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

Leopold said:
NOTE: Why haven't you posted the LA's on the other converted monsters BOZ?

combination of forgetfulness and laziness. ;) could you repost all the missing LAs in one post, and i'll get em all at once?
 

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Knight Otu said:
For the Uldra, the first thing should be turning it into a 1st level warrior.
These two lines ... do not really add up. Does it use some special stat array?

that would be a lack of a stat array. :) when i first made this conversion, i had no idea such a thing existed. this will have to be one of the things we work on...
 

So, which set of stats should be the "real" one?
Another thing I would change is the line

Uldras speak Common, Draconic, Gnome, Elf, Dwarf, Sylvan, and their own language. Uldras can also speak with any creature that has an Intelligence score of 1 or better.
To
Uldras speak their own language, Uldra, and often learn the languages of their brother races as well as the languages of the forest.
Finally -
Due to their knowledge of nature, uldras have the ability to automatically identify plants, animals, and pure water.
I guess this is based on the druid ability Nature Sense? Since the druid ability changed to a skill bonus, this one could be changed, too, but it isn't really necessary.
 

here is the original article text (with a doc file for all the tables):


DRAGON 119, MARCH 1987, pages 37-40

The Uldra

A new character race for AD&D games
by Calle Lindstrand

Uldra
FREQUENCY: Rare
NO. APPEARING: 40-400
ARMOR CLASS: Variable, by armor type
MOVE: 6”
HIT DICE: 1
% IN LAIR: 50%
(x20) in lair
NO. OF ATTACKS: 1
DAMAGE/ATTACK: By weapon or 1-10
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Save at 4 levels
TREASURE TYPE: Individuals M (x4); F, Q higher
MAGIC RESISTANCE: Standard
INTELLIGENCE: Very
ALIGNMENT, Lawful good
SIZE: S (4’ + tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Uldras dwell in icy dungeons or tundras. They are closely related to dwarves and gnomes, and have a great love for nature. As a result of this love, uldras have a strong love and empathy for wild animals. Uldras generally live in clans similar to those of dwarves and gnomes.
For every 40 uldras encountered, there is an uldric ranger of 2nd-6th level experience. If 160 or more uldras are in a group, there is an additional 6th-level and 4th-level ranger acting as chief and lieutenant of the group. If 200 or more uldras are encountered, there is an additional uldric druid of 4th-6th level. If 320 or more uldras are encountered, the following additional uldras are with the group: an 8th-level ranger, a 7th-level ranger, a 7th-level druid, a 4th-level druid, and a 4th-level ranger. If encountered in their lair (home), an additional 2-12 rangers of 2nd-5th level are present, with 2-8 druids of 2nd-4th level, and females and young equal to 50% and 25% (respectively) of the number of adult males. An uldric lair is always an underground complex mined through ice or solid rock.
Uldras are typically armored with leather armor and shield (AC 7), and some may carry rings of protection +1 or other devices. Table 1 shows typical weaponry carried by Uldric armies.
Uldras are 70% likely to have tame animals serving as guards in their lairs. These animals are as follows: 5-30 giant badgers (01-30%), 2-8 brown bears (31-50%), or 5-20 wolves (51-00%).
Uldras can see up to 120’ in the dark (via infravision) and can automatically identify plants, animals, and pure water. Uldras can also pass through overgrown areas without leaving a discernible trail (-50% on all tracking attempts). These creatures speak the common tongue, kobold, gnome, elvish, dwarvish, and of course, uldric. Uldras can also speak with any creature that has animal intelligence or better.
The skin of the uldra is fairly colorless, as indicated by its whitish-yellow complexion. Uldras have grey or white hair, and their eyes are most often gray. Uldras also usually wear drab, gray clothing. The average uldra lives for 900 years; see the age categories in Table 2.

