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Knightfall's World of Kulan: Monster Compilations
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<blockquote data-quote="Knightfall" data-source="post: 1893820" data-attributes="member: 2012"><p>Here's a creature I've updated from the old 2e DMs guide called Creative Campaigning, modified to fit into World of Kulan. I'm not sure what the Challenge Rating and Level Adjustment should be, so any opinions would be appreciated.</p><p></p><p><span style="color: DarkOrange"><strong>KLORTHAK</strong></span></p><p><strong>Large Monstrous Humanoid</strong></p><p><strong>Hit Dice:</strong> 3d8+3 (16 hp)</p><p><strong>Initiative:</strong> +2 (Dex)</p><p><strong>Speed:</strong> 40 ft. (8 squares)</p><p><strong>AC:</strong> 16 (-1 size, +2 Dex, +2 natural, +3 leather scale), touch 11, flat-footed 14; plus see text</p><p><strong>Base Attack/Grapple:</strong> +3/+11</p><p><strong>Attack:</strong> Claw +7 melee (1d6+4) or mw Large greatsword+8 melee (3d6+6/19-20/x2)</p><p><strong>Full Attack:</strong> 2 claws +7 melee (1d6+4) and 2 claws +2 melee (1d6+2) or mw Large greatsword +6 melee (2d6+4/19-20/x2) and Large longsword +5 melee (2d6+2/19-20/x2) and 2 Large short swords +5 melee (1d8+2/19-20/x2)</p><p><strong>Space/Reach:</strong> 10 ft. / 10 ft.</p><p><strong>Special Qualities:</strong> Darkvision 60 ft., multiweapon defense</p><p><strong>Saves:</strong> Fort +2, Ref +5, Will +3</p><p><strong>Abilities:</strong> Str 18 (+4), Dex 15 (+2), Con 12 (+1), Int 10 (+0), Wis 11 (+0), Cha 8 (-1)</p><p><strong>Skills:</strong> Balance +2, Climb +3, Craft (weaponsmithing) +3, Jump +3, Listen +3, Profession (soldier) +3, Spot +3</p><p><strong>Feats:</strong> Multidexterity, Multiweapon Fighting</p><p></p><p><strong>Continent/Region:</strong> Kanpur/Any eastern land and Triadora/Any</p><p><strong>Environment:</strong> Any harsh land or underground</p><p><strong>Organization:</strong> Solitary, team (2–4), band (10–25 plus 50% noncombatants plus 2 2nd-level sergeants and 1 leader of 2nd–5th level), or warband (40–100 plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, 3 7th-level captains, 1 9th-level major, 2–20 heavy warhorses, and 2–8 guard dogs)</p><p><strong>Challenge Rating:</strong> 5 (?)</p><p><strong>Treasure:</strong> Standard</p><p><strong>Alignment:</strong> Usually lawful neutral</p><p><strong>Advancement:</strong> By character class</p><p><strong>Level Adjustment:</strong> +5 (?)</p><p></p><p><em>The large, four-armed bipedal creature has red skin and bestial features. It wields four blades, one in each hand, and is covered by exotic, black-painted leather armor. The creature has the look of a skilled warrior.</em></p><p></p><p>Klorthaks are a red-skinned, four-armed race that is native to the eastern lands of the continent of Kanpur and the continent of Triadora, as well. Their faces are bestial with savage looking head-crests. Males and females are completely equal and, in fact, there is little physical difference between the sexes.</p><p></p><p>Klorthaks speak their own racial language, as well as any one additional regional language.</p><p></p><p><strong>Combat</strong></p><p>Klorthaks are amazing combatants with amazing strength and uncanny dexterity. They can, and do, wield weapons in all four of their hands. As well, they have an innate ability to use such weapons as other races would a shield.</p><p></p><p>For all their natural ability and advantages, klorthaks prefer a fair fight and will often face off against two opponents at once, in order to test themselves and improve their fighting prowess. The often test themselves against powerful arcanists and other magic users, as such individuals are rarely pushovers at higher levels.</p><p></p><p>Klorthaks are always looking for their next challenge, yet they aren’t reckless about such things. They are methodical about learning all they can about an opponent before challenging him or her. As they believe in fairness, they always give a prospective opponent a chance to learn about their strengths, but make the opponent learn their weaknesses.</p><p></p><p><em>Multiweapon Defense</em> (Ex): The klorthak gains a +2 shield bonus to its AC, while wielding two or more weapons (not including natural weapons). When fighting defensively or using the total defense action, the klorthak’s shield bonus increases to +4.