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Knightfall's "Creature Anthology" Thread: v.3.5 Monsters (Updated: Sept 09/08)
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<blockquote data-quote="Knightfall" data-source="post: 2191954" data-attributes="member: 2012"><p><strong>Djilot</strong></p><p><strong>Medium Outsider (Air, Extraplanar)</strong></p><p><strong>Hit Dice:</strong> 2d8+6 (15 hp)</p><p><strong>Initiative:</strong> +3</p><p><strong>Speed:</strong> 30 ft. (6 squares)</p><p><strong>AC:</strong> 16 (+3 Dex, +2 natural, +1 silk swathes), touch 13, flat-footed 13</p><p><strong>Base Attack/Grapple:</strong> +2/+5</p><p><strong>Attack:</strong> +5 melee (1d6+3/19-20/x2, manople) or +5 melee (1d4+3, claw)</p><p><strong>Full Attack:</strong> +5 melee (1d6+3/19-20/x2, manople) and +0 melee (1d6+1, bite) or +5 melee (1d4+3, 2 claws) and +0 melee (1d6+1, bite)</p><p><strong>Space/Reach:</strong> 5 ft. / 5 ft.</p><p><strong>Special Attacks:</strong> Improved grab, pounce, spell-like abilities, weapon familiarity (manople)</p><p><strong>Special Qualities:</strong> Air subtype, darkvision 60 ft., low-light vision, scent</p><p><strong>Saves:</strong> Fort +3, Ref +6, Will +6</p><p><strong>Abilities:</strong> Str 16 (+3), Dex 17 (+3), Con 17 (+3), Int 13 (+1), Wis 16 (+2), Cha 13 (+1)</p><p><strong>Skills:</strong> Balance +12, Climb +12, Concentration +5, Hide +12*, Jump +16, Knowledge (the planes) +3, Listen +15, Move Silently +12, Spot +7, Tumble +6, Survival +2</p><p><strong>Feats:</strong> Weapon Finesse</p><p></p><p><strong>Environment:</strong> Elemental Plane of Air</p><p><strong>Organization:</strong> Solitary, pair, or family (3–5)</p><p><strong>Challenge Rating:</strong> 4</p><p><strong>Treasure:</strong> Standard</p><p><strong>Alignment:</strong> Always chaotic good</p><p><strong>Advancement:</strong> By character class</p><p><strong>Level Adjustment:</strong> +5</p><p></p><p>Djilots are catlike humanoids native to the Elemental Plane of Air. Their fur is often dusky or blue white in color and their eye color ranges from sky blue to sandy brown. They either dress in loose-fitting, airy garments or wear nothing at all. Amongst other races they tend to do the former, for modesties sake.</p><p></p><p>They are curious creatures and are happiest adventuring, wandering, hunting for food, and sleeping. The are often found living amongst the djinn on their floating islands or on Material Planes worlds with an abundance of air-based magical societies with flying machines (i.e. airships), as well as worlds with hot, arid environments.</p><p></p><p>Djilots love the open air and hate being confined. They prefer to stay out of the water but they are not afraid of it. They love to serve on air and sea sailing vessels so that they can feel the wind rippling through their fur. A djilot is never as happy, as he or she is floating through the open air, and they will often travel airborne, while their companions travel on the land.</p><p></p><p>Djilots speak Common and Auran.</p><p></p><p><strong>Combat</strong></p><p>Djilots are quick and nimble in a fighting using their sharp claws and bite to keep foes at bay. They are great jumpers and love to hunt wild birds such as hawks. When using manufactured weapons they prefer light weapons that match their agility and grace.</p><p></p><p><em>Improved Grab</em> (Ex): To use this ability, a djilot must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold.</p><p></p><p><em>Pounce</em> (Ex): If a djilot charges a foe, it can make a full attack.