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D&D Older Editions
Knightfall's "Creature Anthology" Thread: v.3.5 Monsters (Updated: Sept 09/08)
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<blockquote data-quote="Knightfall" data-source="post: 2215158" data-attributes="member: 2012"><p>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.</p><p></p><p>Anyway, here's my v.3.5 version of a dire sahuagin.</p><p></p><p><strong>Son of Sekolah</strong></p><p><strong>Large Monstrous Humanoid (Aquatic, Dire)</strong></p><p><strong>Hit Dice:</strong> 4d8+16 (34 hp)</p><p><strong>Initiative:</strong> +1</p><p><strong>Speed:</strong> 30 ft. (6 squares), swim 60 ft.</p><p><strong>AC:</strong> 18 (-1 size, +1 Dex, +8 natural), touch 10, flat-footed 17</p><p><strong>Base Attack/Grapple:</strong> +4/+15</p><p><strong>Attack:</strong> +10 melee (1d8+9, talon) or +10 melee (2d6+10, Large trident) or +5 ranged (2d8/19-20/x2, Large heavy crossbow)</p><p><strong>Full Attack:</strong> +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)</p><p><strong>Space/Reach:</strong> 10 ft. / 10 ft.</p><p><strong>Special Attacks:</strong> Blood frenzy, rake 1d6+3, tusk 2d4+10</p><p><strong>Special Qualities:</strong> Blindsense 30 ft., darkvision 60 ft., freshwater sensitivity, light blindness, speak with sharks, water dependent</p><p><strong>Saves:</strong> Fort +8, Ref +5, Will +5</p><p><strong>Abilities:</strong> Str 24 (+7), Dex 13 (+1), Con 18 (+4), Int 12 (+1), Wis 13 (+1), Cha 9 (-1)</p><p><strong>Skills:</strong> Handle Animal +2, Hide -1*, Jump +10, Listen +3*, Profession (hunter) +3, Ride +4, Spot +3*, Survival +3, Swim +9.</p><p><strong>Feats:</strong> Great Fortitude, Improved Natural Attack (talon), Multiattack [sup]B[/sup], Track [sup]B[/sup]</p><p></p><p><strong>Environment:</strong> Warm aquatic</p><p><strong>Organization:</strong> Solitary or pair</p><p><strong>Challenge Rating:</strong> 4</p><p><strong>Treasure:</strong> No coins; standard goods; crude items</p><p><strong>Alignment:</strong> Usually lawful evil</p><p>Advancement: 5–10 HD (Large), 11–12 (Huge) or by character class</p><p><strong>Level Adjustment:</strong> +3 (+4 if four-armed)</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Sons of Sekolah speak Sahuagin and Aquan. </p><p></p><p><strong>Combat</strong></p><p>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.</p><p></p><p>A son of Sekolah rarely uses its tusk attack, but will use the attack while grappling (considered a light weapon for grappling purposes).</p><p></p><p><em>Blindsense</em> (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.</p><p></p><p><em>Blood Frenzy</em>: 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.</p><p></p><p><em>Rake</em> (Ex): Attack bonus +2 melee, damage 1d6+3. A son of Sekolah also gains two rake attacks when it attacks while swimming.</p><p></p><p><em>Tusk</em> (Ex): A son of Sekolah can deliver a tusk attack that does 2d4+10 damage. This is a standard action.</p><p></p><p><em>Freshwater Sensitivity</em> (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.</p><p></p><p><em>Light Blindness</em> (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.</p><p></p><p><em>Scent</em> (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.</p><p></p><p><em>Speak with Sharks</em> (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.</p><p></p><p><em>Water Dependent</em> (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 <em>D&D Dungeon Master’s Guide v.3.5</em>).</p><p></p><p><em>Skills</em>: 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.</p><p></p><p><strong>Sons of Sekolah as Characters</strong></p><p>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. <em>Favored Weapon</em>: Trident.</p><p></p><p><strong>Base Creature:</strong> Sahuagin</p><p><strong>Template(s):</strong> Dire-Bipedal, by Anime Freak & Knightfall1972 (<em>Templates-from-the-Internet.doc</em>)</p></blockquote><p></p>
[QUOTE="Knightfall, post: 2215158, member: 2012"] 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. [B]Son of Sekolah[/B] [B]Large Monstrous Humanoid (Aquatic, Dire)[/B] [B]Hit Dice:[/B] 4d8+16 (34 hp) [B]Initiative:[/B] +1 [B]Speed:[/B] 30 ft. (6 squares), swim 60 ft. [B]AC:[/B] 18 (-1 size, +1 Dex, +8 natural), touch 10, flat-footed 17 [B]Base Attack/Grapple:[/B] +4/+15 [B]Attack:[/B] +10 melee (1d8+9, talon) or +10 melee (2d6+10, Large trident) or +5 ranged (2d8/19-20/x2, Large heavy crossbow) [B]Full Attack:[/B] +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) [B]Space/Reach:[/B] 10 ft. / 10 ft. [B]Special Attacks:[/B] Blood frenzy, rake 1d6+3, tusk 2d4+10 [B]Special Qualities:[/B] Blindsense 30 ft., darkvision 60 ft., freshwater sensitivity, light blindness, speak with sharks, water dependent [B]Saves:[/B] Fort +8, Ref +5, Will +5 [B]Abilities:[/B] Str 24 (+7), Dex 13 (+1), Con 18 (+4), Int 12 (+1), Wis 13 (+1), Cha 9 (-1) [B]Skills:[/B] Handle Animal +2, Hide -1*, Jump +10, Listen +3*, Profession (hunter) +3, Ride +4, Spot +3*, Survival +3, Swim +9. [B]Feats:[/B] Great Fortitude, Improved Natural Attack (talon), Multiattack [sup]B[/sup], Track [sup]B[/sup] [B]Environment:[/B] Warm aquatic [B]Organization:[/B] Solitary or pair [B]Challenge Rating:[/B] 4 [B]Treasure:[/B] No coins; standard goods; crude items [B]Alignment:[/B] Usually lawful evil Advancement: 5–10 HD (Large), 11–12 (Huge) or by character class [B]Level Adjustment:[/B] +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. [B]Combat[/B] 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). [I]Blindsense[/I] (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. [I]Blood Frenzy[/I]: 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. [I]Rake[/I] (Ex): Attack bonus +2 melee, damage 1d6+3. A son of Sekolah also gains two rake attacks when it attacks while swimming. [I]Tusk[/I] (Ex): A son of Sekolah can deliver a tusk attack that does 2d4+10 damage. This is a standard action. [I]Freshwater Sensitivity[/I] (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. [I]Light Blindness[/I] (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. [I]Scent[/I] (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. [I]Speak with Sharks[/I] (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. [I]Water Dependent[/I] (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 [I]D&D Dungeon Master’s Guide v.3.5[/I]). [I]Skills[/I]: 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. [B]Sons of Sekolah as Characters[/B] 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. [I]Favored Weapon[/I]: Trident. [B]Base Creature:[/B] Sahuagin [B]Template(s):[/B] Dire-Bipedal, by Anime Freak & Knightfall1972 ([I]Templates-from-the-Internet.doc[/I]) [/QUOTE]
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