D&D 3E/3.5 Knightfall's World of Kulan: Monster Compilations

Knightfall

World of Kulan DM
Hi all,

It's been some time since I posted here, I know, but I've been busy doing stuff for Silverthorne Games, as well as my own homebrewed world.

You all remember my old monster threads -- of course you do. ;) Well, the attached document, below, shows the end result of a lot of work compiling and updating many of my World of Kulan monsters into one document.

Below is the alphabetical listing for World of Kulan: Monster Compilation One:

Buckawn
Centaur of Harqual
Cloud jatten
Dark water
Deep minotaur
Desert elf
Dracovaran
Earth ogre
Ee’aar
Fallenlanden bakemono
Fallenlanden dragon-kin
Fire jatten
Flind
Forest elf
Fremlin
Frost jatten
Geckolisk
Gema
Gnoll
Griff
Grippli
Hairfoot halfling
High dwarf
Hill dwarf
Hill jatten
Horn minotaur
Ibonahin
Kenku
Kerrn
Lupin
Mountain orc
Nagpa
Ogre mage of Janardun
Phanaton
Rakasta
Reef giant
Rockwood gnome
Sahne
Seven seas dragon
Silver elf
Silver ‘wild’ elf
Simbasta
Star gnome
Stone jatten
Storm jatten
Tabaxi
Throkr
Torin, the
Vonakyndra
Xanth


Now that it is REALLY done the way I want, I can start into World of Kulan: Monster Compilation Two. I'll likely be posting some of the newer stuff in this thread.

Cheers!

Knightfall1972
 

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Knightfall

World of Kulan DM
Finished monster compilation two creatures...

First up....

KHA
Medium Monstrous Humanoid
Hit Dice: 2d8+2 (11 hp)
Initiative: +0
Speed: 20 ft. (4 squares), fly 20 ft. (poor)
AC: 13 (+2 leather, +1 light shield), touch 10, flat-footed 13
Base Attack/Grapple: +0/-1
Attack: Claws +2 melee (1d4-1) or kukri +3 melee (1d4-1)
Full Attack: Claws +2 melee (1d4-1) or kukri +3 melee (1d4-1)
Space/Reach: 5 ft. / 5 ft.
Special Qualities: Racial traits
Saves: Fort +1, Ref +2, Will +5
Abilities: Str 9 (-1), Dex 11 (+0), Con 12 (+1), Int 11 (+0), Wis 16 (+3), Cha 10 (+0)
Skills: Heal +4, Listen +6, Spot +6, Survival +4
Feats: Weapon Focus (kukri)

Continent/Region: Harqual/Plains of Sand (Tschaja)
Environment: Temperate plains
Organization: Solitary
Challenge Rating: 1
Treasure: Standard
Alignment: Usually neutral good
Advancement: By character class
Level Adjustment: +1

This medium-sized humanoid has obviously evolved from some sort of bird. Its arms have powerful wings attached from the back to its clawed hands, while its legs end feet with four stubby toes, one facing back from the heel. The birdman’s intelligent, green eyes contrast with the stark blue-black feathers that cover its entire body.

The kha are bird-like humanoids that stand about 6 ½ feet tall and have wingspans of 10 feet. They aren’t native to Kulan, as they were brought to the world by the Event known as the Transformation. The kha are only found on Harqual.

They wish a way to return home to Ko and expose their kin to the wonders they've seen in this new world. However, all divination attempts, by their allies, have failed... so far.

Kha speak their own racial language. Most kha NPCs never learn another language.

Combat
The kha are non-aggressive by nature, which might seem like a contradiction for a race that values its warriors. They are, by no means, pacifists, however. They simply see combat as an option best saved for last.

When forced to defend themselves, are strong-willed, hardy warriors. Not known for great strength or blinding speed, the kha tend to think their way though a fight from beginning to end. They prefer fighting with their natural claw attacks or with the weapon known as a kukri.

Being exposed to human culture has brought them in contact with several monasteries known for training monks. This form of attack and defense is quickly becoming popular with the kha’s young ones.

Racial Traits (Ex): See below.

Kha Society
Kha are native to the City-state of Tschaja, which was brought to Harqual during the transformation from a planet the birdmen call Ko. The city is unlike any other seen on Harqual before. The entire city stands on stilts at the very edge of the coastline in the Region known as the Thunder Lands. Around the city is a wall of stilts with no entryways into the city. The stilts look similar to bamboo but are much thicker and they are as hard as stone. The entire city is an engineering marvel.

When visitors ask the kha how they did it, the birdmen insist that they didn't build Tschaja. They simply inherited it from another race so old they can't remember what they were called. Next the visitor asks if this forgotten race are the kha's gods. Then the kha explain that before coming to Harqual they had never conceived of the notion of gods. Next the visitor asks if the kha have no gods then where does magic come from on Ko. At this point, the kha state that Ko has nothing like magic and that the kha are just learning how to use it. After this, the conversation usually becomes hard.

The kha are one of the few races brought to Harqual, by the Transformation, that are trying to learn as much as they can about this new world. They are instinctively curious and love he concepts of gods, magic, and a multitude of races. For on Ko they were the only sentient race. Meeting other intelligent races has been a validation for them. For while the kha live simple lives with little need for infrastructure, they are natural engineers, sages and mathematicians. This is why they have caught on to the Art of Wizardry so fast. However, they are also great naturalists and many have learned the way of the druids and the rangers.

