Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
D&D Older Editions
Knightfall's World of Kulan: Monster Compilations
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Knightfall" data-source="post: 1893839" data-attributes="member: 2012"><p><span style="color: DarkOrange"><strong>MINOTAUR, FALLENLANDEN</strong></span></p><p><strong>Large Monstrous Humanoid</strong></p><p><strong>Hit Dice:</strong> 6d8+12 (39 hp)</p><p><strong>Initiative:</strong> +0</p><p><strong>Speed:</strong> 30 ft. (6 squares)</p><p><strong>AC:</strong> 14 (-1 size, +5 natural), touch 9, flat-footed - (see text)</p><p><strong>Base Attack/Grapple:</strong> +6/+14</p><p><strong>Attack:</strong> Greataxe +9 melee (3d6+6/x3) or gore +9 melee (1d8+4)</p><p><strong>Full Attack:</strong> Greataxe +9/+4 melee (3d6+6/x3) and gore +4 melee (1d8+2)</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., light sensitivity, natural cunning, scent, spell-like abilities</p><p><strong>Saves:</strong> Fort +6, Ref +5, Will +6</p><p><strong>Abilities:</strong> Str 19 (+4), Dex 10 (+0), Con 15 (+2), Int 7 (-2), Wis 12 (+1), Cha 10 (+0)</p><p><strong>Skills:</strong> Intimidate +3, Listen +8, Search +2, Spot +8, Survival +3</p><p><strong>Feats:</strong> Desert Dweller, Great Fortitude [sup]B[/sup], Power Attack, Track</p><p></p><p><strong>Continent/Region:</strong> The Fallenlands/Shapneka</p><p><strong>Environment:</strong> Any desert or underground</p><p><strong>Organization:</strong> Solitary, pair, or gang (3-4)</p><p><strong>Challenge Rating:</strong> 4</p><p><strong>Treasure:</strong> Standard</p><p><strong>Alignment:</strong> Usually chaotic neutral or chaotic evil</p><p><strong>Advancement:</strong> By character class</p><p><strong>Level Adjustment:</strong> +2</p><p></p><p><em>The creature looks like an incredibly tall, powerfully muscled humanoid, covered in white, gray-mottled fur, with the head of a bull. The pale, yellow eyes of the beast spark with feral wrath.</em></p><p></p><p>Fallenlanden minotaurs are Cyradi humans that have been cursed by the gods of the Cyradi Pantheon (most often by Anubis, Horus, or Zragak). Fallenlanden minotaurs are as territorial as other cursed minotaurs but are exclusively found in the canyon of Shapneka on the continent of the Fallenlands. They are also found in the underground labyrinths below the canyon including the lost city of Cyrad.</p><p></p><p>A Fallenlanden minotaur stands more than 8½ feet tall and weighs about 700 pounds. Their horns and hooves are always a stark white.</p><p></p><p>Fallenlanden minotaurs speak Tauric and Cyradi.</p><p></p><p><strong>Combat</strong></p><p>Fallenlanden minotaurs prefer melee combat, where their great strength serves them well. The creatures do shun bright light in combat, preferring to retreat and find easier prey.</p><p></p><p><em>Light Sensitivity</em> (Ex): Fallenlanden minotaurs are dazzled in bright sunlight or within the radius of a daylight spell.</p><p></p><p><em>Natural Cunning</em> (Ex): Although Fallenlanden minotaurs 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>Powerful Charge</em> (Ex): A Fallenlanden minotaur 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>Spell-like Abilities</em>: 1/day—<em>create water</em>. Caster Level: 6th.</p><p></p><p><em>Skills</em>: Fallenlanden minotaurs have a +2 racial bonus on Survival checks and a +4 racial bonus on Search, Spot, and Listen checks.</p><p></p><p><strong>Fallenlanden Minotaurs as Characters</strong></p><p>Fallenlanden minotaurs favor the ranger class.</p><p></p><p><strong>Fallenlanden Minotaur Traits</strong></p><p>— +4 to Strength, +2 to Constitution, -2 to Intelligence.</p><p>— Large. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.</p><p>— Monstrous Humanoid: Fallenlanden minotaurs are monstrous humanoids, and are therefore immune to spells that only affect humanoids, such as charm person.</p><p>— Speed: A minotaur's base land speed is 30 feet.</p><p>— Weapon Proficiency: A minotaur is proficient with the greataxe and all simple weapons.</p><p>— Darkvision out to 60 feet.</p><p>— +1 racial bonus on saving throws against fire effects and a -1 racial penalty on saving throws against cold effects. These adjustments apply to cold and fire effects from any source, whether magical or mundane.</p><p>— Racial Hit Dice: A minotaur begins with six levels of monstrous humanoid, which provide 6d8 Hit Dice, a base attack bonus of +6, and base saving throw bonuses of Fort +2, Ref +5, and Will +5.</p><p>— Racial Skills: A minotaur's monstrous humanoid levels give it skill points equal to 9 x (2 + Int modifier, minimum 1). Its class skills are Intimidate, Jump, Listen, Search, and Spot. Fallenlanden minotaurs have a +2 racial bonus on Survival checks and a +4 racial bonus on Search, Spot, and Listen checks.</p><p>— Racial Feats: A minotaur's monstrous humanoid levels give it three feats.</p><p>— +5 natural armor bonus.</p><p>— Special Attacks (see above): Powerful charge.</p><p>— Special Qualities (see above): Light sensitivity, natural cunning, scent, spell-like abilities.</p><p>— Natural Weapon: Gore (1d8).</p><p>— Automatic Languages: Tauric and Cyradi. Bonus Languages: Bakemono, Ignan, and Mongrelfolk.</p><p>— Favored Class: Ranger. A multiclass Fallenlanden minotaur's ranger class does not count when determining whether he suffers an XP penalty for multiclassing.</p></blockquote><p></p>
