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Knightfall's World of Kulan: Monster Compilations
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<blockquote data-quote="Knightfall" data-source="post: 1789980" data-attributes="member: 2012"><p><strong>Finished monster compilation two creatures...</strong></p><p></p><p>First up....</p><p></p><p><span style="color: DarkOrange"><strong>KHA</strong></span></p><p><strong>Medium Monstrous Humanoid</strong></p><p><strong>Hit Dice:</strong> 2d8+2 (11 hp)</p><p><strong>Initiative:</strong> +0</p><p><strong>Speed:</strong> 20 ft. (4 squares), fly 20 ft. (poor)</p><p><strong>AC:</strong> 13 (+2 leather, +1 light shield), touch 10, flat-footed 13</p><p><strong>Base Attack/Grapple:</strong> +0/-1</p><p><strong>Attack:</strong> Claws +2 melee (1d4-1) or kukri +3 melee (1d4-1)</p><p><strong>Full Attack:</strong> Claws +2 melee (1d4-1) or kukri +3 melee (1d4-1)</p><p><strong>Space/Reach:</strong> 5 ft. / 5 ft.</p><p><strong>Special Qualities:</strong> Racial traits</p><p><strong>Saves:</strong> Fort +1, Ref +2, Will +5</p><p><strong>Abilities:</strong> Str 9 (-1), Dex 11 (+0), Con 12 (+1), Int 11 (+0), Wis 16 (+3), Cha 10 (+0)</p><p><strong>Skills:</strong> Heal +4, Listen +6, Spot +6, Survival +4</p><p><strong>Feats:</strong> Weapon Focus (kukri)</p><p></p><p><strong>Continent/Region:</strong> Harqual/Plains of Sand (Tschaja)</p><p><strong>Environment:</strong> Temperate plains</p><p><strong>Organization:</strong> Solitary</p><p><strong>Challenge Rating:</strong> 1</p><p><strong>Treasure:</strong> Standard</p><p><strong>Alignment:</strong> Usually neutral good</p><p><strong>Advancement:</strong> By character class</p><p><strong>Level Adjustment:</strong> +1</p><p></p><p><em>This medium-sized humanoid has obviously evolved from some sort of bird. Its arms have powerful wings attached from the back to its clawed hands, while its legs end feet with four stubby toes, one facing back from the heel. The birdman’s intelligent, green eyes contrast with the stark blue-black feathers that cover its entire body.</em></p><p></p><p>The kha are bird-like humanoids that stand about 6 ½ feet tall and have wingspans of 10 feet. They aren’t native to Kulan, as they were brought to the world by the Event known as the Transformation. The kha are only found on Harqual.</p><p></p><p>They wish a way to return home to Ko and expose their kin to the wonders they've seen in this new world. However, all divination attempts, by their allies, have failed... so far.</p><p></p><p>Kha speak their own racial language. Most kha NPCs never learn another language.</p><p></p><p><strong>Combat</strong></p><p>The kha are non-aggressive by nature, which might seem like a contradiction for a race that values its warriors. They are, by no means, pacifists, however. They simply see combat as an option best saved for last.</p><p></p><p>When forced to defend themselves, are strong-willed, hardy warriors. Not known for great strength or blinding speed, the kha tend to think their way though a fight from beginning to end. They prefer fighting with their natural claw attacks or with the weapon known as a kukri.</p><p></p><p>Being exposed to human culture has brought them in contact with several monasteries known for training monks. This form of attack and defense is quickly becoming popular with the kha’s young ones.</p><p></p><p><em>Racial Traits (Ex):</em> See below.</p><p></p><p><strong>Kha Society</strong></p><p>Kha are native to the City-state of Tschaja, which was brought to Harqual during the transformation from a planet the birdmen call Ko. The city is unlike any other seen on Harqual before. The entire city stands on stilts at the very edge of the coastline in the Region known as the Thunder Lands. Around the city is a wall of stilts with no entryways into the city. The stilts look similar to bamboo but are much thicker and they are as hard as stone. The entire city is an engineering marvel.</p><p></p><p>When visitors ask the kha how they did it, the birdmen insist that they didn't build Tschaja. They simply inherited it from another race so old they can't remember what they were called. Next the visitor asks if this forgotten race are the kha's gods. Then the kha explain that before coming to Harqual they had never conceived of the notion of gods. Next the visitor asks if the kha have no gods then where does magic come from on Ko. At this point, the kha state that Ko has nothing like magic and that the kha are just learning how to use it. After this, the conversation usually becomes hard.</p><p></p><p>The kha are one of the few races brought to Harqual, by the Transformation, that are trying to learn as much as they can about this new world. They are instinctively curious and love he concepts of gods, magic, and a multitude of races. For on Ko they were the only sentient race. Meeting other intelligent races has been a validation for them. For while the kha live simple lives with little need for infrastructure, they are natural engineers, sages and mathematicians. This is why they have caught on to the Art of Wizardry so fast. However, they are also great naturalists and many have learned the way of the druids and the rangers.