The kha have made several alliances with the human lands now on their border. Both the Barony of Liran and the Free City of Yuln are steadfast allies of the kha, as well as the ee'aar of the Sunus Mountains. These alliances have brought the kha protection from the mountain orcs of the Thunder Mountains and the bugbears of the Sunus Mountains. The kha have just begun to explore the wide-open wastes of the Great Expanse and have had several encounters with the desert elves living there. These encounters have been tense but fruitful for both races, as the kha's unique bamboo-like weapons are coveted by the desert elf tribes. They are lighter than wood, stronger than forged steel, and very resilient. (Plus, they can either cause regular or subdual damage.)

Kha as Characters
Kha favor the fighter class. They often become monks and wilderness rogues *, but most kha encountered are experts.

The kha come from a world where magic doesn’t exist, thus, they are limited in the types of spellcasting classes they can take. Thus, they can never become bards, paladins, clerics, or sorcerers. However, they can become rangers, druids, and wizards but they can only advance to 5th level in these classes. Kha often multiclass as fighter/druids, ranger/druids, fighter/monks, fighter/wilderness rogues, or ranger/wilderness rogues.

* A new variant class from D&D Unearthed Arcana.

Kha Traits
Kha benefit from a number of racial traits:
–– -2 to Strength, +2 to Constitution, +4 to Wisdom.
–– Medium-sized. As Medium-size creatures, kha have no special bonuses or penalties due to their size. (Use half-orc height and half-elf weight. See the PHB in Chapter 6: Description.)
–– Speed: Base land speed is 30 feet. Kha can also fly at a speed of 20 feet.
–– Keen Vision (Ex): Kha have low-light vision that allows them see twice as far as a human can in starlight, moonlight, torchlight, and similar conditions of low illumination. They also have darkvision at a range of 60 feet.
–– Racial Hit Dice: A kha 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, Will +3.
–– Racial Skills: A kha's monstrous humanoid levels give it skill points equal to 2 x (2 + Int Modifier). Its class skills are Heal, Listen, Spot, and Survival.
–– Racial Feats: A kha's monstrous humanoid levels give it one feat. A kha receives Weapon Focus (kukri) as a bonus feat.
–– Automatic Languages: Kha. Bonus Languages: Auran, Common, Maviun, Orc, and Sylvan.
–– Favored Class: Fighter. A multiclass kha's fighter class does not count when determining whether he suffers an XP penalty for multiclassing.
 
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Knightfall

World of Kulan DM
Two more... similar to each other but different.

GIANT LIZARD, LACERTA
Large Animal (Dire)
Hit Dice: 5d8+30 (56 hp)
Initiative: +2 (Dex)
Speed: 40 ft. (8 squares)
AC: 18 (-1 size, +2 Dex, +7 natural), touch 11, flat-footed 16
Base Attack/Grapple: +3/+16
Attack: Bite +11 melee (2d6+13)
Full Attack: Bite +11 melee (2d6+13)
Space/Reach: 10 ft. / 10 ft.
Special Qualities: Low-light vision
Saves: Fort +12, Ref +6, Will +5
Abilities: Str 29 (+9), Dex 15 (+2), Con 23 (+6), Int 2 (-4), Wis 12 (+1), Cha 2 (-4)
Skills: Climb +13, Hide +10*, Listen +5**, Move Silently +10, Spot +5**, Survival +5
Feats: Alertness, Great Fortitude

Continent/Region: The Fallenlands
Environment: Warm desert
Organization: Solitary
Challenge Rating: 4
Alignment: Always neutral
Advancement: 6-15 HD

This large reptilian animal is mottled green in color with two long horns and strange ridges on its head.

Lacertas are large lizards native to the deserts of the Fallenlands. They are most often used by the jann as beasts of burden and as mounts, but other races have been known to use them as well – most notably the kenku and nagpas. (Note that the kenku never ride any creature as a mount, however.) Lacertas aren’t any harder to train than other animals similar to it in nature (i.e. monitor lizard, MM v.3.5 page 275).

Lacertas are a mottled green or sandy brown in color and look like a cross between monitor lizards and dragons. Their visage is definitely draconic, and the creatures often have horns and facial ridges similar to that of true dragons. Yet, lacertas are simple animals that are relatively easy to tame.

The market price for a lacerta is 300 gp.

Combat
Lacertas aren’t aggressive unless provoked. They can be quite protective of their young, however, especially females. Lacertas living wild in the desert are more likely to attack those that come near. The lizard can inflict a nasty bite to those that don’t show it respect.

Skills: Lacertas have a +4 racial bonus on Hide and Move Silently checks. *In desert areas, the Hide bonus improves to +8. **A lacerta has a +8 racial bonus on any Listen or Spot check to perform some special action or avoid a hazard. It can always choose to take 10 on a Climb check, even if distracted or endangered.

Carrying Capacity: A light load for a lacerta is up to 1,400 pounds; a medium load, 1,401–2,800 pounds; and a heavy load, 2,801–4,200 pounds.

