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Knightfall's World of Kulan: Monster Compilations
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<blockquote data-quote="Knightfall" data-source="post: 3069657" data-attributes="member: 2012"><p>BOZ, note that in the Creature Catalog version of this creature, the text has an error in it, where it refers to the creature's height and weight. Specifically, it lists the creature's weight as "X", which was obviously a placeholder until you calculated the weight you wanted for it. Just thought I'd point that out. - KF72</p><p></p><p><span style="color: DarkOrange"><strong>DARKWING (OF JANARDÛN)</strong></span></p><p><strong>Medium Monstrous Humanoid</strong></p><p><strong>Hit Dice:</strong> 3d8+3 (16 hp) </p><p><strong>Initiative:</strong> +2 (Dex)</p><p><strong>Speed:</strong> 20 ft. (4 squares), fly 50 ft. (poor)</p><p><strong>AC:</strong> 15 (+2 Dex, +3 natural), touch 12, flat-footed 13</p><p><strong>Base Attack/Grapple:</strong> +3/+5</p><p><strong>Attack:</strong> Claw +5 melee (1d4+2)</p><p><strong>Full Attack:</strong> 2 claws +5 melee (1d4+2) and bite +0 melee (1d6+1)</p><p><strong>Space/Reach:</strong> 5 ft. / 5 ft.</p><p><strong>Special Attacks:</strong> Group snatch</p><p><strong>Special Qualities:</strong> Darkvision 60 ft, light sensitivity, silent glide</p><p><strong>Saves:</strong> Fort +9, Ref +10, Will +5</p><p><strong>Abilities:</strong> Str 15 (+2), Dex 14 (+2), Con 12 (+1), Int 7 (-2), Wis 13 (+1), Cha 8 (-1)</p><p><strong>Skills:</strong> Hide +3, Listen +2, Move Silently +3, Spot +3, Survival +2</p><p><strong>Feats:</strong> Flyby Attack, Multiattack</p><p></p><p><strong>Continent/Region:</strong> Janardûn</p><p><strong>Environment:</strong> Any mountains, hills, plains, and underground</p><p><strong>Organization:</strong> Flock (10-30) or (lair, plus 2-12 young)</p><p><strong>Challenge Rating:</strong> 2</p><p><strong>Treasure:</strong> Standard</p><p><strong>Alignment:</strong> Usually neutral evil</p><p><strong>Advancement:</strong> By character class</p><p><strong>Level Adjustment:</strong> +2</p><p></p><p><em>This humanoid is covered with green scales and has a pair of black, leathery wings. Its claws are long and sharp, and its mouth is filled with vicious, sharp teeth.</em></p><p></p><p>The darkwings are a race of nocturnal flyers that attack livestock in great flocks. They inhabit high rocky crags and mountains through the continent of Janardun, where they can watch and keep an eye on the herds of cattle and sheep in the lowlands of the Republic. The darkwings are a servitor race of the ogre mages of Janardûn, and are often uses as shock troops against the armies of the Republic.</p><p></p><p>Darkwings hate light, and never leave their caves during the day or even on nights of the full moon. The lair is a foul and unsettling place, covered in filth and the bones of victims. Darkwing young roost there on natural ledges, and only fight if threatened or attacked.</p><p></p><p>Darkwings speak their own simple language. Some have learned to speak Morian, as well as the languages of other servitor races of the ogre mages.</p><p></p><p>A darkwing is 5 feet tall and weighs 150 pounds.</p><p></p><p><strong>Combat</strong></p><p>Darkwings attack in numbers, to terrify and corner weaker prey. Darkwings will typically work together to carry off smaller creatures. Larger prey like horses or cattle will be dismembered and carried off in pieces.</p><p></p><p><em>Group Snatch</em> (Ex): A group of two or more darkwings can lift up and carry away a Medium creature, attacking as a group and using a single grapple check. Only one is required for Small or smaller creatures, and four for a Large creature.</p><p></p><p>When a creature does not wish to be snatched into the air, an opposed grapple check is required. The darkwings gain a +2 bonus on this grapple check for each darkwing beyond the first participating in the attempt. If the darkwings succeed, the creature is grappled and forced to move along with the darkwings. If they fail, the creature stays on the ground.</p><p></p><p>Once a creature is airborne, it may choose to continue resisting, forcing a grapple check each round. This reduces the darkwings' flying speed by half. If successful, the creature falls from their grasp and takes falling damage normally.