psionic)[/B] [B]Hit Dice:[/B] 1d8+3 (7 hp) [B]Initiative:[/B] +0 [B]Speed:[/B] 20 ft. (4 squares) [B]AC:[/B] 16 (+1 size, +4 chain shirt, +1 light shield), touch 11, flat-footed 16 [B]Base Attack/Grapple:[/B] +1/-3 [B]Attack:[/B] +2 melee (1d6/19-20/x2, longsword) or +3 ranged (1d6/19-20/x2, light crossbow) [B]Full Attack:[/B] +2 melee (1d6/19-20/x2, longsword) or +3 ranged (1d6/19-20/x2, light crossbow) [B]Space/Reach:[/B] 5 ft. / 5 ft. [B]Special Attacks:[/B] Poison bite, psi-like abilities [B]Special Qualities:[/B] Poison immunity, spell-like abilities, spell resistance 12, weapon familiarity, plus other racial traits (see below) [B]Saves:[/B] Fort +5, Ref +0, Will -1 [B]Abilities:[/B] Str 11 (+0), Dex 11 (+0), Con 16 (+3), Int 10 (+0), Wis 9 (-1), Cha 8 (-1) [B]Skills:[/B] Hide +3, Listen +3, Spot +3 [B]Feats:[/B] Alertness [sup]B[/sup], Weapon Focus (light crossbow) [B]Environment:[/B] Warm land [B]Organization:[/B] Solitary [B]Challenge Rating:[/B] 1 [B]Treasure:[/B] Standard [B]Alignment:[/B] Usually chaotic evil [B]Advancement:[/B] By character class [B]Level Adjustment:[/B] +1 The race known as the yuan-ti creates most of their servitors from humans that have been transformed by drinking a distillation of yuan-ti venom mixed with herbs and roots. These humans become known as tainted ones, while nonhumans that drink the mixture become what are known as broodguards. This is the case 99% of the time, although yuan-ti would have others believe that their mixture never fails or can have unexpected results. The nom-ti, or gnome tainted ones, are one of these results. Rarely (every 1 in 50), a gnome that drinks the yuan-ti transformation mixture becomes a yuan-ti tainted one instead of a yuan-ti broodguard. These tainted ones are unique in that they often thrive under the leadership of the yuan-ti and tainted ones created from human stock. They are valued for their small size & stealth by their yuan-ti masters, and a nom-ti is happy to serve its yuan-ti masters. Nom-tis are devoted believers in Merrshaulk. They believe that the god chose them to become more than mere broodguards for some higher purpose. The yuan-ti actively discourage nom-ti from becoming clerics, as they don’t see them as being pure enough to receive the blessings of Merrshaulk. Nom-ti take this all in stride, as they believe they are meant to struggle against their betters, for the betterment of the entire yuan-ti race. Nom-tis appear to be nothing more then regular gnomes and can easily infiltrate other races as agents of the yuan-ti, even more so then normal tainted ones, as none would suspect a lowly gnome of being a yuan-ti agent. They are most often used as spies and assassins in other lands. Nom-tis speak Gnome and Yuan-Ti. [B]Combat[/B] Nom-tis prefer misdirection and deception to direct confrontation, although nom-ti rogues/assassins are known for making deadly sneak/death attacks. Nom-tis would rather befuddle and embarrass foes before killing them. Nom-tis make heavy use of illusion magic and carefully prepared ambushes whenever they can. Most traps that nom-tis create use poison. [I]Poison Bite[/I] (Ex): The saliva of a nom-ti is poisonous when ingested or introduced into the blood. A nom-ti can only inject its venom while grappling a foe with exposed skin (Fort save to resist—DC of 14). Victims who fail this save take 1d4 points of Con damage. A nom-ti’s kiss is also poisonous, though in this case the save DC is only 12. Poison Immunity (Ex): Nom-tis are immune to all forms of snake venom, including their own poison. [I]Psi-Like Abilities[/I]: At will—metamorphosis (into snake or snake-like forms only), recall agony (Will save, 4d6, DC 14*). Manifester Level: Equal to nom-tis character level + 1. *Includes augmentation for the nom-ti’s manifester level. [I]Spell-Like Abilities[/I]: 1/day—speak with animals (burrowing mammal only, duration 1 minute). A nom-ti with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + nom-ti's Cha modifier + spell level. [I]Spell Resistance[/I] (Ex): Nom-tis gain spell resistance of 12 + 1 per 3 levels. [I]Weapon Familiarity[/I]: Nom-tis may treat gnome hooked hammers as martial weapons rather than exotic weapons. [B]Nom-Tis as Characters[/B] Nom-tis favor the rogue class. Most nom-tis encountered outside their home are warriors; the information in the statistics block is for one of 1st-level. Nom-tis are rarely allowed to become clerics, but those who do always worship Merrshaulk. A nom-ti cleric has access to two of the following domains: Chaos, Evil, Destruction, or Plant. [B]Nom-Ti Traits[/B] Nom-tis benefit from a number of racial traits: — -2 to Strength, +4 to Constitution. — Small. As a Small creature, a nom-ti gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character. — A nom-ti’s base land speed is 20 feet. — [I]Low-light vision[/I]: A nom-ti can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions. — +2 racial bonus on saving throws against illusions. — Add +1 to the Difficulty Class for all saving throws against illusion spells cast by nom-tis. This adjustment stacks with those from similar effects, such as the Spell Focus feat. — +1 racial bonus on attack rolls against kobolds and goblinoids (including goblins, hobgoblins, and bugbears). — +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants). — Nom-tis gain Alertness as a bonus feat. — +2 racial bonus on Craft (alchemy) and Listen checks. — [I]Special Attacks[/I]: Poison bite, psi-like abilities — [I]Special Qualities[/I]: Poison immunity, spell-like abilities, spell resistance 12, weapon familiarity — [I]Automatic Languages[/I]: Gnome and Yuan-Ti. [I]Bonus Languages[/I]: Common, Draconic, Dwarven, Elven, Giant, Goblin, and Orc. — [I]Favored Class[/I]: Rogue. A multiclass nom-ti’s rogue class does not count when determining whether he suffers an XP penalty for multiclassing. [B]Base Creature:[/B] Gnome [B]Template(s):[/B] Yuan-ti Tainted One ([I]D&D Savage Species[/I]) [/QUOTE]
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