GIANT LIZARD, LACERTA WARBEAST
Large Animal (Dire)
Hit Dice: 6d8+48 (78 hp)
Initiative: +6 (Dex, Improved Initiative)
Speed: 50 ft. (10 squares)
AC: 18 (-1 size, +2 Dex, +7 natural), touch 11, flat-footed 16
Base Attack/Grapple: +3/+18
Attack: Bite +13 melee (2d6+16)
Full Attack: Bite +13 melee (2d6+16)
Space/Reach: 10 ft. / 10 ft.
Special Qualities: Combative mount, low-light vision
Saves: Fort +15, Ref +7, Will +7
Abilities: Str 32 (+11), Dex 15 (+2), Con 26 (+8), Int 2 (-4), Wis 14 (+2), Cha 2 (-4)
Skills: Climb +15, Hide +10*, Listen +7**, Move Silently +10, Spot +7**, Survival +6
Feats: Alertness, Great Fortitude, Improved Initiative

Continent/Region: The Fallenlands
Environment: Warm desert
Organization: Solitary
Challenge Rating: 5
Alignment: Always neutral
Advancement: 7-15 HD

This large reptilian animal is sandy brown in color with three long horns, one in the center, and strange ridges on its head. The beast has been tattooed with red and black ink all over its body and has outfitted with an exotic looking saddle and fine looking padded barding.

A lacerta warbeast is a special mount bred for war by the jann. The jann never legally sell these specially trained mounts of war to other races.

Lacerta warbeasts look exactly like normal lacerta, except for being slightly larger and stronger and often sporting colorful tattoos or ritualistic scarring marks. They are always seen while wearing the prerequisites of war – an exotic war saddle, bit and bridle, armor, and saddlebags. Lacerta warbeasts rarely where armor heavier than light.

The market price for a lacerta warbeast is 550 gp, amongst the Jann of the Fallenlands. This cost is times by 5 if sold illegally to another race.

Combat
Unlike normal lacerta, lacerta warbeasts are bred to be highly aggressive, which makes them invaluable as mounts during war. A janni general won’t ride into battle unless he’s on his personal lacerta warbeast.

Combative Mount (Ex): A rider on a trained lacerta warbeast gets a +2 circumstance bonus on all Ride checks. A lacerta warbeast is proficient with light, medium, and heavy armor.

Skills: Lacerta warbeasts have a +1 racial bonus on Listen and Spot checks and a +4 racial bonus on Hide and Move Silently checks. *In desert areas, the Hide bonus improves to +8. **A lacerta warbeast has a +8 racial bonus on any Listen or Spot check to perform some special action or avoid a hazard. It can always choose to take 10 on a Climb check, even if distracted or endangered.

Carrying Capacity: Alight load for a lacerta is up to 2,080 pounds; a medium load, 2,081–4,150 pounds; and a heavy load, 4,151–6,240 pounds.
 
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Knightfall

World of Kulan DM
DRAGONNE OF HARQUAL
Large Dragon (Shapechanger)
Hit Dice: 9d12+36 (48 hp)
Initiative: +2 (Dex)
Speed: 40 ft. (8 squares), fly 30 ft. (poor)
AC: 19 (-1 size, +2 Dex, +8 natural), touch 11, flat-footed 17
Base Attack/Grapple: +9/+18
Attack: Bite +12 melee (2d6+7)
Full Attack: Bite +12 melee (2d6+5) and 2 claws +7 melee (1d8+2)
Space/Reach: 10 ft. / 5 ft.
Special Attacks: Racial traits, pounce, roar
Special Qualities: Racial traits, immunities, shape change
Saves: Fort +10, Ref +8, Will +7
Abilities: Str 21 (+5), Dex 15 (+2), Con 19 (+4), Int 8 (-2), Wis 12 (+1), Cha 14 (+2)
Skills: Concentration +8, Intimidate +6, Listen +17, Search +10, Spot +17, Survival +5
Feats: Blind-Fight, Combat Reflexes, Hover, Track

Continent/Region: Harqual/The Great Expanse
Environment: Temperate deserts
Organization: Solitary or pair
Challenge Rating: 9
Treasure: Double standard
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +7

This large dragon possesses huge claws and fangs, and large intelligent eyes, the color of its golden scales, which shimmer under the heat of the desert sun.

Most races, beyond those living near the Great Expanse, believe that dragonnes of Harqual aren't any different than those in other areas of the world. This is not so. The dragonnes of Harqual are shape changing magical beast that often take the form of medium or large-sized humanoids (most often as desert elves). While mainly solitary by nature, once in a while, a young dragonne will take a humanoid shape and travel to the communities near the Great Expanse in search for excitement. Often, they end up traveling with desert elves, lightfoots, or rakasta, hiding their true nature until they have come to trust their new companions. Once revealed, most adventuring groups will readily accept a dragonne as their friend and ally.

A dragonne is about 12 feet long and weighs about 700 pounds.

Dragonnes speak Draconic.

Combat
A dragonne's wings are useful only for short flights, carrying the creature for 10 to 30 minutes at a time. Nevertheless, it uses its wings effectively in battle. If opponents attempt to charge or encircle it, the dragonne simply takes to the air and finds a more defensible position.

Change Shape (Su): A dragonne can assume any Medium to Large-sized humanoid form, or revert to its own form, as a standard action. In humanoid form, a dragonne loses its claw and bite attacks (although it often equips itself with weapons and armor instead). A dragonne remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but the dragonne reverts to its natural form when killed. A true seeing spell reveals its natural form.

Immunities (Ex): Dragonnes are immune to sleep and paralysis effects.

Pounce (Ex): If a dragonne charges, it can make a full attack in the same round.

