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D&D 3E/3.5 Knightfall's "Humanoids + Templates = Fun" Thread (Retired)


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Knightfall

World of Kulan DM
New Kulan Creature!

This alternate version of a monkey-bird was inspired by Sarelth's excellant 'Movie Monster Conversion' thread.

http://enworld.cyberstreet.com/showthread.php?s=&threadid=56238

I created this variant monkey-bird as a anthropomorphic monkey-hawk fusion!

Cheers!

KF72
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Ibonahin
Medium-Size Monstrous Humanoid
Hit Dice: 2d8+2 (11 hp)
Initiative: +1 (Dex)
Speed: 20 ft., climb 30 ft., fly 30 ft. (poor)
AC: 12 (+1 Dex, +1 natural)
Attacks: Bite +3 melee, 2 claws +3 melee; or by weapon +3 melee; or by weapon +3 ranged
Damage: Bite 1d8+1, claw 1d8; or by weapon
Space/Reach: 5 ft. / 5 ft.
Special Qualities: Darkvision 60 ft.
Saves: Fort +1, Ref +4, Will +5
Abilities: Str 12 (+1), Dex 12 (+1), Con 12 (+1), Int 11 (+0), Wis 15 (+2), Cha 9 (-1)
Skills: Balance +7, Climb +3, Hide +3, Listen +4, Spot +4*
Feats: Flyby Attack

Climate/Terrain: Warm forest and plains
Organization: Solitary, pair, or troop (10–40)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually chaotic good
Advancement: By character class
Level Adjustment: +1

Ibonahins, or monkey-birds as they are sometimes called, are a strange mixture of monkey and hawk. Ibonahins live in the warmer climates of Kulan’s many isolated islands. They are almost never found living on one of the major continents. They are related to phanatons, although they are much larger than those monkey/raccoon-like creatures.

Ibonahins appear to me a medium-sized humanoid monkey, which stands erect and has hawk-like wings, a sharp beak, and clawed digits on its feet and hands. They are usually light brown to pitch black in color, although some variation has been known. They usually have reddish-brown or blue-green eyes.

Ibonahins are curious and flighty, moving from one tropical island to the next, as their wings allow them to fly from one place to another with ease. Ibonahins are good climbers as well, but are slightly slower on the ground.

Ibonahins speak Common and Auran.

Combat
Ibonahins aren’t much for physical confrontations and will most likely fly away if threatened. However, ibonahins that are part of troop are often more bold and will attack from treetops by throwing rocks and hard, shelled fruit such as coconuts. If enraged they will drop on opponents from trees or use Flyby Attack, biting and clawing. Ibonahins rarely use manufactured weapons.

Skills: Ibonahins use either their Strength or Dexterity modifier, whichever is higher, for Climb checks and receive a +4 racial bonus to Balance checks. * Ibonahins gain a +4 racial bonus to Spot checks in daylight.

Ibonahin Characters
Ibonahins favor the rogue class. Ibonahins often become barbarians, rangers, druids, clerics, and air elementalists, and those exposed to a more urban region become bards. Ibonahins rarely become fighters, sorcerers, and wizards. Ibonahins often multiclass as rogue/druids, rogue/rangers, and ranger/druids. Those that become air elementalists never multiclass.

Ibonahins do not have a patron god, and, instead, they worship air or sea gods that they have been exposed to. Ibonahins are common throughout the Isles of Merria and have many clerics devoted to Shan’re and Davro. Ibonahin clerics of Shan’re can choose any two of the following domains: Chaos, Ocean, Travel, and Water. Ibonahin clerics of Davro can choose any two of the following domains: Air, Chaos, Destruction, and Water.
 
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NarlethDrider

First Post
Knightfall1972 said:
Wasn't planning on including them but go ahead if you want.

BTW ND, a progress on starting up your own art thread?

It will hopefully be up in the next couple of days---right now I'm having to redo Ian's Athatch drider because my 3-yr old daughter thought it would look pretty colored blue:rolleyes:
 

Slaadmaster

First Post
Here is a little twisted creation...

