• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Monsters of Chult (now with the great taste of linnorm!)

Gnomish yuan-ti, eh? How about the nom-ti? Sounds sinister enough, not too silly.
I respect a man who can plug his own thread with such finesse.
Do you remember the urds? Winged kobolds, from 2ed. I wonder if they were part of the reason for the winged template's creation?

Demiurge out.
 

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Can you tell that I like carnivorous plants?

Nepenthes
Colossal Plant
Hit Dice: 25d8 +250 (362 hp)
Initiative: +2 (Dex)
Speed: 5ft
AC: 24 (-8 size, +2 Dex, +20 natural)
Attacks: 10 vine slams +24 melee
Damage: Slam 4d6+19
Face/Reach: Each pod 10ft by 10ft (40ft by 80ft total)/ Vine reach 30ft
Special Attacks: Improved grab, swallow whole, intoxicate
Special Qualities: DR 25/+4, fire resistance 30, blindsight 120ft, plant qualities, electrical immunity
Saves: Fort +24, Ref +10, Will +10
Abilities: Str 36, Dex 14, Con 30, Int 6, Wis 14, Cha 8
Climate/Terrain: Warm forest and swamp
Organization: Solitary
CR: 21
Treasure: Standard (only metal goods)
Alignment: Always neutral evil
Advancement: 26-75 HD (Colossal)

Nepenthes are massive carnivorous plants mutated by dark magic into man-eating nightmares, spreading deadly tentacles throughout entire forests.
A nepenthes resembles a normal arboreal pitcher plant, only magnified a hundred-fold. They have long green vines, capable of both dragging it through the canopies of the jungles where it lives and grabbing prey. Its feeding structures are giant mottled red pods, filled with digestive juices. Long hooks curve over their mouths to prevent the escape of any trapped creatures, and a leaf-like lid keeps rain water from diluting the juices therein.

Combat
The vines of a nepenthes spread through forest canopies, reaching down to the floor to grab unsuspecting animals, passerby and even monsters and sweep them into their traps. There, the prey will be digested alive in the plant’s intoxicating juices. Each nepenthes has 1d6+1 stomachs; the hit points are divided among these pods evenly. Severing all of the tendrils effectively destroys the creatures. Each tendril may be severed if damage equivalent to 1/10 of the nepenthes' original hit points is done to it.

Improved Grab (Ex): To use this ability, a nepenthes must hit a Large or smaller victim with one or more vines (grapple bonus +48). For each vine besides one that holds a victim, a nepenthes gets an additional +2 competence bonus to the roll. If it gets a hold, it may drop the victim into one of its pod-traps.

Swallow Whole/Intoxicate (Ex): A nepenthes does not need to make an opposed grapple check to swallow its prey; creatures that are held are just dropped into the pod. While in the pod, the creature takes 3d8 points of acid damage and must make a Will save (DC 32) to avoid being intoxicated. When intoxicated, the creature can take no actions for 3d6 rounds, and usually dies from the acids.
A swallowed creature that avoids being intoxicated can climb up the walls of the pod, even though these walls are covered with waxy, downward pointing hairs (Climb check DC 35) Even if they do climb the pod, they take 5d6 points of damage from the sharp hooks that hang over the pod’s mouth. A swallowed creature can also cut its way out using a Medium or smaller slashing weapon to deal 50 points of damage to the pod. Once the creature exits, the pod is rendered useless, but the juices spurt from the hole, doing 3d8 points of acid damage to all those in a 5ft wide path to 25 feet (including the escapee).
Each pod can hold 1 Large creature, 2 Medium creatures, 4 Small creatures and 8 Tiny or smaller creatures.

Plant: Immune to mind-influencing effects, poisons, sleep, paralysis, stunning and polymorphing. Not subject to critical hits.

Electricity Immunity (Ex): Nepenthes take no damage from electrical effects. Instead, they gain 1d4 points of temporary Constitution for every electrical attack used against it. It loses these points at a rate of 1 per hour.

In the Realms
Nepenthes are a relatively recent arrival to Chult and Tashalar, and are rare in both these provinces. The Tashultans claim that they migrated from Samarach. This might be the reason that the natives of Samarach barricade themselves in walled compounds during the night. Traders value the thick, acidic nectar of the nepenthes for its intoxicating qualities. Diluted and fermented, it makes for a very heady wine, and wizards value the nectar for the creation of philters of love and school staves of enchantment.
 
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Another strong shower on the polls was this vermin. Hopefully, I'll have more up tomorrow.

Wyvernfly
Tiny Vermin
Hit Dice: 1d8+1 (5hp)
Initiative: +2 (Dex)
Speed: 5ft, fly 20ft
AC: 14 (+2 size, +2 Dex)
Attacks: Sting +2 melee
Damage: 1-3 plus poison
Face/Reach: 2.5ft by2.5ft/0ft
Special Attacks: Poison
Special Qualities: Vermin
Saves: Fort +3, Ref +2, Will +0
Abilities: Str 4, Dex 15, Con 12, Int -, Wis 10, Cha 2
Skills: Intuit Direction +2, Spot +4, Wilderness Lore +4
Feats: Weapon Finesse (sting)
Climate/Terrain: Warm forest, swamp and plains
Organization: Solitary, pair or swarm (4-20)
CR: ¼
Treasure: None
Alignment: Always neutral
Advancement: 2-3 HD (Tiny)

Whereas most insects of the marshes are merely irritating, the wyvernfly can be truly deadly.

A wyvernfly resembles a large dragonfly in most respects. They have two pairs of iridescent wings, about 2 feet in diameter. The body is long and covered in glimmering chitin, usually a bright red. The most predominant feature of the wyvernfly, however, is its oversized tail stinger, much like that of a monstrous scorpion.

