[KoK] Two free monster previews!

Mark Plemmons

Explorer
Hey all! In keeping with my recent shameless self-promotion around here :) I thought you'd all enjoy a couple of free monsters for your campaigns.

These monsters will appear in "Dangerous Denizens: The Monsters of Tellene" - the first 3.5 monster supplement! This 224-page hardcover book will arrive in stores in late June/early July - about the same time as the 3.5 Monster Manual!

EATEN ONE
Medium Undead
Hit Dice: 5d12 (32 hp)
Initiative: +4 (Improved Initiative)
Speed: 10 ft. (2 squares), fly 30 ft. (poor)
AC: 18 (+3 natural, +1 small steel shield, +4 chainshirt), touch 15, flat-footed 9
Base Attack/Grapple: +2/+3
Attack: Claw +3 melee (1d4+1), or bastard sword +3 melee (1d10+1)
Full Attack: 2 claws +3 melee (1d4+1), or bastard sword +3 melee (1d10+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Acidic corpse, aura of hopelessness, devour stamina
Special Qualities: Curative transformation, damage reduction 5/bludgeoning, darkvision 60 ft., immunity to acid and cold, undead traits
Saves: Fort +1, Ref +1, Will +6
Abilities: Str 12, Dex 11, Con -, Int 3, Wis 14, Cha 12
Skills: Listen +8, Move Silently +8, Spot +8
Feats: Alertness, Improved Initiative
Environment: Any land and underground
Organization: Solitary
Challenge Rating: 5
Treasure: Standard
Alignment: Often neutral evil
Advancement: 6-12 HD (Medium)
Level Advancement: -

Tactics Round-by-Round
The eaten one slowly flies towards its opponents, hoping its foes will destroy it before its hunger overcomes it.
Round 0: Aura of hopelessness.
Round 1: Full attack opponent with least Constitution score.
Round 2: Repeat from round 1 until opponents are defeated; or devour stamina from fallen opponent.

An eaten one is an ooze-dripping undead creature, created from fallen heroes who have been partially consumed by oozes or other hideous creatures.
An eaten one resembles a floating skeleton, missing the lower half of its body and covered with a thin layer of slowly dripping ooze. Strangely, this ooze never seems to cease flowing, save when the eaten one has been destroyed.
Eaten ones retain faint memories of their former lives and are constantly seeking out heroes who might destroy them and end their current existence. Unfortunately, when the heroes actually approach the eaten one, its inner madness overcomes it, driving it to attack and drain the stamina of those who would end its anguish-filled existence.
Eaten ones may moan and groan, but do not speak or otherwise attempt to communicate.

COMBAT
Eaten ones slowly approach those whom they hope will end their painful existence. Unfortunately, the eaten one's aura of hopelessness typically overwhelms its opponents just as its hunger to drain heath overcomes its death wish.
In combat, eaten ones will always attack the most unhealthy foe first, sensing that he or she could be most easily overcome. With their foe eliminated, the eaten one drains its stamina to use against the next opponent, and so on up the chain until it has only the healthiest enemy to overcome.
Acidic Corpse (Ex): An eaten one is covered with a highly caustic ooze over its entire body. Touching an eaten one deals 1d6 points of acid damage to an organic creature or objects, 2d6 points of acid damage to a metallic creature or object, or 3d6 points of acid damage to a stony creature (such as an earth elemental) or object. A quart or more of water is needed to wash off the ooze.
Aura of Hopelessness (Ex): An eaten one radiates a continual symbol of hopelessness effect (Will save DC 20) as a 60-foot radius emanation. A creature that fails its save is affected while within this area and for 10 minutes after leaving it. A successful save makes a creature immune to the eaten one's aura of hopelessness for 24 hours.
Devour Stamina (Su): An eaten one can transfer its opponent's Constitution score to itself by dealing a killing blow with a claw attack. This acquired stamina is used for hit points, Fortitude saving throws, resisting poison and similar threats, but lasts only for 24 hours. If an eaten one devours the stamina of a new victim while still possessing the stamina of the previous one, or if the victim's Constitution score would lower the eaten one's abilities below what it typically possesses, it uses the highest of the two scores.
Curative Transformation (Ex): A remove curse or remove disease spell, or a more powerful version of either, transforms an eaten one into a normal skeleton that can crawl with a speed of 10 feet. Neither spell restores any missing portions of the eaten one's body.
Undead Traits: An eaten one is immune to death effects, disease, mind-influencing effects, necromantic effects (unless they specifically affect undead), paralysis, poison, sleep, stunning and any effect that requires a Fortitude save unless it also works on objects. An eaten one is not subject to ability damage, critical hits, death from massive damage, energy drain or subdual damage. An eaten one cannot be raised, and resurrection works only if it is willing. An eaten one has darkvision (60-foot range).