Roar (Su): A dragonne can loose a devastating roar every 1d4 rounds. All creatures except dragonnes within 120 feet must succeed on a Will save (DC 16) or become fatigued. Those within 30 feet who fail their saves become exhausted. The save DC is Charisma-based.

Racial Traits (Ex): See below.

Dragonne Society
Dragonnes of Harqual are favored children of the Interloper God known as Chaeon, Lord of the Expanse. The desert elves and dragonnes believe it was this god that gave the dragonnes their shape changing ability. Dragonnes are very pious and pray to the Lord of the Expanse at dawn each day, facing in the direction of the Great Expanse regardless of where they have traveled too. Dragonnes are naturally curious as well, and many have taken to traveling through the islands of the Karmine Sea and beyond, looking for their next great adventure.

Dragonnes as Characters
Dragonnes favor the sorcerer class.

Dragonne Traits
— +4 to Strength, +2 to Dexterity, +4 to Constitution, -2 Intelligence.
Speed: Base land speed is 40 feet. Dragonnes can also fly at a speed of 30 feet.
Keen Vision (Ex): Dragonnes have low-light vision that allows them see twice as far as a human can in starlight, moonlight, torchlight, and similar conditions of low illumination. They also have darkvision at a range of 60 feet.
Racial Hit Dice: A dragonne begins with nine levels of dragon, which provide 9d12 Hit Dice, a base attack bonus of +9, and base saving throw bonuses of Fort +6, Ref +6, Will +6.
Racial Skills: A dragonne's dragon levels give it skill points equal to 9 x (2 + Int Modifier). Its class skills are Concentration, Intimidate, Listen, Search, Spot, and Survival. Dragonnes have a +4 racial bonus on Listen and Spot checks.
Racial Feats: A dragonne's dragon levels give it four feats.
Change Shape (Su): As per the description under Combat.
Immunities (Ex): As per the description under Combat.
Pounce (Ex): As per the description under Combat.
Roar (Su): As per the description under Combat.
Natural Attacks: Dragonnes may attack with two claws and bite and are always treated as being armed when using their natural attacks, when in their natural form.
Carrying Capacity: A light load for a dragonne is up to 348 pounds; a medium load, 349 – 699 pounds, and a heavy load, 700 – 1,050 pounds, when in its natural form.
Automatic Languages: Draconic. Bonus Languages: Common, Elven, and Terran. Because of their limited contact with the world beyond the Great Expanse, dragonnes have fewer bonus languages to learn from.
Favored Class: Sorcerer. A multiclass dragonne’s sorcerer class does not count when determining whether he suffers an XP penalty for multiclassing.
 
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Knightfall

World of Kulan DM
DRAGONTOUCHED
Dragontouched, 1st-Level Warrior
Medium-Size Humanoid (Draconic)
Hit Dice: 1d8 (4 hp)
Initiative: +0
Speed: 30 ft.
AC: 11 (+1 natural), touch 10, flat-footed 11
Base Attack/Grapple: +1/+3
Attack: Claw +3 melee (1d3+1) or longsword +3 melee (1d8+1)
Full Attack: 2 claws +3 melee (1d3+1) or longsword +3 melee (1d8+1)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Racial traits
Special Qualities: Racial traits
Saves: Fort +2, Ref +0, Will -2
Abilities: Str 15 (+2), Dex 11 (+0), Con 10 (+0), Int 10 (+0), Wis 8 (-1), Cha 14 (+2)
Skills: Climb +5, Ride +3, Jump +5, Swim +5
Feats: Cleave, Power Attack

Continent/Region: Any
Environment: Any
Organization: Solitary, pair, or family (1–4)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +1

This humanoid has obvious draconic features including scaly skin and pronounced reptilian facial features. It wields a longsword in its clawed hands.

The dragontouched of Kulan are a unique race descended from both dragon and human bloodlines. They are not actually dragons but they have enough dragon heritage in them to be distinguished from humans. Many mistake them for half-dragons but they are farther removed from their dragon ancestry than half-dragons. The dragontouched usually are the result of an ancient druidic lineage that pays respect to Mirella or one of the neutrally-aligned ‘dragon’ World Gods.

Combat
Dragontouched are as varied as the humanoid and draconic ancestors of its bloodline. Thus, one dragontouched won’t attack or wield the same weapon as another met before. All have clawed hands, which gives the draconic humanoids the ability to continue fighting, after losing a weapon, as if armed.

Racial Traits (Ex): See below.

Dragontouched Society
Regardless of their draconic bloodline, the dragontouched are as varied as humans are and they fit into almost any culture. Most of the dragontouched living on Harqual live in the region of Southern Harqual known as The Bulge, which includes the Great Expanse and all of the communities in or near that desert. They are also found living in the eastern ranges of the Hinderfall Mountains. Specifically, in the secluded mountain cities of Highwall and Thunderwall.

Dragontouched are also common throughout the many islands of the Sea of the Sun and the Karmine Sea. They are rarer the further north you travel until you pass the Greystone Mountains. There, while still uncommon, they live amongst the barbarians of the Northlands as equals, as well as in the desert known as the Cold Barrens. Dragontouched are unheard of in the Eastern Shore or in the Sword Gulf Region. They are very rare on the Ragik Peninsula, as the Empire of Swords was known for its oppression of non-human races.

Dragontouched as Characters
Dragontouched characters favor the sorcerer class.