</p><p></p><p><strong>Klorthak Society</strong></p><p>Klorthaks are known for their ferocious warrior ethic. They live in huge walled cities protected by powerful siege weapons. Their quarrelsome nature has prevented the klorthak from uniting, limiting them to war-like city-states with few alliances.</p><p></p><p>Klorthak serve throughout the lands they inhabit as mercenaries. They are known for their loyalty and professionalism. Once a klorthak has given his word, he will never break it, as long as his employer doesn’t cheat him. Should an employer betray a klorthak, that individual will not live long.</p><p></p><p><strong>Klorthak as Characters</strong></p><p>Klorthaks favor the fighter class, although most klorthaks encountered will be warriors. Klorthaks often become clerics, enforcers, monks, paladins, samurai, sohei, and sorcerers, depending on where they live. Klorthaks often multiclass as cleric/fighters, fighter/monks, fighter/sohei, or fighter/sorcerers.</p><p></p><p>Klorthaks of Kanpur often worship Amaterasu or Relan. Klorthak clerics of Amaterasu can choose any two of the following domains: Good, Law, Light, and Sun. Klorthak clerics of Relan can choose any two of the following domains: Animal, Community, Knowledge, and Protection.</p><p></p><p>Klorthaks of Triadora often worship Bodhek, Njfulir, or Zohar. Klorthak clerics of Bodhek can choose any two of the following domains: Knowledge, Strength, Law, and Planning. Klorthak clerics of Njfulir can choose any two of the following domains: Courage, Law, Protection, Strength, and Wall. Klorthak clerics of Zohar can choose any two of the following domains: Armor, History, Knowledge, and Sword.</p><p></p><p><strong>Klorthak Traits</strong></p><p>Klorthaks have all the racial traits listed below:</p><p>— +4 to Strength, +2 to Dexterity, +2 to Constitution, -2 to Charisma.</p><p>— Large. As Large creatures, klorthaks gain a -1 size penalty to Armor Class, a -1 size penalty on attack rolls, and a -4 size penalty on Hide checks. But they must use larger weapons than humans use.</p><p>— Speed: A klorthak’s base speed is 40 feet.</p><p>— Klorthaks have darkvision at a range of 60 feet.</p><p>— Racial Hit Dice: A klorthak begins with three levels of monstrous humanoid, which provide 3d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +1, Ref +3, Will +3.</p><p>— Racial Skills: A klorthak's monstrous humanoid levels give it skill points equal to 6 x (2 + Int Modifier, minimum 1). Its class skills are Balance, Climb, Craft (weaponsmithing), Jump, Listen, Profession (soldier), and Spot. Klorthaks have a +2 racial bonus to Craft (weaponsmithing) and Profession (mercenary) checks.</p><p>— Racial Feats: A klorthak's monstrous humanoid levels give it two feats.</p><p>— Klorthaks have four arms on their torso. As a result, clothing and armor must be specially made for them and costs 150% of the normal cost listed for the item. For example, the leather scale armor listed above would cost 52 gp and 5 sp instead of the 35gp listed in D&D Oriental Adventures.</p><p>— +2 natural armor bonus.</p><p>— Special Qualities (see above): Multiweapon defense.</p><p>— Natural Weapons: Klorthak characters may attack with two claws (1d6) and are always treated as being armed when using their natural attacks.</p><p>— Automatic Languages: Klorthak and one regional language. Bonus Languages: Varies by region.</p><p>— Favored Class: Fighter. A multiclass klorthak’s fighter class does not count when determining whether he suffers an XP penalty for multiclassing.</p><p></p><p>Here's my version of the Multidexterity feat, which I initially got from <strong>Mythic Races</strong>.</p><p></p><p><span style="color: DarkOrange"><strong>Multidexterity [General]</strong></span></p><p><em>From <strong>L&L Mythic Races</strong> (page 137); updated and modified for v.3.5 by Robert Blezard</em></p><p>The character is adept at using all his hands in combat.</p><p><strong>Prerequisites:</strong> Dex 15+, three or more hands.</p><p><strong>Benefit:</strong> Penalties for fighting with multiple weapons are reduced by 2. The character is neither left-handed nor right-handed. This feat effectively eliminates the need for the off-hand weapons to be light. Weapons wielded in the off-hands still add only half the character's Strength bonus to damage.</p><p><strong>Normal:</strong> Without this feat, a character takes a -6 penalty on attacks made with its primary hand and a -10 penalty made with its off-hands. (It has one primary hand, and all the others are off-hand.) See Two-Weapon Fighting, page 160 of the D&D Player’s Handbook v.3.5.</p><p><strong>Special:</strong> This feat helps offset the penalty for fighting with multiple weapons. A fighter may select Multidexterity as one of his fighter bonus feats (see page 38, PHB v.3.5).</p></blockquote><p></p>