</p><p></p><p>The kha have made several alliances with the human lands now on their border. Both the Barony of Liran and the Free City of Yuln are steadfast allies of the kha, as well as the ee'aar of the Sunus Mountains. These alliances have brought the kha protection from the mountain orcs of the Thunder Mountains and the bugbears of the Sunus Mountains. The kha have just begun to explore the wide-open wastes of the Great Expanse and have had several encounters with the desert elves living there. These encounters have been tense but fruitful for both races, as the kha's unique bamboo-like weapons are coveted by the desert elf tribes. They are lighter than wood, stronger than forged steel, and very resilient. (Plus, they can either cause regular or subdual damage.)</p><p></p><p><strong>Kha as Characters</strong></p><p>Kha favor the fighter class. They often become monks and wilderness rogues *, but most kha encountered are experts.</p><p></p><p>The kha come from a world where magic doesn’t exist, thus, they are limited in the types of spellcasting classes they can take. Thus, they can never become bards, paladins, clerics, or sorcerers. However, they can become rangers, druids, and wizards but they can only advance to 5th level in these classes. Kha often multiclass as fighter/druids, ranger/druids, fighter/monks, fighter/wilderness rogues, or ranger/wilderness rogues.</p><p></p><p>* A new variant class from D&D Unearthed Arcana.</p><p></p><p><strong>Kha Traits</strong></p><p>Kha benefit from a number of racial traits:</p><p>–– -2 to Strength, +2 to Constitution, +4 to Wisdom.</p><p>–– Medium-sized. As Medium-size creatures, kha have no special bonuses or penalties due to their size. (Use half-orc height and half-elf weight. See the PHB in Chapter 6: Description.)</p><p>–– <em>Speed:</em> Base land speed is 30 feet. Kha can also fly at a speed of 20 feet.</p><p>–– <em>Keen Vision (Ex):</em> Kha have low-light vision that allows them see twice as far as a human can in starlight, moonlight, torchlight, and similar conditions of low illumination. They also have darkvision at a range of 60 feet.</p><p>–– <em>Racial Hit Dice:</em> A kha begins with two levels of monstrous humanoid, which provide 2d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +0, Ref +3, Will +3.</p><p>–– <em>Racial Skills:</em> A kha's monstrous humanoid levels give it skill points equal to 2 x (2 + Int Modifier). Its class skills are Heal, Listen, Spot, and Survival.</p><p>–– <em>Racial Feats:</em> A kha's monstrous humanoid levels give it one feat. A kha receives Weapon Focus (kukri) as a bonus feat.</p><p>–– <em>Automatic Languages:</em> Kha. <em>Bonus Languages:</em> Auran, Common, Maviun, Orc, and Sylvan.</p><p>–– <em>Favored Class:</em> Fighter. A multiclass kha's fighter class does not count when determining whether he suffers an XP penalty for multiclassing.</p></blockquote><p></p>
[QUOTE="Knightfall, post: 1789980, member: 2012"] [b]Finished monster compilation two creatures...[/b] First up.... [COLOR=DarkOrange][B]KHA[/B][/COLOR] [B]Medium Monstrous Humanoid[/B] [B]Hit Dice:[/B] 2d8+2 (11 hp) [B]Initiative:[/B] +0 [B]Speed:[/B] 20 ft. (4 squares), fly 20 ft. (poor) [B]AC:[/B] 13 (+2 leather, +1 light shield), touch 10, flat-footed 13 [B]Base Attack/Grapple:[/B] +0/-1 [B]Attack:[/B] Claws +2 melee (1d4-1) or kukri +3 melee (1d4-1) [B]Full Attack:[/B] Claws +2 melee (1d4-1) or kukri +3 melee (1d4-1) [B]Space/Reach:[/B] 5 ft. / 5 ft. [B]Special Qualities:[/B] Racial traits [B]Saves:[/B] Fort +1, Ref +2, Will +5 [B]Abilities:[/B] Str 9 (-1), Dex 11 (+0), Con 12 (+1), Int 11 (+0), Wis 16 (+3), Cha 10 (+0) [B]Skills:[/B] Heal +4, Listen +6, Spot +6, Survival +4 [B]Feats:[/B] Weapon Focus (kukri) [B]Continent/Region:[/B] Harqual/Plains of Sand (Tschaja) [B]Environment:[/B] Temperate plains [B]Organization:[/B] Solitary [B]Challenge Rating:[/B] 1 [B]Treasure:[/B] Standard [B]Alignment:[/B] Usually neutral good [B]Advancement:[/B] By character class [B]Level Adjustment:[/B] +1 [I]This medium-sized humanoid has obviously evolved from some sort of bird. Its arms have powerful wings attached from the back to its clawed hands, while its legs end feet with four stubby toes, one facing back from the heel. The birdman’s intelligent, green eyes contrast with the stark blue-black feathers that cover its entire body.