Dragontouched Traits
— +2 to Strength, -2 to Wisdom, +2 to Charisma.
— Medium-sized. As Medium creatures, dragontouched characters have no special bonuses or penalties due to their size.
Speed: Base land speed is 30 feet.
Keen Vision (Ex): Dragontouched have low-light vision that allows them see twice as far as a human can in starlight, moonlight, torchlight, and similar conditions of low illumination. They also have darkvision at a range of 60 feet.
— 1 extra feat at 1st level.
— 4 extra skill points at 1st level and 1 extra skill point at each additional level.
Natural Attacks: Dragontouched characters may attack with two claws and are always treated as being armed when using their natural attacks.
Saves: A dragontouched character has a +4 racial bonus on saves against magic sleep effects and paralysis.
Skills: +2 racial bonus to Intimidate and Spot checks.
Automatic Languages: Common and Draconic. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
Favored Class: Sorcerer. A multiclass dragontouched character’s sorcerer class does not count when determining whether he suffers an XP penalty for multiclassing.
 
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Knightfall

World of Kulan DM
TREE TROLL
Large Giant
Hit Dice: 6d8+36 (63 hp)
Initiative: +2 (Dex)
Speed: 30 ft. (6 squares)
AC: 23 (-1 size, +2 Dex, +12 natural), touch 11, flat-footed 21
Base Attack/Grapple: +4/+14
Attack: Slam +9 melee (1d8+6)
Full Attack: 2 slams +9 melee (1d8+6) and bite +4 melee (1d6+3)
Space/Reach: 10 ft. / 10 ft.
Special Attacks: Crush 2d6+9, spell-like abilities
Special Qualities: Darkvision 90 ft., DR 5/slashing, low-light vision, plant traits, regeneration 5, scent, vulnerability to fire
Saves: Fort +11, Ref +4, Will +3
Abilities: Str 23 (+6), Dex 14 (+2), Con 23 (+6), Int 6 (-2), Wis 9 (-1), Cha 6 (-2)
Skills: Hide -2*, Listen +5, Move Silently +2, Spot +6
Feats: Alertness, Iron Will, Track

Continent/Region: Harqual/Any and Kanpur/The Dark Continent (maybe Hjemland)
Environment: Any forest
Organization: Solitary or group (1 treant plus 1-3 tree trolls)
Challenge Rating: 7
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: By character class
Level Adjustment: +8

This plant-like creature walks upright but hunched forward with sagging shoulders. Its bark-covered features and limbs have an almost rubbery appearance to them. Leafy fronds cover and extend out from its entire body.

A typical tree troll is roughly 9 feet tall, weighing around 500 pounds. These massive giants are sometimes mistaken for treants and may indeed be related to those creatures, as well as to trolls. They aren't as aggressive as trolls although they are still carnivores by nature.

Tree trolls are only found on the continents of Harqual and Kanpur. On Harqual they are mainly native to the forests and mountains of the Far South. They are common throughout the Merewood and the Heverkent Forest. They are often found in the company of treants and will usually leave rockwood gnomes alone. Tree trolls are also rumored to be found in colder climates and could possibly be found in the Great Forest of Northern Harqual or even further north.

On Kanpur tree trolls are native to the tropical jungles and high mountains of the Dark Continent. They are common in the region known as the Dark Jungle and the forested lands of the Matsu Empire. The tree trolls of the Dark Jungle are great allies of the elves of Firryaith and are usually true neutral in alignment. It is rumored, in the lands of northwestern Kanpur that a large troll-like tree creature lives in the region known as Hjemland. The truth is unknown.

Tree trolls speak Giant.

Combat
Tree trolls rush into combat fearlessly when they feel threatened. They always strike with their slam attacks first, hoping to hit with both and crush their opponents. Tree trolls can and will bite if they get the opportunity.
They have a healthy fear of fire and will often retreat from opponents wielding torches or fire magic. If seriously threatened they will use their spell-like abilities to first entangle as many opponents as they can and then use summon nature's ally II to cover their retreat.

Crush (Ex): If a tree troll hits with both slam attacks, it latches onto the opponent's body and crushes bone and flesh. This attack automatically deals an additional 2d6+9 points of damage.

Plant Traits: A tree troll has immunity to poison, magic sleep effects, paralysis, polymorph, stunning, and mind-affecting spells and abilities (charms, compulsions, phantasms, patterns, and morale affects). It is not subject to extra damage from critical hits.

Regeneration (Ex): Fire deals one and a half times normal damage and acid deal normal damage to a tree troll. If a tree troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

Spell-Like Abilities: 3/day—speak with plants; 1/day—entangle (DC 9), summon nature's ally II. Caster level: 6th. The save DCs are Charisma-based.

Skills: *A tree troll has a +4 bonus on Hide and Move Silently checks in aboveground natural environments.
 
