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Drow Subspecies & Allies (Anybody Out There?!)

NarlethDrider

First Post
Heres some drow cross breeds that are in my PBEM games---the ECLs are intentionally low due to some house rules.

I'll post some more fluff on these guys later as well as some artwork

Feel free to add your creatures:D

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CHT’KARG (Insectile Drow)

Personality: The cht’karg tend to be aggressive & cruel. Those that find themselves at odds with a cht’karg often end up in a bloody & painful death.

Physical Description: The cht’karg are usually between 5’-0” to 6’-0”. They’re faces are a mix of drow & arachnid, with four almond shaped eyes & four round eyes in patterns that denote kin; their eyes run the full gamut of drow eye colors. Their chitin has a black dominate color with a secondary color in various patterns & colors that also denotes kin. Their jaws are multi-jointed & also possess two finger-like fangs. The cht’karg’s six arms end in hands possessing two fingers & a thumb. Their multi-jointed legs end in a three toed foot.

Racial Traits:
• +6 Dexterity, +2 Int, +2 Wis, –2 Constitution.
• Medium: As Medium creatures, cht'karg have no special bonuses or penalties due to their size.
• Cht’karg base land speed is 30 feet. Base climb speed is 30 feet.
• Immunity to magic sleep effects
• Dark Vision: A cht’karg can see 80’.
• Tremorsense: A cht’karg can automatically sense the location of anything within 60 feet that is in contact with the ground.
• Wide Vision: Because of multiple eyes, a cht’karg has a +5 racial bonus to spot checks & cannot be flanked.
• Drow Blood: Cht’karg are considered to be drow for the purposes of racially specific abilities & effects.
• Spell Resistance: A cht’karg gains spell resistance equal to 9 + HD.
• Spell like Abilities: 1/day—Dancing lights, darkness, & faerie fire cast as the spells cast by a of equal level + ½ the cht’karg’s HD.
• Natural Attack: the cht’karg has a natural bite for 1d3 damage plus sleep poison (DC 15).
• Type: Abberation.
• Hit dice: The cht’karg has 3d8 racial hit dice.
• +1 racial bonus on Listen, and Search checks.
• Automatic Languages: Undercommon and Drow.
• ECL +3

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DA’AHROG (Feral Drow)

Personality: The da'ahrog tend to be aggressive & possess a great love of combat. They are fiercely protective of friends & are vengeful against those that betray them.

Physical Description: The da’ahrog stand between 6’-0” & 7’-0” tall. They have a heavy brow & strong lower jaw. They possess a mouth full of sharp teeth. Their head has bony plates from their brow to the top of their skull. Their hair & eye color run the gamut of the standard drow’s. Their hands possess three fingers & a thumb that have sharp retractable claws. Their digigrade legs are cat-like & possess four retractable claws & a dew claw. Their skin is covered in tough, flexible chitinous plates. They can move as easily on all fours as they can on two legs.

Racial Traits:
• +4 Str, -2 Int, +2 Wis
• Medium: As Medium creatures, da'ahrog have no special bonuses or penalties due to their size.
• Da’ahrog base land speed is 40 feet.
• Immunity to magic sleep effects
• Dark Vision: A da’ahrog can see 80’.
• Pounce: If a da’ahrog leaps upon a foe during combat, it can make a full attack even though it has already moved.
• Fast Healing 2.
• Drow Blood: Da’ahrog are considered to be drow for the purposes of racially specific abilities & effects.
• Spell Resistance: A da’ahrog gains spell resistance equal to 9 + HD.
• Spell like Abilities: 1/day—Dancing lights, darkness, & faerie fire cast as the spells cast by a of equal level + ½ the da’ahrog’s HD.
• Natural Attack: The da’ahrog can attack with its claws for 1d8 damage/each.
• Natural Armor: The chitinous plating of the da’ahrog’s skin give it a natural AC bonus of +6
• Type: Monstrous Humanoid
• Hit Dice: The da’ahrog has 2d10 racial hit dice.
• +1 racial bonus on Listen, Spot, and Search checks.
• Automatic Languages: Undercommon and Drow.
• ECL +2

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TORG (Half-Drow/Half-Ogre)

Personality: The torg respect strength of body & prowess in battle. They are ambitious, & battles between torg seeking dominance over a clan are not uncommon, though, they rarely end in death.