[/I] The kha are bird-like humanoids that stand about 6 ½ feet tall and have wingspans of 10 feet. They aren’t native to Kulan, as they were brought to the world by the Event known as the Transformation. The kha are only found on Harqual. They wish a way to return home to Ko and expose their kin to the wonders they've seen in this new world. However, all divination attempts, by their allies, have failed... so far. Kha speak their own racial language. Most kha NPCs never learn another language. [B]Combat[/B] The kha are non-aggressive by nature, which might seem like a contradiction for a race that values its warriors. They are, by no means, pacifists, however. They simply see combat as an option best saved for last. When forced to defend themselves, are strong-willed, hardy warriors. Not known for great strength or blinding speed, the kha tend to think their way though a fight from beginning to end. They prefer fighting with their natural claw attacks or with the weapon known as a kukri. Being exposed to human culture has brought them in contact with several monasteries known for training monks. This form of attack and defense is quickly becoming popular with the kha’s young ones. [I]Racial Traits (Ex):[/I] See below. [B]Kha Society[/B] Kha are native to the City-state of Tschaja, which was brought to Harqual during the transformation from a planet the birdmen call Ko. The city is unlike any other seen on Harqual before. The entire city stands on stilts at the very edge of the coastline in the Region known as the Thunder Lands. Around the city is a wall of stilts with no entryways into the city. The stilts look similar to bamboo but are much thicker and they are as hard as stone. The entire city is an engineering marvel. When visitors ask the kha how they did it, the birdmen insist that they didn't build Tschaja. They simply inherited it from another race so old they can't remember what they were called. Next the visitor asks if this forgotten race are the kha's gods. Then the kha explain that before coming to Harqual they had never conceived of the notion of gods. Next the visitor asks if the kha have no gods then where does magic come from on Ko. At this point, the kha state that Ko has nothing like magic and that the kha are just learning how to use it. After this, the conversation usually becomes hard. The kha are one of the few races brought to Harqual, by the Transformation, that are trying to learn as much as they can about this new world. They are instinctively curious and love he concepts of gods, magic, and a multitude of races. For on Ko they were the only sentient race. Meeting other intelligent races has been a validation for them. For while the kha live simple lives with little need for infrastructure, they are natural engineers, sages and mathematicians. This is why they have caught on to the Art of Wizardry so fast. However, they are also great naturalists and many have learned the way of the druids and the rangers. The kha have made several alliances with the human lands now on their border. Both the Barony of Liran and the Free City of Yuln are steadfast allies of the kha, as well as the ee'aar of the Sunus Mountains. These alliances have brought the kha protection from the mountain orcs of the Thunder Mountains and the bugbears of the Sunus Mountains. The kha have just begun to explore the wide-open wastes of the Great Expanse and have had several encounters with the desert elves living there. These encounters have been tense but fruitful for both races, as the kha's unique bamboo-like weapons are coveted by the desert elf tribes. They are lighter than wood, stronger than forged steel, and very resilient. (Plus, they can either cause regular or subdual damage.) [B]Kha as Characters[/B] Kha favor the fighter class. They often become monks and wilderness rogues *, but most kha encountered are experts. The kha come from a world where magic doesn’t exist, thus, they are limited in the types of spellcasting classes they can take. Thus, they can never become bards, paladins, clerics, or sorcerers. However, they can become rangers, druids, and wizards but they can only advance to 5th level in these classes. Kha often multiclass as fighter/druids, ranger/druids, fighter/monks, fighter/wilderness rogues, or ranger/wilderness rogues. * A new variant class from D&D Unearthed Arcana. [B]Kha Traits[/B] Kha benefit from a number of racial traits: –– -2 to Strength, +2 to Constitution, +4 to Wisdom. –– Medium-sized. As Medium-size creatures, kha have no special bonuses or penalties due to their size. (Use half-orc height and half-elf weight. See the PHB in Chapter 6: Description.) –– [I]Speed:[/I] Base land speed is 30 feet. Kha can also fly at a speed of 20 feet. –– [I]Keen Vision (Ex):[/I] Kha have low-light vision that allows them see twice as far as a human can in starlight, moonlight, torchlight, and similar conditions of low illumination. They also have darkvision at a range of 60 feet. –– [I]Racial Hit Dice:[/I] A kha begins with two levels of monstrous humanoid, which provide 2d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +0, Ref +3, Will +3. –– [I]Racial Skills:[/I] A kha's monstrous humanoid levels give it skill points equal to 2 x (2 + Int Modifier). Its class skills are Heal, Listen, Spot, and Survival. –– [I]Racial Feats:[/I] A kha's monstrous humanoid levels give it one feat. A kha receives Weapon Focus (kukri) as a bonus feat. –– [I]Automatic Languages:[/I] Kha. [I]Bonus Languages:[/I] Auran, Common, Maviun, Orc, and Sylvan. –– [i]Favored Class:[/i] Fighter. A multiclass kha's fighter class does not count when determining whether he suffers an XP penalty for multiclassing. [/QUOTE]
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