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Knightfall

World of Kulan DM
RAKASTA CAT (WARBEAST)
Large Animal (Dire)
Hit Dice: 5d8+25 (54 hp)
Initiative: +0
Speed: 70 ft. (14 squares)
AC: 16 (-1 size, +4 natural, +3 mw leather barding), touch 9, flat-footed 16
Base Attack/Grapple: +3/+15
Attack: Claw +14 melee (1d6+12)
Full Attack: 2 claws +14 melee (1d6+8) and bite +8 melee (1d8+4)
Space/Reach: 10 ft. / 10 ft.
Special Qualities: Combative mount, low-light vision, scent
Saves: Fort +12, Ref +5, Will +7
Abilities: Str 26 (+8), Dex 11 (+0), Con 21 (+5), Int 2 (-4), Wis 14 (+2), Cha 7 (-2)
Skills: Balance +11, Climb +15, Hide +13*, Jump +19, Listen +6, Move Silently +8, Spot +6
Feats: Alertness, Weapon Focus (claw)

Continent/Region: Any except the Fallenlands
Environment: Warm plains
Organization: Solitary
Challenge Rating: 4
Alignment: Always neutral
Advancement:

This large cat is obviously meant to be someone’s mount. It wears an exotic leather saddle on its back, as well a being draped with fine leather barding. The black and silver striped feline glares at you with its beautiful yellow eyes, a stark contrast to the ritual scarring on its face. A low growl warns you to stay clear.

Rakasta are known for their nomadic lifestyle and often they must move without notice. While they are more than capable of gathering up and carrying their belongings on their own, they prefer using this large cat as a beast of burden. It is rare for a pride to not have a few rakasta cats, as outsiders call them, on hand for transporting young and particularly heavy belongings.

However, more often non-essential items are left behind, as not to burden their favorite animals too much. For the rakasta love their “big cats” like members of the family. They are born, raised, and die in the hearts of the members of the pride and the rakasta rarely lend and never sell these dire cats to other races. They will lend or gift a cat to a lifelong friend of the pride, but the rakasta cat must feel a bond to the outsider.

The market price, amongst rakasta prides, for a rakasta cat is 475 gp. They never sell full-grown cats to non-rakasta, but may trade the dire cats to another allied pride for other goods in times of desperate need. It is a given that the pride will trade back for the cat when it can, thus, entrusting its welfare to the other pride. Rakasta cat kittens are sometimes stolen from a pride by rival catfolk, in the same area, or by unscrupulous humanoids, trying to make a profit. This almost always ends in disaster for the thief, as rakasta cat mothers will hunt down anyone who steals one of their kittens.

Combat
While rakasta cats are sometimes used as beasts of burden, they are more likely to be used as mounts by rakasta. These rakasta cat mounts are fiercely loyal to their riders, fighting to the death to protect them. The dire cats are also protective of the entire pride and will help defend against attackers, even without a rider. Rakasta cats attack with razor sharp claws and a powerful bite.

Combative Mount (Ex): A rider on a trained rakasta cat gets a +2 circumstance bonus on all Ride checks. A rakasta cat is proficient with light, medium, and heavy armor.

Scent (Ex): A rakasta cat can detect approaching enemies, sniff out hidden foes, and track by sense of smell. If upwind, the range increases to 60 ft.; if downwind, it drops to 15 ft.

Skills: Rakasta cats have a +1 racial bonus on Listen and Spot checks, a +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Balance and Jump checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.

Carrying Capacity: A light load for a rakasta cat is up to 920 pounds; a medium load, 921–1,840 pounds; and a heavy load, 1,841–2760 pounds.

Training a Rakasta Cat
A rakasta cat need not be specially reared, but it must be trained for two months (Handle Animal DC 20) to develop its abilities. (Can only be raised by a rakasta.)
 
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Knightfall

World of Kulan DM
RELIX (PROXY OF DAMH)
Huge Outsider (Extraplanar, Good)
Hit Dice: 10d10+70 (130 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
AC: 17 (-1 size, +8 natural), touch 10, flat-footed 17
Base Attack/Grapple: +10/+27
Attack: Claw +19 melee (1d8+13)
Full Attack: 2 claws +19/+14 melee (1d8+9) and bite +17/+12 melee (2d6+4)
Space/Reach: 15 ft. / 15 ft.
Special Attacks: Aura of hope, improved grab, spell-like abilities
Special Qualities: Cold and fire resistance 10, Darkvision 60ft., DR 5/magic, low-light vision, melancholy, scent, slow aging, SR 15, vulnerability to good
Saves: Fort +14, Ref +3, Will +5
Abilities: Str 29 (+9), Dex 10 (+0), Con 25 (+7), Int 3 (-4), Wis 14 (+2), Cha 12 (+1)
Skills: Bluff +3, Listen +6, Perform (oratory) +3, Spot +6
Feats: Alertness, Multiattack, Power Attack, Track

Continent/Region: Can appear anywhere on Kulan but mainly appears on Harqual
Environment: Wanders the Upper Outer Planes or the Demiplane of Serenity
Organization: Unique
Challenge Rating: 11
Alignment: Neutral good
Advancement: NA

This huge creature looks to be a19-foot tall silver-furred owlbear. It is covered in scars that, while obviously healed, are still visible. Its eyes are a deep forest green and sparkle in the light.

Relix is the product of a long hard fought road towards redemption. Born a unusually large owlbear, Relix was content to live and hunt in the wilderness of some unknown Prime Material Plane. It was here he was captured and brought to the Lower Outer Planes by a malevolent fiend that wished to twist Relix for its own pleasure and evil plans. The fiend tortured the owlbear, twisting his natural instincts to evil. Relix’s simple mind lost control and for many years his master’s enemies, both good and evil, feared Relix.

Eventually, Relix’s master perished at the hands of a more powerful fiend, but Relix escaped during the fight and began wandering the Outer Planes looking to sate his evil nature. It was during this time that the god Damh came across the ravening beast. He knew the beast’s natural soul still remained inside the creature and took Relix with him across the span of existence to a forested fey demiplane called Serenity where the creature could heal its shatter mind and soul.