</p><p></p><p><em>Spell-Like Abilities</em> (Sp): Djilots with an Intelligence or Wisdom score of 8 or higher possess the following spell-like abilities, using their character level (class levels plus HD) as the caster level, as specified below. Each ability is usable once per day.</p><p></p><p>1–2: <em>obscuring mist</em>; 3–4: <em>wind wall</em>; 5–6: <em>gaseous form</em>; 7–8: <em>air walk</em>; 9–10: <em>control wind</em>; 11–12: <em>chain lightning</em>; 13–14: <em>control weather</em>; 15–16: <em>whirlwind</em>; 17–18: <em>elemental swarm</em>; and 19+: <em>plane shift</em>.</p><p></p><p><em>Weapon Familiarity</em>: Djilots may treat manoples as martial weapons, rather than exotic weapons. For more information on the weapon known as the manople see page 97 of <em>D&D Sandstorm: Mastering the Perils of Fire and Sand</em>.</p><p></p><p><em>Skills</em>: Djilots have a +4 racial bonus on Balance, Climb, Hide, and Move Silently checks, and a +8 racial bonus on Jump and Listen checks. They use their Dexterity modifier instead of their Strength modifier for Jump checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.</p><p></p><p><strong>Djilots as Characters</strong></p><p>Djilots favor the sorcerer or wizard class. (Djilots of Kulan favor the elementalist class.) Djilots love all things magical and they are naturally inclined towards classes that favor magic use and research. Djilots also often become bards, rogues, spellthieves, warlocks, and warmages. Djilots often multiclass as bard/sorcerers, bard/wizards, bard/rogues, rogue/sorcerers, rogue/spellthieves, rogue/wizards, and warlock/warmages.</p><p></p><p>Djilots aren’t much for divine magic and they rarely become clerics or paladins. An individual djilot sometimes chooses the path of the druid or ranger, in order to be closer to the winds of the Elemental Plane of Air or the Material Plane. Those few djilots that choose divine worship often choose Akadi. Djilot clerics can choose any two of the following domains: Air, Illusion *, Travel, and Trickery. *A domain from FRCS.</p><p></p><p><strong>Base Creature:</strong> Serval (Savannah Wildcat) (<em>D&D Sandstorm</em>)</p><p><strong>Template(s):</strong> Anthropomorphic Animal (<em>D&D Savage Species</em>) and Half-Elemental, Air (<em>D&D Manual of the Planes</em>)</p></blockquote><p></p>
[QUOTE="Knightfall, post: 2191954, member: 2012"] [B]Djilot[/B] [B]Medium Outsider (Air, Extraplanar)[/B] [B]Hit Dice:[/B] 2d8+6 (15 hp) [B]Initiative:[/B] +3 [B]Speed:[/B] 30 ft. (6 squares) [B]AC:[/B] 16 (+3 Dex, +2 natural, +1 silk swathes), touch 13, flat-footed 13 [B]Base Attack/Grapple:[/B] +2/+5 [B]Attack:[/B] +5 melee (1d6+3/19-20/x2, manople) or +5 melee (1d4+3, claw) [B]Full Attack:[/B] +5 melee (1d6+3/19-20/x2, manople) and +0 melee (1d6+1, bite) or +5 melee (1d4+3, 2 claws) and +0 melee (1d6+1, bite) [B]Space/Reach:[/B] 5 ft. / 5 ft. [B]Special Attacks:[/B] Improved grab, pounce, spell-like abilities, weapon familiarity (manople) [B]Special Qualities:[/B] Air subtype, darkvision 60 ft., low-light vision, scent [B]Saves:[/B] Fort +3, Ref +6, Will +6 [B]Abilities:[/B] Str 16 (+3), Dex 17 (+3), Con 17 (+3), Int 13 (+1), Wis 16 (+2), Cha 13 (+1) [B]Skills:[/B] Balance +12, Climb +12, Concentration +5, Hide +12*, Jump +16, Knowledge (the planes) +3, Listen +15, Move Silently +12, Spot +7, Tumble +6, Survival +2 [B]Feats:[/B] Weapon Finesse [B]Environment:[/B] Elemental Plane of Air [B]Organization:[/B] Solitary, pair, or family (3–5) [B]Challenge Rating:[/B] 4 [B]Treasure:[/B] Standard [B]Alignment:[/B] Always chaotic good [B]Advancement:[/B] By character class [B]Level Adjustment:[/B] +5 Djilots are catlike humanoids native to the Elemental Plane of Air. Their fur is often dusky or blue white in color and their eye color ranges from sky blue to sandy brown. They