[QUOTE="Knightfall, post: 1893839, member: 2012"] [COLOR=DarkOrange][B]MINOTAUR, FALLENLANDEN[/B][/COLOR] [B]Large Monstrous Humanoid[/B] [B]Hit Dice:[/B] 6d8+12 (39 hp) [B]Initiative:[/B] +0 [B]Speed:[/B] 30 ft. (6 squares) [B]AC:[/B] 14 (-1 size, +5 natural), touch 9, flat-footed - (see text) [B]Base Attack/Grapple:[/B] +6/+14 [B]Attack:[/B] Greataxe +9 melee (3d6+6/x3) or gore +9 melee (1d8+4) [B]Full Attack:[/B] Greataxe +9/+4 melee (3d6+6/x3) and gore +4 melee (1d8+2) [B]Space/Reach:[/B] 10 ft. / 10 ft. [B]Special Attacks:[/B] Powerful charge 4d6+6 [B]Special Qualities:[/B] Darkvision 60 ft., light sensitivity, natural cunning, scent, spell-like abilities [B]Saves:[/B] Fort +6, Ref +5, Will +6 [B]Abilities:[/B] Str 19 (+4), Dex 10 (+0), Con 15 (+2), Int 7 (-2), Wis 12 (+1), Cha 10 (+0) [B]Skills:[/B] Intimidate +3, Listen +8, Search +2, Spot +8, Survival +3 [B]Feats:[/B] Desert Dweller, Great Fortitude [sup]B[/sup], Power Attack, Track [B]Continent/Region:[/B] The Fallenlands/Shapneka [B]Environment:[/B] Any desert or underground [B]Organization:[/B] Solitary, pair, or gang (3-4) [B]Challenge Rating:[/B] 4 [B]Treasure:[/B] Standard [B]Alignment:[/B] Usually chaotic neutral or chaotic evil [B]Advancement:[/B] By character class [B]Level Adjustment:[/B] +2 [I]The creature looks like an incredibly tall, powerfully muscled humanoid, covered in white, gray-mottled fur, with the head of a bull. The pale, yellow eyes of the beast spark with feral wrath.[/I] Fallenlanden minotaurs are Cyradi humans that have been cursed by the gods of the Cyradi Pantheon (most often by Anubis, Horus, or Zragak). Fallenlanden minotaurs are as territorial as other cursed minotaurs but are exclusively found in the canyon of Shapneka on the continent of the Fallenlands. They are also found in the underground labyrinths below the canyon including the lost city of Cyrad. A Fallenlanden minotaur stands more than 8½ feet tall and weighs about 700 pounds. Their horns and hooves are always a stark white. Fallenlanden minotaurs speak Tauric and Cyradi. [B]Combat[/B] Fallenlanden minotaurs prefer melee combat, where their great strength serves them well. The creatures do shun bright light in combat, preferring to retreat and find easier prey. [I]Light Sensitivity[/I] (Ex): Fallenlanden minotaurs are dazzled in bright sunlight or within the radius of a daylight spell. [I]Natural Cunning[/I] (Ex): Although Fallenlanden minotaurs 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]Powerful Charge[/I] (Ex): A Fallenlanden minotaur 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]Spell-like Abilities[/I]: 1/day—[I]create water[/I]. Caster Level: 6th. [I]Skills[/I]: Fallenlanden minotaurs have a +2 racial bonus on Survival checks and a +4 racial bonus on Search, Spot, and Listen checks. [B]Fallenlanden Minotaurs as Characters[/B] Fallenlanden minotaurs favor the ranger class. [B]Fallenlanden Minotaur Traits[/B] — +4 to Strength, +2 to Constitution, -2 to Intelligence. — Large. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters. — Monstrous Humanoid: Fallenlanden minotaurs are monstrous humanoids, and are therefore immune to spells that only affect humanoids, such as charm person. — Speed: A minotaur's base land speed is 30 feet. — Weapon Proficiency: A minotaur is proficient with the greataxe and all simple weapons. — Darkvision out to 60 feet. — +1 racial bonus on saving throws against fire effects and a -1 racial penalty on saving throws against cold effects. These adjustments apply to cold and fire effects from any source, whether magical or mundane. — Racial Hit Dice: A minotaur begins with six levels of monstrous humanoid, which provide 6d8 Hit Dice, a base attack bonus of +6, and base saving throw bonuses of Fort +2, Ref +5, and Will +5. — Racial Skills: A minotaur's monstrous humanoid levels give it skill points equal to 9 x (2 + Int modifier, minimum 1). Its class skills are Intimidate, Jump, Listen, Search, and Spot. Fallenlanden minotaurs have a +2 racial bonus on Survival checks and a +4 racial bonus on Search, Spot, and Listen checks. — Racial Feats: A minotaur's monstrous humanoid levels give it three feats. — +5 natural armor bonus. — Special Attacks (see above): Powerful charge. — Special Qualities (see above): Light sensitivity, natural cunning, scent, spell-like abilities. — Natural Weapon: Gore (1d8). — Automatic Languages: Tauric and Cyradi. Bonus Languages: Bakemono, Ignan, and Mongrelfolk. — Favored Class: Ranger. A multiclass Fallenlanden minotaur's ranger class does not count when determining whether he suffers an XP penalty for multiclassing. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
D&D Older Editions
Knightfall's World of Kulan: Monster Compilations
Top