At first, Relix gnashed out at the local creatures but with the power of the Fey One guiding his recovery, Relix soon found serenity, so to speak. Relix came to love the fey demiplane and he considers it his home. He will go to great lengths to protect it from evil interlopers and is a great friend of fey of all type. Relix often works as Damh's proxy, on Kulan, appearing wherever fey are in need of a strong champion to guard their lands from interlopers.

Relix is prone to fit of melancholy when away from his demiplane home and is easily agitated by those who behave in an evil manner. He attacks evil fiends such as demons and devils on sight.

Relix speaks a rudimentary form of Sylvan, and he understands but cannot speak Celestial. He loves to recite elvish stories and gnomish odes to wee fey, as translated to him in Sylvan. He always has time to tell the story of how The Fey One saved him from damnation. More often than not, it is Relix’s gestures and mimicry that keep his little fey friends enraptured and not his words.

Combat
Relix is fearless in combat. He fights to defend himself and his charges against any evil that threatens the Plane of Serenity. He often changes his tactics against foes he has faced before. He will fight to the death in order to save innocent fey unable to defend themselves. If he dies on the Plane of Serenity then Damh can resurrect him with a mere thought. If he dies somewhere else then the owlbear is dead.

Aura of Hope (Su): Relix’s hope for all things good causes anyone within a 20-ft radius to gain a +4 to save versus fear while within his aura. Evil creatures are made uneasy by the feeling and also suffer a –1 morale penalty to all rolls (net +3 vs. fear) if they fail the save (DC 16). If Relix touches another creature and the save is failed, that creature is shaken, if evil. Otherwise, there isn’t any additional effect.

Improved Grab (Ex): To use this ability, Relix must hit with a claw attack. He can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Melancholy (Ex): Relix is occasionally prone to fits of melancholy when in mortal realms. Every week, he must make a Will save (DC 15) or be struck by ennui for 1d4 days, during which time he is at –1 to Wisdom-related rolls.

Slow Aging (Ex): Relix has been forever touched by the agelessness of the Demiplane of Serenity. In mortal realms, Relix ages half as fast as a normal owlbear would, and doesn’t age at all when in the Demiplane of Serenity.

Smite Evil (Su): Once per day Relix can make a normal melee attack to deal +10 damage against an evil foe.

Spell-like Abilities: 5/day as a 10th-level sorcerer—mage hand, dancing lights, ghost sound. 1/day as a 10th-level sorcerer—alter self, calm animals, disguise self, pass without trace, speak with animals, speak with plants.

Vulnerability to Good (Ex): Relix is treated as if neutral for determining the effects of spells which damage evil creatures. For example, Relix always takes damage from holy smite as if he were neutral.

Skills: Relix gains a +1 racial bonus to Perform and Bluff checks. He also gains a +2 racial bonus to Hide and Move Silently checks in environments similar to the one wherein they dwelled amongst fey (forest).
 
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Knightfall

World of Kulan DM
DRAGONWYRM
Gargantuan Dragon (Earth, Water)
Hit Dice: 16d12+128 (237 hp)
Initiative: -2 (Dex)
Speed: 20 ft. (4 squares), burrow 20 ft., swim 10 ft.
AC: 20 (-4 size, -2 Dex, +16 natural), touch 4, flat-footed 20
Base Attack/Grapple: +16/+41
Attack: Bite +16 melee (2d8+13) or claw +16 melee (1d8+13)
Full Attack: Bite +16 melee (2d8+13), 2 claws +16 melee (1d8+6), and sting +16 melee (2d6+6 plus poison)
Space/Reach: 20 ft. / 15ft.
Special Attacks: Improved grab, swallow whole, poison
Special Qualities: Darkvision 60 ft., low-light vision, tremorsense 60 ft., immunity to magic sleep effects and paralysis effects
Saves: Fort +18, Ref +8, Will +9
Abilities: Str 37 (+13), Dex 6 (-2), Con 27 (+8), Int 15 (+2), Wis 8 (-1), Cha 10 (+0)
Skills: Diplomacy +10, Escape Artist +8, Knowledge (geography) +12, Knowledge (nature) +12, Listen +18, Intimidate +13, Search +21, Sense Motive +9, Spot +20, Survival +6, Swim +26, Use Magical Device +10.
Feats: Awesome Blow, Cleave, Improved Bull Rush, Power Attack, Weapon Focus (bite), Weapon Focus (sting)

Continent/Region: The Fallenlands
Environment: Warm desert, aquatic (freshwater only), or underground
Organization: Solitary
Challenge Rating: 17
Treasure: Triple standard
Alignment: Always neutral
Advancement: 16-32 HD (Gargantuan); 33-48 HD (Colossal)

This massive worm is covered with sandy-colored, plated scales, a huge stinger on the end of its tube-like body. A large dragon-like, horned head sits a top the creature’s body, its mouth filled with wide, razor sharp teeth, and the beast has a intelligent glint in its massive reptilian eyes. Two large arms protrude out from just behind its head, ending in wicked claws.

Dragonwyrms are one of the most feared and misunderstood creatures of the Fallenlands. They are thought to be unintelligent beasts by most and only the most notable scholars amongst the nagpas and jann know that dragonwyrms are intelligent creatures worthy of respect.