either dress in loose-fitting, airy garments or wear nothing at all. Amongst other races they tend to do the former, for modesties sake. They are curious creatures and are happiest adventuring, wandering, hunting for food, and sleeping. The are often found living amongst the djinn on their floating islands or on Material Planes worlds with an abundance of air-based magical societies with flying machines (i.e. airships), as well as worlds with hot, arid environments. Djilots love the open air and hate being confined. They prefer to stay out of the water but they are not afraid of it. They love to serve on air and sea sailing vessels so that they can feel the wind rippling through their fur. A djilot is never as happy, as he or she is floating through the open air, and they will often travel airborne, while their companions travel on the land. Djilots speak Common and Auran. [B]Combat[/B] Djilots are quick and nimble in a fighting using their sharp claws and bite to keep foes at bay. They are great jumpers and love to hunt wild birds such as hawks. When using manufactured weapons they prefer light weapons that match their agility and grace. [I]Improved Grab[/I] (Ex): To use this ability, a djilot must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold. [I]Pounce[/I] (Ex): If a djilot charges a foe, it can make a full attack. [I]Spell-Like Abilities[/I] (Sp): Djilots with an Intelligence or Wisdom score of 8 or higher possess the following spell-like abilities, using their character level (class levels plus HD) as the caster level, as specified below. Each ability is usable once per day. 1–2: [I]obscuring mist[/I]; 3–4: [I]wind wall[/I]; 5–6: [I]gaseous form[/I]; 7–8: [I]air walk[/I]; 9–10: [I]control wind[/I]; 11–12: [I]chain lightning[/I]; 13–14: [I]control weather[/I]; 15–16: [I]whirlwind[/I]; 17–18: [I]elemental swarm[/I]; and 19+: [I]plane shift[/I]. [I]Weapon Familiarity[/I]: Djilots may treat manoples as martial weapons, rather than exotic weapons. For more information on the weapon known as the manople see page 97 of [I]D&D Sandstorm: Mastering the Perils of Fire and Sand[/I]. [I]Skills[/I]: Djilots have a +4 racial bonus on Balance, Climb, Hide, and Move Silently checks, and a +8 racial bonus on Jump and Listen checks. They use their Dexterity modifier instead of their Strength modifier for Jump checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8. [B]Djilots as Characters[/B] Djilots favor the sorcerer or wizard class. (Djilots of Kulan favor the elementalist class.) Djilots love all things magical and they are naturally inclined towards classes that favor magic use and research. Djilots also often become bards, rogues, spellthieves, warlocks, and warmages. Djilots often multiclass as bard/sorcerers, bard/wizards, bard/rogues, rogue/sorcerers, rogue/spellthieves, rogue/wizards, and warlock/warmages. Djilots aren’t much for divine magic and they rarely become clerics or paladins. An individual djilot sometimes chooses the path of the druid or ranger, in order to be closer to the winds of the Elemental Plane of Air or the Material Plane. Those few djilots that choose divine worship often choose Akadi. Djilot clerics can choose any two of the following domains: Air, Illusion *, Travel, and Trickery. *A domain from FRCS. [B]Base Creature:[/B] Serval (Savannah Wildcat) ([I]D&D Sandstorm[/I]) [B]Template(s):[/B] Anthropomorphic Animal ([I]D&D Savage Species[/I]) and Half-Elemental, Air ([I]D&D Manual of the Planes[/I]) [/QUOTE]
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Knightfall's "Creature Anthology" Thread: v.3.5 Monsters (Updated: Sept 09/08)
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