Player character information
Being demi-humans, uldras would make excellent player characters if so allowed by the DM. Uldric PCs have the same abilities to speak with animals, walk without leaving a trail, and see in the dark as uldric NPCs. The following information also applies.
Uldras have most of the aspects of their gnomish and dwarven cousins, although uldras are somewhat more cheerful than dwarves, but still less cheerful than gnomes. Uldras enjoy eating, drinking, and telling stories around campfires — especially if they are about their patron deity, Aslak. Uldras view dwarves and gnomes as their brothers, and are on friendly terms with both races. Uldras love precious metals and gems, and are consequently excellent miners and gemcutters; they are also good woodworkers. Although uldras generally view elves with neutrality (and sometimes even with apathy), they tend to associate well with elves after the “first impression” is broken, especially since both races share the same love of nature. Uldras are highly courageous, and friends or foes are never forgotten.
Uldras have very sensitive hearing, allowing a base chance to hear noise of 25%. Uldric thieves have the same bonuses and penalties to their skills as gnomes have, save that they have a + 15% chance to hear noise. Otherwise, their senses are at least as sharp as a human’s.
Uldric player characters have a + 1 adjustment to initial scores in dexterity and constitution, and-1 penalties to charisma and comeliness scores. Their typical height and weight values are given in Table 3.
Uldras are generally of the lower middle class (LMC); consequently, they have a -20% on rolls on both the Birth Table and the Parents’ Marital Status Table (Unearthed Arcana, page 83).
Uldras may be fighters, rangers, clerics, druids, or thieves; they cannot be of any other class, such as illusionists or assassins. Uldras with no class as such are treated as 1-HD beings akin to fighters. See Table 4 for class level limits. Uldras may be of any alignment, though most are lawful good. Player character and NPC uldric druids may be of several non-neutral alignments and may worship any uldric deity, though the majority of them are neutral good and worship Maitak (see below). This came about after the death of the old druidic deity in the time of Ilmarhil (see below). The druid’s alignment must match that of his or her deity in any case. As is the case with their dwarven and gnomish cousins, uldras have a high resistance to magic. Thus, for every 3½ points of constitution, an uldra character gains a +1 bonus to its saving throws versus wands, staves, rods, spells, and poisons. In addition to their alignment language and the common tongue, uldric characters can speak all of the languages previously listed for them. Uldras are unable to learn more than two additional languages, regardless of their intelligence score. Note that because of their resistance to magic, uldras cannot ever cast a magic-user spell, even if otherwise allowed to do so by their class; this does not apply to druidic and clerical spells.
Due to their knowledge of nature, uldras have the ability to identify plants, animals, and pure water. Also, since uldras are fairly proficient miners, they have the ability to detect the following constructs: grades or slopes in passages with 60% accuracy; unsafe walls, ceilings, or floors with 50% accuracy; traps involving pits, falling blocks, or other stonework with 40% accuracy; and, approximate depth underground with 70% accuracy. Ability scores are given in Table 5 and racial preferences in Table 6.
 

Attachments


To solve the current issue:

Uldric player characters have a + 1 adjustment to initial scores in dexterity and constitution, and-1 penalties to charisma and comeliness scores.

now of course, comeliness is no longer a D&D attribute, which is why I think I originally gave them a –4 to Cha. That might be a bit severe though, so we don’t have to keep that.

So if we stick to that, we’d have a +2 to Dex and Con, and a –2 to Cha.

Using the standard nonelite array (13, 12, 11, 10, 9, 8), perhaps we come up with something a little more like this:

Abilities: Str 10 Dex 13 Con 15 Int 12 Wis 8 Chr 7

Not much different eh?
 

Knight Otu said:
I guess this is based on the druid ability Nature Sense? Since the druid ability changed to a skill bonus, this one could be changed, too, but it isn't really necessary.

i could see replacing some of their stuff with druidic abilities as we did with the hamadryad... we'll see.
 

Note that because of their resistance to magic, uldras cannot ever cast a magic-user spell, even if otherwise allowed to do so by their class; this does not apply to druidic and clerical spells.

Is this worth exploring, or should it be left as a relic of prior editions?
 



drow could always cast arcane spells, in fact fighter/mages are common among them. but that's not the issue.

the restriction on the uldra mirrored what the dwarves used to have, in that they were "anti-magical". used to be that dwarves could not abide wizardly magic, and even there was a chance of a mishap if they tried to use magic items. this is what i mean by a relic that was abandoned, as now dwarves have none of those restrictions and can even be wizards if they like.
 

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