Physical Description: The torg’s appearance is similar to that of a standard half ogre except they possess three eyes & a horn upon their head. Their eye colors are per drow standards. Their skin color can be black, gray, purple, or blue. Hair color can be black, red, orange, or green.

Racial Traits:
• +6 Str, -2 Chr.
• Large: As large creatures, they have a –1 penalty to AC & have a 10’ reach
• Torg base land speed is 30 feet.
• Immunity to magic sleep effects
• Dark Vision: A Torg can see 80’.
• Blood: Torg are considered to be drow & giant for the purposes of racially specific abilities & effects.
• Spell Resistance: A Torg gains spell resistance equal to 9 + HD.
• Spell like Abilities: 1/day—Dancing lights, darkness, & faerie fire cast as the spells cast by a of equal level + ½ the Torg’s HD.
• Natural Armor: The thick skin of the torg give it a AC bonus of +4.
• Type: Monstrous Humanoid
• Hit Dice: The Torg has 3d8 racial hit dice.
• +1 racial bonus on Listen, Spot, and Search checks.
• Automatic Languages: Undercommon , Giant, & Drow.
• ECL +2

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GHAROUL (Half-Drow/Half-Gnoll)

Personality: The gharoul possess a near insanse joy of torturing ‘lesser’ races. They also find the intricacies of drowish politics enjoyable.

Physical Description: The gharoul’s facial structure is similar to that of a draegoloth, though their ears are long & pointed & are moveable like that of a gnoll. Their skin color is either black or gray & their eye & hair color is per a standard drow.

Racial Traits:
• +4 Str, -2 Chr.
• Medium: As Medium creatures, gharoul have no special bonuses or penalties due to their size
• Gharoul base land speed is 30 feet.
• Immunity to magic sleep effects
• Dark Vision: A gharoul can see 80’.
• Blood: Gharoul are considered to be drow & gnoll for the purposes of racially specific abilities & effects.
• Spell Resistance: A Gharoul gains spell resistance equal to 9 + HD.
• Spell like Abilities: 1/day—Dancing lights, darkness, & faerie fire cast as the spells cast by a of equal level + ½ the gharoul’s HD.
• Natural Armor: The hide of the gharoul give it a AC bonus of +1.
• Type: Monstrous Humanoid
• Hit Dice: The Gharoul has 2d8 racial hit dice.
• +1 racial bonus on Listen, Spot, and Search checks.
• Automatic Languages: Undercommon , Giant, & Drow.
• ECL +2

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NHARLOTH (Half-Drow/Half-Narleth)

Personality: The nharloth enjoy destruction, no matter the enemy they face. They relish the joy of feeling the blood of their dying prey upon their claws. If they slay a particularly strong enemy, they ‘honour’ the enemy by devouring its still beating heart. The nharloth are the only drow subrace that seeks to become a drider & consider it a high honour to be one.

Physical Description: The nharloth stand between 6’-0” & 7’-6” tall. Their face is a nightmare with eight eyes, six finger like fangs, & an oddly structured mouth filled with sharp fangs. They posses a very broad chest with a double set of pectoral muscles which attach to its powerful arms that end in two fingers & a thumb & are clawed. Their skin is black. Their eyes are one color & are green, red, yellow, blue, or violet in color. The nharloth are not hairy like there nharleth parents & only have hair on their head under a bony crest & the males have stiff hairs on their forearms & lower legs.