[QUOTE="Knightfall, post: 1893820, member: 2012"] Here's a creature I've updated from the old 2e DMs guide called Creative Campaigning, modified to fit into World of Kulan. I'm not sure what the Challenge Rating and Level Adjustment should be, so any opinions would be appreciated. [COLOR=DarkOrange][B]KLORTHAK[/B][/COLOR] [B]Large Monstrous Humanoid[/B] [B]Hit Dice:[/B] 3d8+3 (16 hp) [B]Initiative:[/B] +2 (Dex) [B]Speed:[/B] 40 ft. (8 squares) [B]AC:[/B] 16 (-1 size, +2 Dex, +2 natural, +3 leather scale), touch 11, flat-footed 14; plus see text [B]Base Attack/Grapple:[/B] +3/+11 [B]Attack:[/B] Claw +7 melee (1d6+4) or mw Large greatsword+8 melee (3d6+6/19-20/x2) [B]Full Attack:[/B] 2 claws +7 melee (1d6+4) and 2 claws +2 melee (1d6+2) or mw Large greatsword +6 melee (2d6+4/19-20/x2) and Large longsword +5 melee (2d6+2/19-20/x2) and 2 Large short swords +5 melee (1d8+2/19-20/x2) [B]Space/Reach:[/B] 10 ft. / 10 ft. [B]Special Qualities:[/B] Darkvision 60 ft., multiweapon defense [B]Saves:[/B] Fort +2, Ref +5, Will +3 [B]Abilities:[/B] Str 18 (+4), Dex 15 (+2), Con 12 (+1), Int 10 (+0), Wis 11 (+0), Cha 8 (-1) [B]Skills:[/B] Balance +2, Climb +3, Craft (weaponsmithing) +3, Jump +3, Listen +3, Profession (soldier) +3, Spot +3 [B]Feats:[/B] Multidexterity, Multiweapon Fighting [B]Continent/Region:[/B] Kanpur/Any eastern land and Triadora/Any [B]Environment:[/B] Any harsh land or underground [B]Organization:[/B] Solitary, team (2–4), band (10–25 plus 50% noncombatants plus 2 2nd-level sergeants and 1 leader of 2nd–5th level), or warband (40–100 plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, 3 7th-level captains, 1 9th-level major, 2–20 heavy warhorses, and 2–8 guard dogs) [B]Challenge Rating:[/B] 5 (?) [B]Treasure:[/B] Standard [B]Alignment:[/B] Usually lawful neutral [B]Advancement:[/B] By character class [B]Level Adjustment:[/B] +5 (?) [I]The large, four-armed bipedal creature has red skin and bestial features. It wields four blades, one in each hand, and is covered by exotic, black-painted leather armor. The creature has the look of a skilled warrior.[/I] Klorthaks are a red-skinned, four-armed race that is native to the eastern lands of the continent of Kanpur and the continent of Triadora, as well. Their faces are bestial with savage looking head-crests. Males and females are completely equal and, in fact, there is little physical difference between the sexes. Klorthaks speak their own racial language, as well as any one additional regional language. [B]Combat[/B] Klorthaks are amazing combatants with amazing strength and uncanny dexterity. They can, and do, wield weapons in all four of their hands. As well, they have an innate ability to use such weapons as other races would a shield. For all their natural ability and advantages, klorthaks prefer a fair fight and will often face off against two opponents at once, in order to test themselves and improve their fighting prowess. The often test themselves against powerful arcanists and other magic users, as such individuals are rarely pushovers at higher levels. Klorthaks are always looking for their next challenge, yet they aren’t reckless about such things. They are methodical about learning all they can about an opponent before challenging him or her. As they believe in fairness, they always give a prospective opponent a chance to learn about their strengths, but make the opponent learn their weaknesses. [I]Multiweapon Defense[/I] (Ex): The klorthak gains a +2 shield bonus to its AC, while wielding two or more weapons (not including natural weapons). When fighting defensively or using the total defense action, the klorthak’s shield bonus increases to +4. [B]Klorthak Society[/B] Klorthaks are known for their ferocious warrior ethic. They live in huge walled cities protected by powerful siege weapons. Their quarrelsome nature