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Knightfall's World of Kulan: Monster Compilations
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<blockquote data-quote="Knightfall" data-source="post: 1899947" data-attributes="member: 2012"><p>Hey all,</p><p></p><p>I just finished updating my Monster Compilation I (linked at the top) and have been busy creating several new creations based on the RPG known as <span style="color: DarkOrange"><strong>Skyrealms of Jorune</strong></span>.</p><p></p><p>Here's one adaptation, with another to come shortly.</p><p></p><p><span style="color: DarkOrange"><strong>BLOUNT</strong></span></p><p><strong>Blount, 1st-Level Warrior</strong></p><p><strong>Small Monstrous Humanoid (Reptilian)</strong></p><p><strong>Hit Dice:</strong> 1d8+1 (5 hp)</p><p><strong>Initiative:</strong> +1 (Dex)</p><p><strong>Speed:</strong> 20 ft. (4 squares); climb 20 ft.</p><p><strong>AC:</strong> 15 (+1 size, +1 Dex, +2 leather armor), touch 13, flat-footed 13</p><p><strong>Base Attack/Grapple:</strong> +1/-3</p><p><strong>Attack:</strong> Bite +3 melee (1d6) or Small dagger +2 melee (1d3/19-20/x2) or Small spear +3 melee (1d6/x3) or Small spear +4 ranged (1d6/x3)</p><p><strong>Full Attack:</strong> Bite +3 melee (1d6) and Small dagger -3 melee (1d3/19-20/x2) or Small spear +3 melee (1d6/x3) or Small spear +4 ranged (1d6/x3)</p><p><strong>Space/Reach:</strong> 5 ft. / 5 ft.</p><p><strong>Special Attacks:</strong> Racial traits, stench mixture</p><p><strong>Special Qualities:</strong> Racial traits, keen vision, swampland stride</p><p><strong>Saves:</strong> Fort +3, Ref +1, Will +0</p><p><strong>Abilities:</strong> Str 11 (+0), Dex 13 (+1), Con 12 (+1), Int 10 (+0), Wis 11 (+0), Cha 6 (-2)</p><p><strong>Skills:</strong> Balance +9, Climb +9, Hide +5, Jump +4</p><p><strong>Feats:</strong> Weapon Finesse [sup]B[/sup], Weapon Focus (spear)</p><p></p><p><strong>Continent/Region:</strong> Any Island Realm in the Southern Hemisphere</p><p><strong>Environment:</strong> Warm swamps or marshes</p><p><strong>Organization:</strong> Solitary or gang (4–8)</p><p><strong>Challenge Rating:</strong> 1</p><p><strong>Treasure:</strong> Standard coins; 50% goods; crude items</p><p><strong>Alignment:</strong> Often chaotic neutral</p><p><strong>Advancement:</strong> By character class</p><p><strong>Level Adjustment:</strong> +0</p><p></p><p><em>This fat, reptilian creature is bipedal with scales and a lizard-like tail. It is as tall as a halfling and has greenish skin that is covered in moisture. The creature wears leather armor, a dagger on a belt, and holds a small spear out in defense. A horrible smell emanates from the creature.</em></p><p></p><p>Blounts are an intelligent, yet primitive swamp-dwelling race. The blount are small bipedal creatures (with opposable thumbs), approximately the same size as halflings. They have slick green skin and flabby, poorly toned bodies. Their knowledge of swamp-like terrain gives them an edge over larger ‘clumsy’ races. </p><p></p><p>Blounts smell terrible and none can tolerate it except other blounts and troglodytes. Non-intelligent creatures won’t go near a blount, even carnivores that are hungry. The smell isn’t natural, however. It is manufactured by blounts out of roots and swamp mud.</p><p></p><p>They have their own language, a mixture of lizard-like sounds and gurgles. Their throats quiver when they speak. There isn’t a written form of Abahth, the blount tongue.</p><p></p><p><strong>Combat</strong></p><p>When threatened blounts attack, bursting out of the stagnate waters they call home, with daggers, spears, or anything that they have taken from intruders.</p><p></p><p><em>Keen Vision</em> (Ex): Blounts 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 out to 60 feet.</p><p></p><p><em>Stench Mixture</em>: A blount often apply a smelly, manufactured mixture onto its body, from roots and swamp mud, that nearly every form of animal life finds offensive. All living creatures (except blounts & troglodytes) within 30 feet of a blount must succeed on a DC 11 Fortitude save or be sickened for 10 rounds. The save DC is Constitution-based. Creatures that successfully save cannot be affected by the same blount's stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.</p><p></p><p><em>Swampland Stride</em> (Ex): Blounts can move through swamp and marshes without any penalty to their Speed.</p><p></p><p><strong>Blounts as Characters</strong></p><p>Blounts favor the druid class.</p><p></p><p><strong>Blount Traits</strong></p><p>Blount have all the racial traits listed below:</p><p>— -2 to Strength, +2 to Dexterity, +2 to Wisdom, -2 to Charisma.</p><p>— Small. As a Small creature, a blount gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.</p><p>— Speed: A blount’s base speed is 20 feet. It can also climb at a speed of 20 ft.</p><p>— +8 racial bonus on all Balance checks. They also have a +8 racial bonus on all Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. Blounts use their Dexterity modifier instead of their Strength modifier for Climb checks.</p><p>— Blount gain Weapon Finesse as a bonus feat at 1st level.</p><p>— Natural Weapon: Blount characters may attack with a bite attack (1d6) and are always treated as being armed when using their natural attacks.</p><p>— Special Attacks (see above): Stench mixture.</p><p>— Special Qualities (see above): Keen vision, swampland stride</p><p>— Automatic Languages: Draconic. Bonus Languages: Varies by region but choices often include Grippli, Orc, and Vogel. A blount’s attempt to speak other languages is poor at best.</p><p>— Favored Class: Druid. A multiclass blount’s druid class does not count when determining whether he suffers an XP penalty for multiclassing.</p></blockquote><p></p>