Racial Traits:
• +6 Str, +4 Dexterity, +4 Con, -2 Int, -4 Wis, –4 Chr.
• Medium: As Medium creatures, nharloth have no special bonuses or penalties due to their size.
• Nharloth base land speed is 40 feet. Base climb speed is 40 feet.
• Immunity to magic sleep effects
• Dark Vision: A nharloth can see 80’.
• Web Spitter: The nharloth can spit a stream of sticky webbing from an orifice located between its mandibles. The webbing strikes directly in front of the monster up to a distance of 25 feet, unless a target can make a successful Reflex save (DC 17). Anyone hit by the webbing is entangled immediately, requiring no less than three successful Strength rolls (DC 16) to break free. Each attempted Strength roll takes the place of a move action.
• Acid Venom: The venom of the nharloth is extremely potent & highly acidic. Any victim bitten must take an immediate Fortitude save (DC 18) or be completely paralyzed. If the victim is subject to many bites, the poison builds up in the person’s system & begins the horrific process of dissolving flesh & bone. For each subsequent bite after a failed save, a victim loses one point of Constitution. This loss is permanent ability drain.
• Blood: Nharloth are considered to be drow & nharleth for the purposes of racially specific abilities & effects.
• Spell Resistance: A nharloth gains spell resistance equal to 9 + HD.
• Spell like Abilities: 1/day—Dancing lights, darkness, & faerie fire cast as the spells cast by a of equal level + ½ the nharloth’s HD.
• Natural Attacks: the nharloth has a natural bite for 1d6 damage plus poison & four claw attacks for 1d4+2.
• Natural Armor: the nharloth has chitonus skin that provides it a natural AC bonus +3.
• Type: Abberation.
• Hit dice: The nharloth has 4d8 racial hit dice.
• Skill racial bonuses: Listen +1, Search +1, Spot +4, Balance +2, Hide +2, Move Silently +2, Climb +4
• Automatic Languages: Undercommon, Nharleth, and Drow.
• ECL +4
 
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I'm not sure how you want them to be formatted but I have a template here that might be good...

Cycloptic (template)

'Cycloptic' is a template that can be added to any corporeal Animals, Dragon, Fey, Giant, Humanoid, Magical Beast, Monstrous Humanoid, Outsider, Undead, or Vermin.
Creature Type: Humanoids become Giant, animals become magical beasts otherwise the creature type remains unchanged.
AC: Natural armor improves by +2
Speed: Due to the size increase the speed (as long as it is less than 40ft) increase by +10ft, flight speeds are decrease by 10ft, unless lower then 10ft. Manoeuvrability is decreased by 1
HD: The creatures HD increase by +2
Skills: Spot is reduced by a -2 penalty.
Size: The creatures size increase by one.
Special qualities: The creature gain Scent, as a special ability.
Abilities: Str +4, Dex -2, Con +2, Int -4, Wis +2, Cha +0, note that undead and constructs do not gain a bonus to their Con. Animals int raises by +4.
CR: +3
 

Thanks Ferret, I can actually get some use from this....the subspecies are results of magically augmented natural breeding---& I need/want some more, cause the 'breeding pits' of the drow houses are now things of prestiege & they are definately working to add on an even more to the large army
 

NHANDU (Spider Vermen)

Personality: The nhandu are a cold & calculating race that strive for a disciplined existence. They do, however, have eccentric hobbies & are passionate about them.

Physical Description: The nhandu stand between 5’-6” to 6’-6”. Their head is a horror that seems to combine a spider body with a human head. The head has eight spider ‘legs’ that are often adorned with jewlry; eight eyes also are on the head as well as a pair of fangs & two pedipalp that have small finger like appendages; there is a set of spinnerets on each cheek. The head also has a human mouth, hair , & ears amongst the conglomeration. Their coloration of both the spider’s body & ‘human’ body is dependaent on the species of the spider depicted. These markings denote clans.

