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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: 2206715" data-attributes="member: 2012"><p><strong>Some finished revisions from last week...</strong></p><p></p><p><strong>Rut-Kin</strong></p><p><strong>Large Fey</strong></p><p><strong>Hit Dice:</strong> 6d6+18 (39 hp)</p><p><strong>Initiative:</strong> +1</p><p><strong>Speed:</strong> 40 ft. (8 squares)</p><p><strong>AC:</strong> 17 (-1 size, +1 Dex, +7 natural), touch 10, flat-footed – (see text)</p><p><strong>Base Attack/Grapple:</strong> +6/+14</p><p><strong>Attack:</strong> +9 melee (3d6+6/x3, greataxe) or +9 melee (1d8+4, gore)</p><p><strong>Full Attack:</strong> +9/+4 melee (3d6+6/x3, greataxe) and +4 melee (1d8+2, gore)</p><p><strong>Space/Reach:</strong> 10 ft. / 10 ft.</p><p><strong>Special Attacks:</strong> Powerful charge 4d6+6</p><p><strong>Special Qualities:</strong> Darkvision 60 ft., immunities, low-light vision, natural cunning, pipes, scent</p><p><strong>Saves:</strong> Fort +10, Ref +6, Will +6</p><p><strong>Abilities:</strong> Str 19 (+4), Dex 12 (+1), Con 17 (+3), Int 9 (-1), Wis 12 (+1), Cha 10 (+0)</p><p><strong>Skills:</strong> Hide +10, Intimidate +9, Listen +8, Move Silently +8, Perform (drums) +10, Perform (panpipes) +10, Search +10, Spot +10</p><p><strong>Feats:</strong> Alertness [sup]B[/sup], Great Fortitude, Power Attack, Track</p><p></p><p><strong>Environment:</strong> Underground</p><p><strong>Organization:</strong> Solitary, pair, or gang (3–4)</p><p><strong>Challenge Rating:</strong> 5 (+2 with pipes)</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> +3</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Rut-kins speak Giant and Sylvan.</p><p></p><p><strong>Combat</strong></p><p>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.</p><p></p><p><em>Powerful Charge</em> (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.</p><p></p><p><em>Immunities</em> (Ex): A rut-kin is immune to pipes played by full-blooded satyrs, as well as other half-satyrs.</p><p></p><p><em>Natural Cunning</em> (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.</p><p></p><p><em>Pipes</em> (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.</p><p></p><p><em>Skills</em>: 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.</p><p></p><p><strong>Rut-Kins as Characters</strong></p><p>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.</p><p></p><p><strong>Base Creature:</strong> Minotaur</p><p><strong>Template(s):</strong> Half-Satyr, by Kitsunekaboom (<em>Templates-from-the-Internet.doc</em>)</p></blockquote><p></p>
[QUOTE="Knightfall, post: 2206715, member: 2012"] [b]Some finished revisions from last week...[/b] [B]Rut-Kin[/B] [B]Large Fey[/B] [B]Hit Dice:[/B] 6d6+18 (39 hp) [B]Initiative:[/B] +1 [B]Speed:[/B] 40 ft. (8 squares) [B]AC:[/B] 17 (-1 size, +1 Dex, +7 natural), touch 10, flat-footed – (see text) [B]Base Attack/Grapple:[/B] +6/+14 [B]Attack:[/B] +9 melee (3d6+6/x3, greataxe) or +9 melee (1d8+4, gore) [B]Full Attack:[/B] +9/+4 melee (3d6+6/x3, greataxe) and +4 melee (1d8+2, gore) [B]Space/Reach:[/B] 10 ft. / 10 ft. [B]Special Attacks:[/B] Powerful charge 4d6+6 [B]Special Qualities:[/B] Darkvision 60 ft., immunities, low-light vision, natural cunning, pipes, scent [B]Saves:[/B] Fort +10, Ref +6, Will +6 [B]Abilities:[/B] Str 19 (+4), Dex 12 (+1), Con 17 (+3), Int 9 (-1), Wis 12 (+1), Cha 10 (+0) [B]Skills:[/B] Hide +10, Intimidate +9, Listen +8, Move Silently +8, Perform (drums) +10, Perform (panpipes) +10, Search +10, Spot +10 [B]Feats:[/B] Alertness [sup]B[/sup], Great Fortitude, Power Attack, Track [B]Environment:[/B] Underground [B]Organization:[/B] Solitary, pair, or gang (3–4) [B]Challenge Rating:[/B] 5 (+2 with pipes) [B]Treasure:[/B] Standard [B]Alignment:[/B] Usually chaotic evil [B]Advancement:[/B] By character class [B]Level Adjustment:[/B] +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. [B]Combat[/B] 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. [I]Powerful Charge[/I] (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. [I]Immunities[/I] (Ex): A rut-kin is immune to pipes played by full-blooded satyrs, as well as other half-satyrs. [I]Natural Cunning[/I] (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. [I]Pipes[/I] (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. [I]Skills[/I]: 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. [B]Rut-Kins as Characters[/B] 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. [B]Base Creature:[/B] Minotaur [B]Template(s):[/B] Half-Satyr, by Kitsunekaboom ([I]Templates-from-the-Internet.doc[/I]) [/QUOTE]
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