D&D 3E/3.5 Creature Catalog 3.5 Overhaul Project


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Urd
Small Humanoid (Urd, Reptilian)
Hit Dice: 2d8+2 (11 hp)
Initiative: +3 (Dex)
Speed: 20 ft, fly 40 ft. (average)
AC: 16 (+1 size, +3 Dex, +2 natural)
Attacks: Halfspear +2 melee; or rock bomb +5 ranged
Damage: Halfspear 1d6; rock bomb 2d4
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks:
Special Qualities: Darkvision 60 ft
Saves: Fort +1 Ref +6 Will -1
Abilities: Str 10 Dex 17 Con 12 Int 7 Wis 8 Cha 10
Skills: Spot +3
Feats: Alertness

Climate: Temperate and warm hills and mountains
Organization: Gang (3-14), flock (15-300 plus 1 3rd-level subcheiftain per 20 urds and 1 leader of 4th-5th level), gen (50-500 plus 50% noncombatants plus 1 3rd-level subcheiftain per 20 adults, 2 subcheiftains of 4th-6th level, 1-6 adepts of 3rd-6th level, 20-70 giant bats, 1 chieftain of 8th level)
Challenge Rating: 01
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class

Urds are warlike flying humanoids referred to by some as flying kobolds. These short people are three feet tall on average and have leathery bat-like wings sprouting from their backs on which they can glide for long distances. Their wingspan stretches eight or more feet across, and these beings are quick and maneuverable flyers. On land, they slouch to counterbalance their wings and thus move with an awkward half-hopping gait. Their bodies are thin and frail-looking, covered with scales of mottled yellow to brick-red color. Their heads are tipped with short ivory horns, and urds have red-rimmed eyes, and flattened noses. They wear minimal clothing if they wear anything at all, but often decorate their bodies with paints made from natural dies such as berries and ground bone.

They are normally content to eat fruits or small animals, but if the tribe is aggressive and powerful enough, they may be bold enough to eat larger creatures such as goblins, elves, or humans. Urds are known to exceed 100 years of age, but hardly any survive past the age of 50.

Urds speak Draconic as well as a smattering of Common.

COMBAT
Urds are night hunters, traveling in great flocks to attack smaller groups of grounded prey. They rely on their rock bombs to take opponents out of the fight, and only enter melee if their opponents are weakened enough to dispatch quickly. Urds are unreliable in larger battles. They are easily startled, particularly by bright lights such as fireballs (although they suffer no penalties from light sensitivity), or by large flying creatures. Urds only enter into melee if they greatly outnumber their opponents, and only if they can easily overpower smaller unarmored targets; they will take flight and flee otherwise, just as they will flee if they begin to lose a melee.

Most of the time urds carry a "rock bomb"; a stone covered with jagged edges and protrusions, that weighs 2-3 pounds. Urds drop these rocks from the air with great accuracy. Unsuspecting victims are caught flat-footed and have no Dexterity bonus, although aware opponents with the Dodge feat can use it normally. Each urd can only carry one of these rocks at a time while flying, and are thereafter forced to melee with their spears or flee.

Skills: Urds receive a +2 racial bonus to Spot checks, but only at night.

URD SOCIETY
Urds are tribal yet egalitarian, and form massive extended families called gens. A gen may well contain over 300 adults and is controlled by a hereditary chieftain.

Urds usually lair in isolated mountain caves or carefully concealed underground caverns. Their lairs are usually comprised of one main chamber plus a number of smaller chambers for the nurseries, which are usually guarded by giant bats that the urds keep as pets.

Urds are generally unintelligent, easily frightened, and cowardly towards other races. They are quick to attack weaker foes that they can subdue, such as kobolds and goblins. Their cowardly nature often leads them to submit to more powerful creatures, and entire gens may swear fealty to dragons or powerful spellcasters. Urds often hire themselves out as mercenary units to larger armies in the capacity of scouts and messengers.


URD CHARACTERS
An urd's favored class is barbarian; most urd leaders are barbarian/rogues. Urd clerics worship their patron deity Kuraulyek, and they can choose two of the following domains: Animal, Earth, Evil, Trickery. Most urd spellcasters are adepts, however.