Racial Traits:
• +4 Dexterity, +2 Con, -2 Wis, –2 Chr.
• Medium: As Medium creatures, nhandu have no special bonuses or penalties due to their size.
• Nhandu base land speed is 30 feet.
• Nhandu have access to much secret lore. Non-rogue nhandu may learn Decipher Script as a cross-class skill.
• Dark Vision: Nhandu can see 60’.
• Verminous Nature: Nhandu are considered to be vermin as well as humanoids for purposes of magical effects. They are immune to mind influencing effects, including charms, compulsions, phantasms, patterns, & morale effects.
• Restricted Diet: Nhandu must eat at least a half pound of live food per day in order to survive. They cannot derive nutrition from dead food & plants.
• Improved Sneak Attack: Nhandu are especially good at hitting someone when he isn’t looking. Any nhandu with the sneak attack ability receives a +1 damage for every five character levels.
• Scurry: The nhandu gets out of the way quickly. He gains a +2 racial bonus to Reflex saves.
• Poison: The nhandu produces a vile toxin. Once per day, the character can spit this venom up to 10 feet. The poison has a DC to resist equal to 10 + ½ the nhandu’s hit dice + the nhandu’s Constitution modifier. It causes 1d4/1d4 Con damage. For every four of the nhandu’s character levels, add +1 to the damage.
• Natural Attack: The nhandu has a natural bite for 1d4 damage.
• Web: Once per day, the nhandu can create a web, as per the arcane spell, with the exception that the range is close (25 ft.+2 ft./level) and the radius is only 5 feet. The web is treated as if it were cast by a wizard of the nhandu’s HD or character levels, up to a maximum of 8th level.
• Wall Crawler: The nhandu can scurry along walls with ease. He can climb at ½ his base speed & receives a +8 racial bonus on climb checks.
• Type: Abberation.
• Hit dice: The nhandu has 3d8 racial hit dice.
• +2 racial bonus on Hide, Listen, and Gather Information checks.
• Automatic Languages: Undercommon, Abyssal, and Chitinian.
• ECL +3

BUTHAD (Scorpion Vermen)

Personality: The buthad are a rigid militaristic race that believes only the strongest are worthy to live. They have an almost deadly zeal for any cause they support

Physical Description: The buthad stand between 6’-6” to 7’-6”. Their head is a horror that seems to combine a scorpion body with a human head. The head has eight scorpion ‘legs’ that are often adorned with small trophies of past battles; eight eyes also are on the head as well as a pair of scorpion mandibles & two scorpion claws that are used for close-up fighting. The head also has a human mouth, hair , & ears amongst the conglomeration. Their coloration of both the scorpion’s body & ‘human’ body is dependaent on the species of the scorpion depicted. These markings denote clans.

Racial Traits:
• +4 Str, +2 Con, -2 Wis, –2 Chr.
• Medium: As Medium creatures, buthad have no special bonuses or penalties due to their size.
• Buthad base land speed is 30 feet.
• Buthad have access to much secret lore. Non-rogue nhandu may learn Decipher Script as a cross-class skill.
• Dark Vision: Buthad can see 60’.
• Verminous Nature: Buthad are considered to be vermin as well as humanoids for purposes of magical effects. They are immune to mind influencing effects, including charms, compulsions, phantasms, patterns, & morale effects.
• Restricted Diet: Buthad must eat at least a half pound of live food per day in order to survive. They cannot derive nutrition from dead food & plants.
• Improved Sneak Attack: Buthad are especially good at hitting someone when he isn’t looking. Any buthad with the sneak attack ability receives a +1 damage for every five character levels.
• Chitin: The buthad’s skin is tougher than mere flesh. He gains a +2 bonus to armor class.
• Poison: The buthad produces a vile toxin. Once per day, the character can spit this venom up to 10 feet. The poison has a DC to resist equal to 10 + ½ the buthad’s hit dice + the buthad’s Constitution modifier. It causes 1d4/1d4 Con damage. For every four of the buthad’s character levels, add +1 to the damage.
• Natural Attack: The buthad has scorpion pincers that do 1d4 damage each.
• Survivor: the buthad is exceptionally resistant to physical assault & gains a +2 racial bonus to Fortitude saves.
• Hard to Kill: The buthad simply doesn’t know how to die. He has a 15% chance each round to stabilize each round & does not die intil his hit points drop to –15.
• Type: Abberation.
• Hit dice: The buthad has 3d8 racial hit dice.
• +2 racial bonus on Hide, Listen, and Gather Information checks.
• Automatic Languages: Undercommon, Abyssal, and Chitinian.
• ECL +3


BUTHAD’REA (Scorpion Vermen Scorpion Drider)

Personality: The buthad’rea are a rigid militaristic race that believes only the strongest are worthy to live. They have an almost deadly zeal for any cause they support The buthad’rea are natural born scorpion driders that are also designated as leaders in the glorius battles to come.