has prevented the klorthak from uniting, limiting them to war-like city-states with few alliances. Klorthak serve throughout the lands they inhabit as mercenaries. They are known for their loyalty and professionalism. Once a klorthak has given his word, he will never break it, as long as his employer doesn’t cheat him. Should an employer betray a klorthak, that individual will not live long. [B]Klorthak as Characters[/B] Klorthaks favor the fighter class, although most klorthaks encountered will be warriors. Klorthaks often become clerics, enforcers, monks, paladins, samurai, sohei, and sorcerers, depending on where they live. Klorthaks often multiclass as cleric/fighters, fighter/monks, fighter/sohei, or fighter/sorcerers. Klorthaks of Kanpur often worship Amaterasu or Relan. Klorthak clerics of Amaterasu can choose any two of the following domains: Good, Law, Light, and Sun. Klorthak clerics of Relan can choose any two of the following domains: Animal, Community, Knowledge, and Protection. Klorthaks of Triadora often worship Bodhek, Njfulir, or Zohar. Klorthak clerics of Bodhek can choose any two of the following domains: Knowledge, Strength, Law, and Planning. Klorthak clerics of Njfulir can choose any two of the following domains: Courage, Law, Protection, Strength, and Wall. Klorthak clerics of Zohar can choose any two of the following domains: Armor, History, Knowledge, and Sword. [B]Klorthak Traits[/B] Klorthaks have all the racial traits listed below: — +4 to Strength, +2 to Dexterity, +2 to Constitution, -2 to Charisma. — Large. As Large creatures, klorthaks gain a -1 size penalty to Armor Class, a -1 size penalty on attack rolls, and a -4 size penalty on Hide checks. But they must use larger weapons than humans use. — Speed: A klorthak’s base speed is 40 feet. — Klorthaks have darkvision at a range of 60 feet. — Racial Hit Dice: A klorthak begins with three levels of monstrous humanoid, which provide 3d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +1, Ref +3, Will +3. — Racial Skills: A klorthak's monstrous humanoid levels give it skill points equal to 6 x (2 + Int Modifier, minimum 1). Its class skills are Balance, Climb, Craft (weaponsmithing), Jump, Listen, Profession (soldier), and Spot. Klorthaks have a +2 racial bonus to Craft (weaponsmithing) and Profession (mercenary) checks. — Racial Feats: A klorthak's monstrous humanoid levels give it two feats. — Klorthaks have four arms on their torso. As a result, clothing and armor must be specially made for them and costs 150% of the normal cost listed for the item. For example, the leather scale armor listed above would cost 52 gp and 5 sp instead of the 35gp listed in D&D Oriental Adventures. — +2 natural armor bonus. — Special Qualities (see above): Multiweapon defense. — Natural Weapons: Klorthak characters may attack with two claws (1d6) and are always treated as being armed when using their natural attacks. — Automatic Languages: Klorthak and one regional language. Bonus Languages: Varies by region. — Favored Class: Fighter. A multiclass klorthak’s fighter class does not count when determining whether he suffers an XP penalty for multiclassing. Here's my version of the Multidexterity feat, which I initially got from [B]Mythic Races[/B]. [COLOR=DarkOrange][B]Multidexterity [General][/B][/COLOR] [i]From [b]L&L Mythic Races[/b] (page 137); updated and modified for v.3.5 by Robert Blezard[/i] The character is adept at using all his hands in combat. [b]Prerequisites:[/b] Dex 15+, three or more hands. [b]Benefit:[/b] Penalties for fighting with multiple weapons are reduced by 2. The character is neither left-handed nor right-handed. This feat effectively eliminates the need for the off-hand weapons to be light. Weapons wielded in the off-hands still add only half the character's Strength bonus to damage. [b]Normal:[/b] Without this feat, a character takes a -6 penalty on attacks made with its primary hand and a -10 penalty made with its off-hands. (It has one primary hand, and all the others are off-hand.) See Two-Weapon Fighting, page 160 of the D&D Player’s Handbook v.3.5. [b]Special:[/b] This feat helps offset the penalty for fighting with multiple weapons. A fighter may select Multidexterity as one of his fighter bonus feats (see page 38, PHB v.3.5). [/QUOTE]
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