Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is LIVE! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
D&D Older Editions
Knightfall's "Creature Anthology" Thread: v.3.5 Monsters (Updated: Sept 09/08)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Knightfall" data-source="post: 2994787" data-attributes="member: 2012"><p><strong>Chulataur</strong></p><p><strong>Large Monstrous Humanoid</strong></p><p><strong>Hit Dice:</strong> 17d8+68 (144 hp)</p><p><strong>Initiative:</strong> +7 (+3 Dex, +4 Improved Initiative)</p><p><strong>Speed:</strong> 30 ft. (6 squares), swim 20 ft.</p><p><strong>AC:</strong> 22 (-1 size, +3 Dex, +10 natural), touch 12, flat-footed 19</p><p><strong>Base Attack/Grapple:</strong> +17/+26</p><p><strong>Attack:</strong> Claw +21 melee (2d6+5) or Large greataxe +21 melee (3d6+5)</p><p><strong>Full Attack:</strong> 2 claws +21 melee (2d6+5) and gore +21 melee (1d8+2) or Large greataxe +21 melee (3d6+5)</p><p><strong>Space/Reach:</strong> 10 ft. / 10 ft.</p><p><strong>Special Attacks:</strong> Charge 4d6+6, improved grab, squeeze</p><p><strong>Special Qualities:</strong> Darkvision 60 ft., natural cunning, poison immunity, scent</p><p><strong>Saves:</strong> Fort +10, Ref +8, Will +7</p><p><strong>Abilities:</strong> Str 20 (+5), Dex 16 (+3), Con 18 (+4), Int 7 (-2), Wis 10 (+0), Cha 8 (-1)</p><p><strong>Skills:</strong> Hide +6, Intimidate +2, Jump +8, Listen +11, Search +6, Spot +11</p><p><strong>Feats:</strong> Alertness, Great Fortitude, Improved Initiative, Improved Multiattack*, Multiattack, Multigrab*</p><p></p><p><strong>Environment:</strong> Any underground</p><p><strong>Organization:</strong> Solitary</p><p><strong>Challenge Rating:</strong> 14</p><p><strong>Treasure:</strong> Standard</p><p><strong>Alignment:</strong> Usually chaotic evil</p><p><strong>Advancement:</strong> By character class</p><p><strong>Level Adjustment:</strong> +5</p><p></p><p>Chulataurs are a magical hybrid that combines the worst aspects of a chuul and a minotaur. The creature’s lower body is like that of a chuul including pincer-like claws, four webbed legs, and a wide tail. The upper portion of the creature has the torso of a minotaur including a bull-like head. The creature’s fur and chitin are roughly the same color, a sickly combination of black and burnt orange. The main difference is that the chuul-like part of the body is burnt orange with mottled black splotches, while the minotaur-like part of the body is black with burnt orange spots.</p><p></p><p>Chulataurs, like chuuls, are known to collect trophies from their kills. However, unlike chuuls they do have the ability to use these items and are often encountered using manufactured weapons and any items that will fit their minotaur-like torso (i.e. rings, necklace, etc.). However, they cannot use full armor such a full plate or chainmail (a breastplate or chain shirt would be fine if it was large enough). If a victim hasn’t any interesting possessions, the chulataur takes its skull. Chulataurs wear these skulls around their necks and torso.</p><p></p><p>While chuuls most often live in marshes or jungles, chulataurs live underground. It is their minotaur heritage that drives them to live in the Underdark and these evil tauric creatures often subjugate entire tribes of Underdark-dwelling humanoids such as goblinoids, grimlocks, and orcs.</p><p></p><p>Chulataurs speak Giant.</p><p></p><p><strong>Combat</strong></p><p>A chulataur is a naturally cunning creature with powerful natural attacks – its two clawed lower appendages and its ability to gore opponents with its large horns. Chulataurs fight to kill in melee, hoping to turn their victims into their next meal.</p><p></p><p>Chulataurs will often attack with huge greataxes if cornered in an environment where they cannot charge or use their claws and gore attack effectively. *See pages 36 and 37 of D&D Savage Species for more information on these two feats.</p><p></p><p><em>Charge</em> (Ex): A chulataur typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack that deals 4d6+6 points of damage.</p><p></p><p><em>Improved Grab</em> (Ex): To use this ability, the chulataur must hit with a claw attack. (Only takes a -10 penalty on grapple checks to maintain the hold due to Multigrab feat.)</p><p></p><p><em>Natural Cunning</em> (Ex): Although chulataurs are not especially intelligent, they possess innate cunning and logical ability. This makes them immune to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed.</p><p></p><p><em>Squeeze</em> (Ex): A chulataur that gets a hold automatically deals two claw damage, with an additional 1d6 points of bludgeoning damage from the crushing force, each round the hold is maintained.</p><p></p><p><em>Skills</em>: Chulataurs receive +4 racial bonus to Listen, Search, and Spot checks.</p><p> </p><p><strong>Base Humanoid:</strong> Minotaur</p><p><strong>Base Creature:</strong> Chuul</p><p><strong>Template(s):</strong> Tauric Creature (D&D Savage Species)</p></blockquote><p></p>