Physical Description: The buthad’rea stand between 7’-6” to 9’-0”. Their head is a horror that seems to combine a scorpion body with a human head. The head has eight scorpion ‘legs’ that are often adorned with small trophies of past battles; eight eyes also are on the head as well as a pair of scorpion mandibles & two scorpion claws that are used for close-up fighting. The head also has a human mouth, hair , & ears amongst the conglomeration. Their coloration of both the scorpion’s body (head & lower body) & ‘human’ body is dependaent on the species of the scorpion depicted. These markings denote clans.

Racial Traits:
• +6 Str, +4 Dex, +6 Con
• Large: As large creatures, buthad’rea receive a –1 to AC & -1 to hit.
• Buthad’rea base land speed is 50 feet. Base climb speed is 50 feet.
• Buthad’rea have access to much secret lore. Non-rogue nhandu may learn Decipher Script as a cross-class skill.
• Dark Vision: Buthad’rea can see 60’.
• Verminous Nature: Buthad’rea are considered to be vermin as well as humanoids for purposes of magical effects. They are immune to mind influencing effects, including charms, compulsions, phantasms, patterns, & morale effects.
• Restricted Diet: Buthad’rea must eat at least a half pound of live food per day in order to survive. They cannot derive nutrition from dead food & plants.
• Improved Sneak Attack: Buthad’rea are especially good at hitting someone when he isn’t looking. Any buthad’rea with the sneak attack ability receives a +1 damage for every five character levels.
• Drider Stinger Venom: The venom of the scorpion’s sting requires a Fortitude Save (DC 10 + ½ scorpion drider’s HD + Constitution modifier), initial & secondary damage 1d6 temporary Strength.
• Natural Armor: the buthad’rea has chitonus skin that provides it a natural AC bonus +8.
• Drider Attacks: The Buthad’rea has a natural sting for 1d6 damage plus poison & two pincer attacks for 1d6 damage.
• Poisonous Spit: The buthad’rea produces a vile toxin. Once per day, the character can spit this venom up to 10 feet. The poison has a DC to resist equal to 10 + ½ the nhandu’s hit dice + the buthad’rea’s Constitution modifier. It causes 1d4/1d4 Con damage. For every four of the buthad’rea’s character levels, add +1 to the damage.
• Natural Attack: The buthad has scorpion pincers that do 1d4 damage each.
• Survivor: the buthad’rea is exceptionally resistant to physical assault & gains a +2 racial bonus to Fortitude saves.
• Hard to Kill: The buthad’rea simply doesn’t know how to die. He has a 15% chance each round to stabilize each round & does not die intil his hit points drop to –15.
• Type: Abberation.
• Hit dice: The buthad'rea has 5d8 racial hit dice.
• +2 racial bonus on Listen, and Gather Information checks. +4 racial bonus on Climb & Spot checks. +6 racial bonus on Hide checks.
• Automatic Languages: Undercommon, Abyssal, and Chitinian.
• ECL +5
 



Digul

Personality: The Digul are an ordered and lawful race of drow, with a very miltrilistic nature.

Physical Description: The Digul are usually between 4’-9” to 5’-9”. The facial features are much sharper then normal drow, and whilst looking guant they simply have wiry muscles. The colour of there eyes match ordinary drow but some are also cursed with yellow eyes, often making them useless for sneaking into “Orbb’s elg'caressen” cities.

Racial Traits:
• +2 Dexterity, +2 Int, +4 Wis, –2 charisma.
• Spell like Abilities: 1/day—Dancing lights, darkness, & faerie fire cast as the spells cast by a of equal level.
• Immunity to magic sleep effects
• Dark Vision: A Digul can see 120’. This replaces elven low light vision.
• Proficient with either rapier or shortsword; Proficient with hand crossbow and light crossbows. This replaces the eleven proficiencies.
• Light blindness: Abrupt exposure to bright light (Such as sunlight or the daylight spell) blinds a Digul for one round. In addition drow suffer a -1 circumstanstial penalty to attack rolls, saves and checks while operating in light
• Spell Resistance: A Digul gains spell resistance equal to 11 + HD.
• +4 Racial bonuses on will saves against spells and spell-like ablities and illusion (Accumulative)
• +1 racial bonus on Listen, and Search checks.
• Drow Blood: Digul are considered to be drow for the purposes of racially specific abilities & effects.
• Automatic Languages: Undercommon, Drow and Home region.
Bonus languages: Abyssal, common, draconic, Drow sign, goblin, illuskan
• Favoured classes: Fighter (male) or Cleric (Female) often Female leaders have levels in fighter, but all have high standing religious power.