However, that doesn’t mean these dragons aren’t to be feared. In fact, the nagpa go to great lengths to avoid these dragons whenever possible. Other races aren’t so cautious. The sahne have been known to hunt the great dragons as rites of passage, while thasins and bakemono consider dragonwyrm meat to be a delicacy. Hengeyokai clans have the closest relations with dragonwyrms, often giving sacrifices and treasure to one of the great dragons, in return for protection. The minotaurs and Cyradi of the Shapneka Canyon often worship the great dragons as servants of the Gods.

Dragonwyrms are known only throughout the desert, the many lakes & rivers, and the isolated underground environments of the Fallenlands. They are rarely encountered in the more coastal regions of the Fallenlands but have also been seen in the Volcanic Lands and waterways of the Ong Jungle. Dragonwyrms do not have any sort of breath weapon and cannot fly.

Dragonwyrms rarely speak, understanding Draconic, Ignan, and Jinn.

Combat
Dragonwyrms aren’t known for restraint in combat. They tend to kill first, eat second, and if anyone is left over afterwards, they sometimes will negotiate for treasure. Dragonwyrms are intelligent enough to understand counter the tactics of opponents, but they rarely retreat, even when hard pressed.

A dragonwyrm often attacks from under the earth, breaking through the sand and attempting to bite the closest opponent. If successful, the dragonwyrm will attempt to grapple and then swallow whole. If it fails to grapple then it will switch to executing a full attack on the weakest looking target.

If attacking from underwater, the creature will attempt to capsize boats and drag opponents under the water, to try and drown them. Dragonwyrms are deadly opponents underwater.

Improved Grab (Ex): To use this ability, a dragonwyrm 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 attempt to swallow the foe the following round.

Poison (Ex): Injury, Fortitude DC 25, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based.

Swallow Whole (Ex): A dragonwyrm can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 2d8+12 points of crushing damage plus 8 points of acid damage per round from the dragonwyrm's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 17). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Gargantuan dragonwyrm's interior can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.

Skills: A dragonwyrm has a +2 racial bonus on Intimidate and Spot checks. A dragonwyrm 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.
 
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Knightfall

World of Kulan DM
TROLL, DIRE
Large Giant (Dire)
Hit Dice: 8d8+56 (92 hp)
Initiative: +3 (Dex)
Speed: 30 ft. (6 squares)
AC: 18 (-1 size, +3 Dex, +6 natural), touch 12, flat-footed 15
Base Attack/Grapple: +6/+17
Attack: Claw +14 melee (1d6+9)
Full Attack: 2 claws +14 melee (1d6+9) and bite +9 melee (1d6+5)
Space/Reach: 10 ft. / 10 ft.
Special Attacks: Attack/damage bonus, rend 2d6+10, tusk 2d4+10
Special Qualities: Darkvision 90 ft., low-light vision, regeneration 5, scent
Saves: Fort +12, Ref +5, Will +6
Abilities: Str 25 (+7), Dex 16 (+3), Con 25 (+7), Int 4 (-3), Wis 12 (+1), Cha 6 (-2)
Skills: Hide+5, Jump+8, Listen +8, Spot +9
Feats: Alertness, Iron Will, Track

Continent/Region: Harqual and Janardun
Environment: Cold mountains
Organization: Solitary or pair
Challenge Rating: 6
Treasure: No coins; standard goods; crude items
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +6

This large creature towers above you, its troll-like face dominated by to large tusks protruding from its lower lips. Its skin looks like rubber, mottled green and a putrid gray. Ugly strands of dirty, white hair hangs from its head. The beast is almost feral, as it growls at you, scraping its wicked claws along the ground. It paces back and forth like an animal that is waiting for an opening.

Dire trolls walk upright but hunched forward with sagging shoulders, just like normal trolls. Their gait is uneven, and when they run, their arms dangle and drag along the ground. For all this seeming awkwardness, dire trolls are extremely agile.

A typical adult dire troll stands 13½ feet tall and weighs 750 pounds. Males are slightly larger than females. A dire troll's rubbery hide is moss green, mottled green and putrid gray, or simply putrid gray. Their hair is usually grayish-black or dirty white.

Dire trolls understand Giant, but they rarely speak.

Combat
Dire trolls have little fear of death, but they aren’t as fearless as normal trolls. They do launch themselves into combat without hesitation, but are more likely to flee if in mortal danger. This is instinct, not intelligence. Dire trolls are scavengers by nature and will eat almost anything.

However, when confronted with fire, they will rarely try to get around the flames and attack. Instead, they will react like frightened beasts, shying away from those using it, while attacking anyone else without fire. They aren’t smart enough to recognize flasks as possible dangers, filled with alchemical fire or acid.

Attack/Damage Bonus: A dire troll gains a +2 enhancement bonus on any Strength related attacks and damage rolls. However, these bonuses aren't added to other special attack forms (i.e. rend).

Rend (Ex): If a dire troll hits with both claw attacks, it latches onto the opponent's body and tears the flesh. This attack automatically deals an additional 2d6+10 points of damage.

Regeneration (Ex): Fire and acid deal normal damage to a dire troll. If a dire troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

Tusk (Ex): A dire troll can deliver a tusk attack that does 2d4+10 points of damage. This is considered a standard action.

Skills: Dire trolls gain a +1 racial bonus to Jump attacks and +2 racial bonus to Hide checks.
 
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