[QUOTE="Knightfall, post: 2994787, member: 2012"] [B]Chulataur[/B] [B]Large Monstrous Humanoid[/B] [B]Hit Dice:[/B] 17d8+68 (144 hp) [B]Initiative:[/B] +7 (+3 Dex, +4 Improved Initiative) [B]Speed:[/B] 30 ft. (6 squares), swim 20 ft. [B]AC:[/B] 22 (-1 size, +3 Dex, +10 natural), touch 12, flat-footed 19 [B]Base Attack/Grapple:[/B] +17/+26 [B]Attack:[/B] Claw +21 melee (2d6+5) or Large greataxe +21 melee (3d6+5) [B]Full Attack:[/B] 2 claws +21 melee (2d6+5) and gore +21 melee (1d8+2) or Large greataxe +21 melee (3d6+5) [B]Space/Reach:[/B] 10 ft. / 10 ft. [B]Special Attacks:[/B] Charge 4d6+6, improved grab, squeeze [B]Special Qualities:[/B] Darkvision 60 ft., natural cunning, poison immunity, scent [B]Saves:[/B] Fort +10, Ref +8, Will +7 [B]Abilities:[/B] Str 20 (+5), Dex 16 (+3), Con 18 (+4), Int 7 (-2), Wis 10 (+0), Cha 8 (-1) [B]Skills:[/B] Hide +6, Intimidate +2, Jump +8, Listen +11, Search +6, Spot +11 [B]Feats:[/B] Alertness, Great Fortitude, Improved Initiative, Improved Multiattack*, Multiattack, Multigrab* [B]Environment:[/B] Any underground [B]Organization:[/B] Solitary [B]Challenge Rating:[/B] 14 [B]Treasure:[/B] Standard [B]Alignment:[/B] Usually chaotic evil [B]Advancement:[/B] By character class [B]Level Adjustment:[/B] +5 Chulataurs are a magical hybrid that combines the worst aspects of a chuul and a minotaur. The creature’s lower body is like that of a chuul including pincer-like claws, four webbed legs, and a wide tail. The upper portion of the creature has the torso of a minotaur including a bull-like head. The creature’s fur and chitin are roughly the same color, a sickly combination of black and burnt orange. The main difference is that the chuul-like part of the body is burnt orange with mottled black splotches, while the minotaur-like part of the body is black with burnt orange spots. Chulataurs, like chuuls, are known to collect trophies from their kills. However, unlike chuuls they do have the ability to use these items and are often encountered using manufactured weapons and any items that will fit their minotaur-like torso (i.e. rings, necklace, etc.). However, they cannot use full armor such a full plate or chainmail (a breastplate or chain shirt would be fine if it was large enough). If a victim hasn’t any interesting possessions, the chulataur takes its skull. Chulataurs wear these skulls around their necks and torso. While chuuls most often live in marshes or jungles, chulataurs live underground. It is their minotaur heritage that drives them to live in the Underdark and these evil tauric creatures often subjugate entire tribes of Underdark-dwelling humanoids such as goblinoids, grimlocks, and orcs. Chulataurs speak Giant. [B]Combat[/B] A chulataur is a naturally cunning creature with powerful natural attacks – its two clawed lower appendages and its ability to gore opponents with its large horns. Chulataurs fight to kill in melee, hoping to turn their victims into their next meal. Chulataurs will often attack with huge greataxes if cornered in an environment where they cannot charge or use their claws and gore attack effectively. *See pages 36 and 37 of D&D Savage Species for more information on these two feats. [I]Charge[/I] (Ex): A chulataur typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack that deals 4d6+6 points of damage. [I]Improved Grab[/I] (Ex): To use this ability, the chulataur must hit with a claw attack. (Only takes a -10 penalty on grapple checks to maintain the hold due to Multigrab feat.) [I]Natural Cunning[/I] (Ex): Although chulataurs are not especially intelligent, they possess innate cunning and logical ability. This makes them immune to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed. [I]Squeeze[/I] (Ex): A chulataur that gets a hold automatically deals two claw damage, with an additional 1d6 points of bludgeoning damage from the crushing force, each round the hold is maintained. [I]Skills[/I]: Chulataurs receive +4 racial bonus to Listen, Search, and Spot checks. [B]Base Humanoid:[/B] Minotaur [B]Base Creature:[/B] Chuul [B]Template(s):[/B] Tauric Creature (D&D Savage Species) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
D&D Older Editions
Knightfall's "Creature Anthology" Thread: v.3.5 Monsters (Updated: Sept 09/08)
Top