Cyclow Traits (Ex): These traits are in addition to the high elf traits, except where noted.
— +4 strength, -2 dexterity, +2 Constitution, -2 Intelligence, +2 wisdom, +2 Charisma.
— +2 to Natural armour
— Cyclow move at 40ft
— Cyclow are granted +2 hd
— Cyclow have a -2 penalty to spot and jump.
— Cyclow are large size and gain all the relevant qualities large creatures have.
—Darkvision out to 120 feet. This trait replaces the high elf ’s low-light vision. They also posses scent as the special ability
—Spell resistance equal to 11 + class levels.
— +2 racial bonus on Will saves against spells and spell-like abilities.
—Spell-Like Abilities: Cyclow can use the following spell-like abilities once per day: dancing lights, darkness, faerie fire. Caster level equals the cyclow’s class levels.
—Automatic Languages: Common, Elven, Undercommon. Bonus Languages: Abyssal, Aquan, Draconic, Goblin.
—Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds cyclow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
—Favored Class: Fighter
—Level adjustment +2.

I used one of yours as a base for the Digul, and the srd for the Cyclow.

p.s this may also intrest you http://www.enworld.org/forums/showthread.php?t=65495
 

Ferret said:
I'm not sure how you want them to be formatted but I have a template here that might be good...

Cycloptic (template)

'Cycloptic' is a template that can be added to any corporeal Animals, Dragon, Fey, Giant, Humanoid, Magical Beast, Monstrous Humanoid, Outsider, Undead, or Vermin.
Creature Type: Humanoids become Giant, animals become magical beasts otherwise the creature type remains unchanged.
AC: Natural armor improves by +2
Speed: Due to the size increase the speed (as long as it is less than 40ft) increase by +10ft, flight speeds are decrease by 10ft, unless lower then 10ft. Manoeuvrability is decreased by 1
HD: The creatures HD increase by +2
Skills: Spot is reduced by a -2 penalty.
Size: The creatures size increase by one.
Special qualities: The creature gain Scent, as a special ability.
Abilities: Str +4, Dex -2, Con +2, Int -4, Wis +2, Cha +0, note that undead and constructs do not gain a bonus to their Con. Animals int raises by +4.
CR: +3

Not to sound harsh, but this template makes no sense whatsoever.
'Cycloptic'? having one eye does all of this?
Any help with explaination would do wonders (and stop me from snickering as well).
 

Mr. Drider I have a template you might like. It works for all races and is simler to ferrets but still very different. Here it is.

Eximus Creature
Eximus or super creatures are not common. They have increased Strength, Stamina and reaction time. They can move faster on there feet than other people of there race. They look close to what there race is but they have better built bodes and other physical since that they are not what they should be.
Creating an Eximus Creature
“Eximus” is an inherited template that can be added to any humanoid, monstrous humanoid, or giant (here after refferred to as ther base creature).It has all the base creture’s characteristics except as noted here.
Speed: The base creature’s land speed increases by 10 ft.
Special Qualities: The base creature gains Low-light Vision and Darkvision with a range of 30 feet. If the base creature has a superoir version of either ability, use the superior ability.
Abilities: +2 Str, +2 Con, +2 Dex
Feats: An Eximus gains the Toughness feat as a bonus feat.
Challenge Rating: Base creature’s CR +1
Level Adjustment: +2
 

Uriel said:
Not to sound harsh, but this template makes no sense whatsoever.
'Cycloptic'? having one eye does all of this?
Any help with explaination would do wonders (and stop me from snickering as well).

Having one Eye means you walk into walls and look stupid. Cycloptic is based roughly on The Cylops, yes The. Thats why it is larger, stronger etc.
 

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