ON TELLENE
Eaten ones can be found wherever flesh-eating monsters and oozes roam. The caves of Giilia and the Krimppatu Mountains are whispered to contain such undead - bodies of former adventurers who were unable to crawl through narrow passages quickly enough to escape the fate of being partially devoured.
Some Kargi scholars claim that hobgoblins cannot become eaten ones, for not even an undead hobgoblin would be so dishonorable as to attack the weakest foe first. Plainly, they say, it would attack the healthiest foe first. Other Kargi speculate that the eaten ones might be restraining themselves by attacking the weaker enemies first, leaving the stronger foes ample time to dispatch the eaten one from its currently dishonorable existence.
 

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Mark Plemmons

Explorer
And here's the other one...

STURM-WOLF
Medium Animal
Hit Dice: 6d8+6 (36 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 50 ft. (10 squares)
AC: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +4/+8
Attack: Claw +8 melee (1d4+4)
Full Attack: 2 claws +8 melee (1d4+4) and bite +6 melee (2d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Darkvision 60 ft., ferocity, improved grab, rage, thrash
Special Qualities: Scent
Saves: Fort +6, Ref +7, Will +0
Abilities: Str 18, Dex 15, Con 13, Int 2, Wis 10, Cha 4
Skills: Hide +2, Listen +2, Spot +2, Survival +2*
Feats: Alertness, Improved Initiative, Multiattack
Environment: Cold and temperate land
Organization: Solitary, pair or pack (3-8 plus 50% cubs plus 1 leader)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 7-9 HD (Medium); 10-12 HD (Large)
Level Adjustment: -

Tactics Round-by-Round
As a pack, sturm-wolves normally single out a victim, before savagely attacking. If there are any other targets in the area, the pack will very likely take pursuit once it has downed its first target.
Round 0: Scent enemies approaching.
Round 1: Bite attack.
Round 2: Thrash bitten enemy; or full attack new enemy.
Round 3: Repeat from round 2 until defeated.

This highly aggressive carnivore resembles a bear crossbred with a wolf. It will attack even superior opponents without any provocation at all.
Sturm-wolves are a species of carnivore that closely resemble the common wolf. However, there are some major differences. They are larger in size, standing from 4 to 5 feet at the shoulder. Sturm-wolves have forepaws with lethal claws that resemble those of a bear. Sturm-wolves also have powerful frames that resemble those of a bear. In the dark, a sturm-wolf can easily be mistaken for a large cave bear. The coat of a sturm-wolf is usually coal black, though various shades and patterns of two or more colors have been reported.
Sturm-wolves have an excellent sense of smell. They can normally detect the scent of any large game in a given area up to miles away. Sturm-wolves communicate very effectively with barks and high-pitched howls. They use these to reveal themselves to other sturm-wolves in the area.

COMBAT
Sturm-wolves are notorious for overkill; not always killing just to feed, but for the sake of a kill alone. Sturm-wolves have the habit of becoming enraged when wounded, and severe blows, shouting and so on will drive the creatures into a fever pitch. From this point, they will not withdraw until either their wounds prevent them from carrying on the attack or they are killed.
The powerful jaws of the sturm-wolf are used to snap the neck of large game animals. The sturm-wolf will lunge at its prey, locking its jaws about the animal's neck and use its massive weight to aid in breaking the neck.
Ferocity (Ex): A sturm wolf is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.
Rage (Ex): A sturm wolf is capable of raging as a barbarian of equivalent level.
Improved Grab (Ex): To use this ability, a sturm-wolf must hit with its bite attack. If it gets a hold, it can thrash.
Thrash (Ex): A sturm-wolf that gets a hold can use its powerful jaws and head to make a thrashing attack for 1d8 additional points of damage.
Skills: *Sturm-wolves receive an additional +4 racial bonus to Survival checks when tracking by scent.