[QUOTE="Knightfall, post: 1899947, member: 2012"] Hey all, I just finished updating my Monster Compilation I (linked at the top) and have been busy creating several new creations based on the RPG known as [COLOR=DarkOrange][B]Skyrealms of Jorune[/B][/COLOR]. Here's one adaptation, with another to come shortly. [COLOR=DarkOrange][B]BLOUNT[/B][/COLOR] [B]Blount, 1st-Level Warrior[/B] [B]Small Monstrous Humanoid (Reptilian)[/B] [B]Hit Dice:[/B] 1d8+1 (5 hp) [B]Initiative:[/B] +1 (Dex) [B]Speed:[/B] 20 ft. (4 squares); climb 20 ft. [B]AC:[/B] 15 (+1 size, +1 Dex, +2 leather armor), touch 13, flat-footed 13 [B]Base Attack/Grapple:[/B] +1/-3 [B]Attack:[/B] Bite +3 melee (1d6) or Small dagger +2 melee (1d3/19-20/x2) or Small spear +3 melee (1d6/x3) or Small spear +4 ranged (1d6/x3) [B]Full Attack:[/B] Bite +3 melee (1d6) and Small dagger -3 melee (1d3/19-20/x2) or Small spear +3 melee (1d6/x3) or Small spear +4 ranged (1d6/x3) [B]Space/Reach:[/B] 5 ft. / 5 ft. [B]Special Attacks:[/B] Racial traits, stench mixture [B]Special Qualities:[/B] Racial traits, keen vision, swampland stride [B]Saves:[/B] Fort +3, Ref +1, Will +0 [B]Abilities:[/B] Str 11 (+0), Dex 13 (+1), Con 12 (+1), Int 10 (+0), Wis 11 (+0), Cha 6 (-2) [B]Skills:[/B] Balance +9, Climb +9, Hide +5, Jump +4 [B]Feats:[/B] Weapon Finesse [sup]B[/sup], Weapon Focus (spear) [B]Continent/Region:[/B] Any Island Realm in the Southern Hemisphere [B]Environment:[/B] Warm swamps or marshes [B]Organization:[/B] Solitary or gang (4–8) [B]Challenge Rating:[/B] 1 [B]Treasure:[/B] Standard coins; 50% goods; crude items [B]Alignment:[/B] Often chaotic neutral [B]Advancement:[/B] By character class [B]Level Adjustment:[/B] +0 [I]This fat, reptilian creature is bipedal with scales and a lizard-like tail. It is as tall as a halfling and has greenish skin that is covered in moisture. The creature wears leather armor, a dagger on a belt, and holds a small spear out in defense. A horrible smell emanates from the creature.[/I] Blounts are an intelligent, yet primitive swamp-dwelling race. The blount are small bipedal creatures (with opposable thumbs), approximately the same size as halflings. They have slick green skin and flabby, poorly toned bodies. Their knowledge of swamp-like terrain gives them an edge over larger ‘clumsy’ races. Blounts smell terrible and none can tolerate it except other blounts and troglodytes. Non-intelligent creatures won’t go near a blount, even carnivores that are hungry. The smell isn’t natural, however. It is manufactured by blounts out of roots and swamp mud. They have their own language, a mixture of lizard-like sounds and gurgles. Their throats quiver when they speak. There isn’t a written form of Abahth, the blount tongue. [B]Combat[/B] When threatened blounts attack, bursting out of the stagnate waters they call home, with daggers, spears, or anything that they have taken from intruders. [i]Keen Vision[/i] (Ex): Blounts 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 out to 60 feet. [i]Stench Mixture[/i]: A blount often apply a smelly, manufactured mixture onto its body, from roots and swamp mud, that nearly every form of animal life finds offensive. All living creatures (except blounts & troglodytes) within 30 feet of a blount must succeed on a DC 11 Fortitude save or be sickened for 10 rounds. The save DC is Constitution-based. Creatures that successfully save cannot be affected by the same blount's stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. [i]Swampland Stride[/i] (Ex): Blounts can move through swamp and marshes without any penalty to their Speed. [B]Blounts as Characters[/B] Blounts favor the druid class. [B]Blount Traits[/B] Blount have all the racial traits listed below: — -2 to Strength, +2 to Dexterity, +2 to Wisdom, -2 to Charisma. — Small. As a Small creature, a blount gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character. — Speed: A blount’s base speed is 20 feet. It can also climb at a speed of 20 ft. — +8 racial bonus on all Balance checks. They also have a +8 racial bonus on all Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. Blounts use their Dexterity modifier instead of their Strength modifier for Climb checks. — Blount gain Weapon Finesse as a bonus feat at 1st level. — Natural Weapon: Blount characters may attack with a bite attack (1d6) and are always treated as being armed when using their natural attacks. — Special Attacks (see above): Stench mixture. — Special Qualities (see above): Keen vision, swampland stride — Automatic Languages: Draconic. Bonus Languages: Varies by region but choices often include Grippli, Orc, and Vogel. A blount’s attempt to speak other languages is poor at best. — Favored Class: Druid. A multiclass blount’s druid class does not count when determining whether he suffers an XP penalty for multiclassing. [/QUOTE]
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