</p><p></p><p><em>Light Sensitivity</em> (Ex): A darkwing is dazzled in bright sunlight or within the radius of a <em>daylight</em> spell.</p><p></p><p><em>Silent Glide</em> (Ex): While gliding at night, a darkwing's coloration and soft, owl-like feathers grant a +4 circumstance bonus on Hide and Move Silently checks.</p><p></p><p><strong>Darkwings as Characters</strong></p><p>Most darkwing leaders are barbarians. Clerics are rare among darkwings, as the ogre mages of the continent prefer their servitor races to worship them as gods, but an unaligned darkwing cleric has access to two of the following domains: Darkness, Strength, and Trickery.</p><p></p><p>Those few darkwing flocks that don’t serve the ogre mages often devote themselves to one of the evil deity known as Anshar. An individual darkwing cleric will sometimes choose to worship Ani, Enlil, Ishkur, or even the World God known as Azul, but such a darkwing cleric is very rare indeed, and is usually an outcast from its flock.</p><p></p><p><strong>Darkwing Traits</strong></p><p>Darkwings have all the racial traits listed below:</p><p>— +2 to Strength, +2 to Dexterity, -2 to Intelligence, -2 to Charisma</p><p>— Medium size. As Medium-size creatures, darkwings have no special bonuses or penalties due to their size. (Use standard elven height and half-elven weight. See the PHB in Chapter 6: Description.)</p><p>— A dark wing's base land speed is 20 feet, and it has a fly speed of 50 feet (poor).</p><p>— Darkvision out to 60 feet.</p><p>— <em>Racial Hit Dice</em>: A dark wing begins with three levels of monstrous humanoid, which provide 3d8 Hit Dice, a base attack bonus of +3 and base saving throw bonuses of Fort +1, Ref +3, and Will +3.</p><p>— <em>Racial Skills</em>: A dark wing's monstrous humanoid levels give it skill points equal to 6 × (2 + Int modifier). Its class skills are Hide, Listen, Move Silently, Spot, and Survival.</p><p>— <em>Racial Feats</em>: A dark wing's monstrous humanoid levels give it two feats.</p><p>— +3 natural armor bonus.</p><p>— <em>Natural Weapons</em>: Claw (1d4) and bite (1d6).</p><p>— <em>Special Attacks</em> (see above): Group snatch.</p><p>— <em>Special Qualities</em> (see above): Light sensitivity, silent glide.</p><p>— <em>Automatic Languages</em>: Darkwing. <em>Bonus Languages</em>: Goblin, Draconic, Morian, Nightling, Ogren, and Orc.</p><p>— <em>Favored Class</em>: Barbarian. A multiclass darkwing’s barbarian class does not count when determining whether he suffers an XP penalty for multiclassing.</p><p></p><p><strong>Based On:</strong> <a href="http://www.enworld.org/forums/showpost.php?p=2746857&postcount=109" target="_blank">http://www.enworld.org/forums/showpost.php?p=2746857&postcount=109</a></p></blockquote><p></p>
[QUOTE="Knightfall, post: 3069657, member: 2012"] BOZ, note that in the Creature Catalog version of this creature, the text has an error in it, where it refers to the creature's height and weight. Specifically, it lists the creature's weight as "X", which was obviously a placeholder until you calculated the weight you wanted for it. Just thought I'd point that out. - KF72 [COLOR=DarkOrange][B]DARKWING (OF JANARDÛN)[/B][/COLOR] [B]Medium Monstrous Humanoid[/B] [B]Hit Dice:[/B] 3d8+3 (16 hp) [B]Initiative:[/B] +2 (Dex) [B]Speed:[/B] 20 ft. (4 squares), fly 50 ft. (poor) [B]AC:[/B] 15 (+2 Dex, +3 natural), touch 12, flat-footed 13 [B]Base Attack/Grapple:[/B] +3/+5 [B]Attack:[/B] Claw +5 melee (1d4+2) [B]Full Attack:[/B] 2 claws +5 melee (1d4+2) and bite +0 melee (1d6+1) [B]Space/Reach:[/B] 5 ft. / 5 ft. [B]Special Attacks:[/B] Group snatch [B]Special Qualities:[/B] Darkvision 60 ft, light sensitivity, silent glide [B]Saves:[/B] Fort +9, Ref +10, Will +5 [B]Abilities:[/B] Str 15 (+2), Dex 14 (+2), Con 12 (+1), Int 7 (-2), Wis 13 (+1), Cha 8 (-1) [B]Skills:[/B] Hide +3, Listen +2, Move Silently +3, Spot +3, Survival +2 [B]Feats:[/B] Flyby Attack, Multiattack [B]Continent/Region:[/B] Janardûn [B]Environment:[/B] Any mountains, hills, plains, and underground [B]Organization:[/B] Flock (10-30) or (lair, plus 2-12 young) [B]Challenge Rating:[/B] 2 [B]Treasure:[/B] Standard [B]Alignment:[/B] Usually neutral evil [B]Advancement:[/B] By character class [B]Level Adjustment:[/B] +2 [I]This humanoid is covered with green scales and has a pair of black, leathery wings. Its claws are long and sharp, and its mouth is filled with vicious, sharp teeth.