STURM-WOLF SOCIETY
Sturm-wolves are social creatures and are rarely found alone or far from a pack. Packs are territorial, and their territories are very large as it takes a relatively large number of game animals to support a pack. Territories can average from 25 square miles to 50 square miles. Often the chosen territory will be bordered by a large stream or river, where game animals tend to congregate. The pack will constantly roam within the hounds of its territory, rarely spending more than a day at the same location. The main exception is during mating season, usually early spring, when the pack disperses for short periods of time. It is during this time that sturm-wolves, especially the males, will be encountered alone.
Normally the males (particlarly the leader) of a pack will be required to vie for leadership numerous times, as their status in the pack will be constantly challenged. When the pack reforms after mating season, a series of ritual fights break out between the males. Those who were too young or inexperienced to beat their competitors during the previous season will try again. If the current leader has grown too old or slow, he will be quickly dislodged from his role. After losing within their own pack, some males will venture into another pack's territory to challenge males of that pack.

STURM-WOLF ECOLOGY
Sturm-wolves prefer large grazing game such as deer, bison, and when the opportunity affords itself, sheep and cattle. They will, however, attack any animal they happen to encounter within their territory.
Due to their tendency to overkill, sturm-wolves often deplete their territories of game to the point that a pack cannot support itself. It may then attempt to expand its territories, or abandon them in favor of new ranges. Depending on the size and strength of a pack, it may be able to force another pack from its territory. If not, a pack may become uprooted and roam for months in search of a hunting range it can control - it is packs of this sort that humans most often encounter. A pack will often encroach upon human-settled lands and attack livestock as well as the human inhabitants.

ON TELLENE
A few Sturm-wolves captured as cubs have been successfully domesticated and trained. Some Dejy tribes and Fhokki clans have used them quite successfully as war-dogs. There is a danger, however. No amount of training or bond between master and sturm-wolf seems to be able to overcome the wolf's tendency to become outraged when attacked or provoked. When sufficiently enraged, the sturm-wolf often becomes oblivious to friend or foe, and many a trainer has found himself the victim of his own loyal pet.
The teeth and claws of a Sturm-wolf can demand as much as 200 gp in the larger cities. The hide of a Sturm-wolf can bring up to 500 gp.

===
Mark Plemmons
Kenzer and Company
www.kenzerco.com
===
 

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thundershot

Adventurer
That picture of the Sturm Wolf... there is no way that one is Medium Sized... No way in hell. :D

In any case, can't wait for this book!!


Thanks!
Chris
 



MojoGM

First Post
Cool baddies....I'm gonna use one of them this weekend at my game.

I've just added yet another book to my wish list.

This is why I like Kenzer...
 

Mark Plemmons

Explorer
thundershot said:
That picture of the Sturm Wolf... there is no way that one is Medium Sized... No way in hell. :D

In any case, can't wait for this book!!


Thanks!
Chris

Hey, Medium size goes up to 8 feet, remember! :)
 

Outlaw

First Post
MojoGM said:
Cool baddies....I'm gonna use one of them this weekend at my game.

I've just added yet another book to my wish list.

This is why I like Kenzer...


For vertical creatures, that's true. But that thing looks more like a horse to me.

...but the artwork is really cool. I'm excited about this book.
 


Cazador

First Post
This monsters looks good, I'll use them next week.
Now have to go and get some cash fast to buy it.

Maybe I'm wrong but shouldn't this line on the EATEN ONE:
AC: 18 (+3 natural, +1 small steel shield, +4 chainshirt), touch 15, flat-footed 9

Change to this one:
AC: 18 (+3 natural, +1 small steel shield, +4 chainshirt), touch 10, flat-footed 18

And the Sturm Wolf really looks like the size of a Dire Wolf, good art on both btw.

Cazador
 

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