Orider (Orc / Tiny Monstrous Spider Symbiote)
Medium Aberration
HD 1D8 (4hp)
Initiative +0
Speed 20ft (Scale Mail), Base 30ft
AC 14 (+4 Scale Mail)
Atks Greataxe+3 melee, Bite+2 (From spider only can be used in grapple)
Dmge Greataxe 1D12+2, Bite 1D3+1 & Poison
SA Poison
SQ Detatch, Darkvision 60ft, Light Sensitivity
Saves Fort +2, Ref +0, Will +0
Abilities Str 15, Con 10, Dex 11, Int -, Wis 10, Cha 2
Skills Listen +3, Spot +4
Feats Alertness
Climate / Terrain Any Underground
Organization Solitary, Pair, Band (3-8 and 1 Drow slavemaster)
CR 1
Treasure Standard
Alignment CE
Advancement 2-5 HD (Medium)
LA +1

Oriders are mindless creatures created in foul rituals by Drow Priestesses by the bonding of a spider to the forehead of a captured orc. Oriders serve both as slaves and live cannon fodder.

Poison: DC 11, Initial & Secondary 1D2 Str

Light Sensitivity: -1 to attack in bright sun or the Daylight spell.

Vermin: Immune to mind-influencing effects.

Detach: If the Survival of the Orider is severely threatened it can separate to let 1 live. This deals 1D6 damage to the host (orc) and lets the spider scurry away. Detaching is an attack-of-opportunity causing standard action (the attack of opportunity can either be made against newly separated orc or spider). Reengaging takes 1 day of complete rest and if either is disturbed both suffer 1D6 Con and they remain separate.

Slaadmaster

'Law...Whats That?'
 
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Knightfall

World of Kulan DM
Check out this artwork of my Cat anthropomophs (with halfling influence), called the Kitt, done by Smoke and Mirrors.

KF72
 

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Knightfall

World of Kulan DM
Qiuck and Dirty Anthropomorphic Outsider!

Base creature is from Dragon #293.

Cloud-lupis (Anthropomorphic Cloud Wolf)
Medium-Size Outsider (Air)
Hit Dice: 2d8+6 (15 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 30 ft., fly 70 ft. (average)
AC: 17 (+3 Dex, +4 natural)
Attacks: Bite +3 melee
Damage: Bite 1d8+1
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Whirlwind howl, breath weapon
Special Qualities: Darkvision 60 ft., scent, spell-like abilities
Saves: Fort +3, Ref +6, Will +5
Abilities: Str 12 (+1), Dex 17 (+3), Con 17 (+3), Int 11 (+0), Wis 15 (+2), Cha 14 (+2)
Skills: Hide +8, Knowledge (arcana) +6, Knowledge (the planes) +7, Listen +10, Move Silently +10, Spot +10, Survival +11*
Feats: Improved Initiative

Climate/Terrain: Any land
Organization: Solitary, pair, or pack (2–5)
Challenge Rating: 5
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class
Level Adjustment: +7

Combat

Breath Weapon (Su): Cone of air, 30 ft., every 1d4 rounds; damage 1d6, Reflex half DC. If a creature takes from the breath weapon, it must also make a Balance check (DC 16) or fall prone.

Whirlwind Howl (Su): Once per day, a cloud-lupis can let out a howl that creates a tornado-like effect. This effect is similar in all ways to the spell whirlwind, as if cast by a 15th-level druid, except that it moves as the cloud-lupis directs it, for the first 4 rounds, and then moves in a random, uncontrolled direction for the remainder of the duration plus 1d3 rounds. It then dissipates.

Scent (Ex): A cloud-lupis 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.

Spell-like Abilities: At will – gust of wind; 2/day – control winds; 1/day – wind wall. These abilities are as the spells cast by a 15th-level druid.

Skills: A cloud-lupis receives a +2 racial bonus to Listen, Move Silently, and Spot checks. *A cloud-lupis has a +4 racial bonus to Survival checks when tracking by scent.
 


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