Originally found in Monstrous Compendium MC2 (1989)
 

Urd

CLIMATE/TERRAIN: Temperate to tropical/Hills and mountains
FREQUENCY: Rare
ORGANIZATION: Gens
ACTIVITY CYCLE: Night
DIET: Omnivore
INTELLIGENCE: Low (5-7)
TREASURE: J (Q x 5)
ALIGNMENT: Neutral evil

NO. APPEARING: 3-300
ARMOR CLASS: 8
MOVEMENT: 6, Fl 15 (C)
HIT DICE: 2-5
THAC0: 2 HD: 19
3-4 HD: 17
5 HD: 15
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-3 or 1-4 (weapon)
SPECIAL ATTACKS: Rock bomb
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: S (3'tall)
MORALE: Unsteady (7)
XP VALUE: 2 HD: 35
3 HD: 65
4 HD: 120
5 HD: 175

These aggressive, flying humanoids are distantly related to kobolds.

Urds stand three feet tall and have short ivory horns, red-rimmed eyes, and flattened noses. Their bodies are thin, frail and covered with mottled yellow to brick-red scales. Leathery, bat-like wings sprout from their backs. When flying, these wings stretch eight feet or more across. Urds are quick and maneuverable in the air, capable of gliding for long distances or pulling up sharply. On land, urds slouch to counterbalance the wings on their back and move with an awkward half-walk, half-hop gait. Urds wear minimal clothing, but many tribes decorate their bodies with paints made from berries and ground bone.

Urds speak their own language, as well as kobold, and a smattering of common.

Combat: Urds hunt in great flocks at night, using their infravision (60-foot range) to spot prey on the ground below. Urds attack by dropping stones upon their victims. These "rock bombs" weigh two to three pounds apiece and are covered with jagged edges and protrusions. Urds drop these rocks with great accuracy. Unsuspecting victims are treated as AC 10 for the attack roll. Actively dodging opponents are considered AC 2 before modifications for Dexterity. Each rock that hits causes 2d4 points of damage. About 75% of the urds encountered carry one rock bomb apiece. The remaining 25% carry light spears, which can be used either as spears or as javelins. These light spears cause 1d4 points of damage per hit.

Urds are unreliable in large battles. They are easily startled, particularly by bright lights, such as fireballs, or by large flying creatures. Urds avoid melee unless they outnumber their opponents by 10 to 1 or more; even then urds attack only if their victims are unarmored and no larger than man-size.

Habitat/Society: Urds live in extended families called gens. A single gen may contain 300 or more adult males and females, plus a number of young and eggs equaling 50 percent of the total adult population. Each gen is controlled by a hereditary chieftain that can be of either sex.

Urds usually make their lairs in isolated mountain caves or, when no mountains are near, in carefully concealed underground caverns. An urd lair comprises one main chamber plus a number of smaller chambers for the young and eggs. Urds often (70% chance) share their homes with giant bats (70 %), keeping them as pets and guardians.

On the whole, urds are unintelligent and easily frightened. They are quick to attack weaker foes, such as kobolds and goblins, and readily submit to more powerful creatures. Urd gens often swear fealty to wizards or dragons, especially if promises of food are made. Units of mercenary urds are sometimes employed by larger armies as scouts or messengers.

For every 20 urds encountered there is one subchieftain with 7 hit points and an AC of 7. Urd flocks of 100 or more are always accompanied by the gen's chieftain. The chieftain is an exceptional urd with 10 hit points and is 50 % likely to be wearing magical leather armor. The urd lair always contains 1d6 shamans who, in addition to their other abilities, can speak with bats as per the spell speak with animals.

Ecology: Urds place little value on gold and other heavy metals, since these are difficult for urds to fly with. They prize finely made leather armor and gladly trade for such items.

The diet of urds varies dramatically from gen to gen, depending upon what (or who) is available and upon the ferocity of the gen. Some gens live on fruits and small animals, others hunt larger game, and a few of the more aggressive gens live almost exclusively on goblins, men, elves, etc.

Urds are hunted by a variety of the avian carnivores, including hippogriffs, manticores, and dragons. Their life spans can theoretically exceed 100 years, but few urds survive past the age of 50.
 

Woo-hoo!

There's even some 3E concept art for them here: http://www.wizards.com/dnd/images/mm_gallery/KoboldLizardTrogUrd.jpg

OK, for starters, let's replace "giant bat" with "dire bat". ;)

Since these fellas are essentially winged kobolds, I assume we can look at the little fellas for inspiration.

Kobolds move 30 feet now. I'm not sure how that compared to their 1E stats.

Kobolds have +1 natural armor; I'm not sure that urd's should be better.

Add light sensitivity like kobolds?

Light Sensitivity (Ex): Kobolds are dazzled in bright sunlight or within the radius of a daylight spell.

Kobold skill bonuses: Kobolds have a +2 racial bonus on Craft (trapmaking), Profession (miner), and Search checks.

Rock bomb should probably be statted out as a splash weapon.
 


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