[/I] The darkwings are a race of nocturnal flyers that attack livestock in great flocks. They inhabit high rocky crags and mountains through the continent of Janardun, where they can watch and keep an eye on the herds of cattle and sheep in the lowlands of the Republic. The darkwings are a servitor race of the ogre mages of Janardûn, and are often uses as shock troops against the armies of the Republic. Darkwings hate light, and never leave their caves during the day or even on nights of the full moon. The lair is a foul and unsettling place, covered in filth and the bones of victims. Darkwing young roost there on natural ledges, and only fight if threatened or attacked. Darkwings speak their own simple language. Some have learned to speak Morian, as well as the languages of other servitor races of the ogre mages. A darkwing is 5 feet tall and weighs 150 pounds. [B]Combat[/B] Darkwings attack in numbers, to terrify and corner weaker prey. Darkwings will typically work together to carry off smaller creatures. Larger prey like horses or cattle will be dismembered and carried off in pieces. [I]Group Snatch[/I] (Ex): A group of two or more darkwings can lift up and carry away a Medium creature, attacking as a group and using a single grapple check. Only one is required for Small or smaller creatures, and four for a Large creature. When a creature does not wish to be snatched into the air, an opposed grapple check is required. The darkwings gain a +2 bonus on this grapple check for each darkwing beyond the first participating in the attempt. If the darkwings succeed, the creature is grappled and forced to move along with the darkwings. If they fail, the creature stays on the ground. Once a creature is airborne, it may choose to continue resisting, forcing a grapple check each round. This reduces the darkwings' flying speed by half. If successful, the creature falls from their grasp and takes falling damage normally. [I]Light Sensitivity[/I] (Ex): A darkwing is dazzled in bright sunlight or within the radius of a [I]daylight[/I] spell. [I]Silent Glide[/I] (Ex): While gliding at night, a darkwing's coloration and soft, owl-like feathers grant a +4 circumstance bonus on Hide and Move Silently checks. [B]Darkwings as Characters[/B] Most darkwing leaders are barbarians. Clerics are rare among darkwings, as the ogre mages of the continent prefer their servitor races to worship them as gods, but an unaligned darkwing cleric has access to two of the following domains: Darkness, Strength, and Trickery. Those few darkwing flocks that don’t serve the ogre mages often devote themselves to one of the evil deity known as Anshar. An individual darkwing cleric will sometimes choose to worship Ani, Enlil, Ishkur, or even the World God known as Azul, but such a darkwing cleric is very rare indeed, and is usually an outcast from its flock. [B]Darkwing Traits[/B] Darkwings have all the racial traits listed below: — +2 to Strength, +2 to Dexterity, -2 to Intelligence, -2 to Charisma — Medium size. As Medium-size creatures, darkwings have no special bonuses or penalties due to their size. (Use standard elven height and half-elven weight. See the PHB in Chapter 6: Description.) — A dark wing's base land speed is 20 feet, and it has a fly speed of 50 feet (poor). — Darkvision out to 60 feet. — [I]Racial Hit Dice[/I]: A dark wing begins with three levels of monstrous humanoid, which provide 3d8 Hit Dice, a base attack bonus of +3 and base saving throw bonuses of Fort +1, Ref +3, and Will +3. — [I]Racial Skills[/I]: A dark wing's monstrous humanoid levels give it skill points equal to 6 × (2 + Int modifier). Its class skills are Hide, Listen, Move Silently, Spot, and Survival. — [I]Racial Feats[/I]: A dark wing's monstrous humanoid levels give it two feats. — +3 natural armor bonus. — [I]Natural Weapons[/I]: Claw (1d4) and bite (1d6). — [I]Special Attacks[/I] (see above): Group snatch. — [I]Special Qualities[/I] (see above): Light sensitivity, silent glide. — [I]Automatic Languages[/I]: Darkwing. [I]Bonus Languages[/I]: Goblin, Draconic, Morian, Nightling, Ogren, and Orc. — [I]Favored Class[/I]: Barbarian. A multiclass darkwing’s barbarian class does not count when determining whether he suffers an XP penalty for multiclassing. [B]Based On:[/B] [url]http://www.enworld.org/forums/showpost.php?p=2746857&postcount=109[/url] [/QUOTE]
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