Combat
Wyvernflies are usually non-confrontational, but if disrupted or hungry, they will attack with their oversized stingers, flitting into and out of range of their foes and stinging. Once the prey falls paralyzed, the wyvernflies descend to feed.

Poison (Ex): The poison of the wyvernfly causes numbness and tremors, eventually leading to spastic twitching before paralysis sets in. Sting, DC 11 (Fort negates), 1d4 Dex/1d6 Dex.

Vermin Traits: Immune to mind-influencing effects.

In the Realms
Wyvernflies are common around the Lake of Steam, where they lay their eggs, especially in the waters surrounding the island of Olodel. Rumors spread by traveling adventurers claim that someone, or something, is enticing them there to deter intruders.

Should I keep posting the "In the Realms" bits? I think they're helpful and useful for adventure ideas, but does anyone disagree?
 

I really like the Wyvernfly, Demi. I hadn't expected something that 'small,' challenge-wise, but I think it was the right way to handle it. As for the "about the Realms" bits, I'd say to definitely keep doing them. It's good flavor, if nothing else. :)
 


Demiurge: Very nice work there, I particularly like the Giant Pitcherplant (Nepenthes). Btw, remember that the forgotten realms are more than just Faerûn™, both Zakhara™ and Maztica™ are part of Toril™. But please do keep the In the Realms bit, as it gives even those of us who doesn't use the Forgotten Realms some ideas on how to use the creatures. :D

Later,
 

demiurge1138 said:
Gnomish yuan-ti, eh? How about the nom-ti? Sounds sinister enough, not too silly.

Excellent suggestion! Done... they're now known as the nom-ti.

demiurge1138 said:
I respect a man who can plug his own thread with such finesse.
Do you remember the urds? Winged kobolds, from 2ed. I wonder if they were part of the reason for the winged template's creation?

Yep, well I got interested in your thread and immediately liked the Batiri. Then I wondered what they'd be like with the winged template.

And yes, I remember the urds. Those little winged kobolds were really cool. I just might have to do two new kobold races, one feral and one winged. Hmm, or better yet, how about feral, winged kobolds. Ok, maybe three types...

But not today... no heavy typing, bad for wrist (and arm, and shoulder and back, etc.). :(

Anyway, gotta go.

Cheers!

KF72

p.s. How about feral, winged orcs? You can do that one if you've got Savage Species. :)
 

I am honored to have named such a species as the gnomish yuan-ti. Also, Krishnath, the reason that the "In the Realms" are all about Faerun in these entries is because therse are monster of Chult. Anyway, here's yet another one.

Giant Wyvernfly
Large Vermin
Hit Dice: 7d8+28 (59 hp)
Initiative: +1 (Dex)
Speed: 20ft, fly 50ft
AC: 17 (-1 size, +1 Dex, +7 natural armor)
Attacks: Sting +8 melee, bite +3 melee
Damage: Sting 1d6+4 plus poison, bite 2d4+2
Face/Reach: 5ft by 10ft/5ft
Special Attacks: Poison
Special Qualities: Vermin
Saves: Fort +9, Ref +3, Will +2
Abilities: Str 19, Dex 12, Con 18, Int -, Wis 10, Cha 4
Skills: Intuit Direction +2, Spot +4, Wilderness Lore +4
Climate/Terrain: Warm forest, swamp and plains
Organization: Solitary
CR: 5
Treasure: None
Alignment: Always neutral
Advancement: 8-14 HD (Large), 15-21 HD (Huge)

Although much larger than the average wyvernfly, their giant counterparts share many traits- including their occasional taste for human flesh.

The giant wyvernfly resembles a normal wyvernfly in all but size. The average giant wyvernfly is about 10 feet long, with a comparable wingspan. Their chitin is much thicker than that of their smaller relatives, and is usually a shiny red or orange. The mouthparts of a giant wyvernfly are disproportionably large, and cut like sickles through the flesh of its prey, usually large fish or other giant insects, but occasionally humans.

Combat
Giant wyvernflies rarely care to be stealthy, as they are capable of greater speeds than most of their prey. They usually swoop onto prey, stinging it until it drops, then feeding.

Poison (Ex): Like the venom of the standard wyvernfly, the giant wyvernfly’s poison causes numbness and spastic tremors, although at a more rapid pace. Sting DC 21 (Fort negates) 1d8 Dex/1d8 Dex.

Vermin Traits: Immune to mind-influencing effects.

In the Realms
Giant wyvernflies are found farther south than their smaller relatives, because they are most comfortable in equatorial temperatures. They are capable of raising their larva in salt water, and sages theorize that they may have migrated into Samarach and Thindol across the Great Ocean, from Zakara. Regardless of their origins, they are powerful and deadly predators.
 

And another one.

Striger (adapted from After Man, by Dougal Dixon)
Small Magical Beast
Hit Dice: 5d10+15 (42 hp)
Initiative: +5 (Dex)
Speed: 20ft, climb 30ft, brachiation 30ft
AC: 18 (+1 size, +5 Dex, +2 natural)
Attacks: 2 claws +11 melee, bite +5 melee
Damage: Claw 1d4+2, bite 1d3+1
Face/Reach: 5ft by 5ft/5ft
Special Attacks: Pounce, rend
Special Qualities: DR 5/+1, fast healing 1
Saves: Fort +7, Ref +9, Will +4
Abilities: Str 15, Dex 20, Con 16, Int 7, Wis 14, Cha 5
Skills: Balance +9, Climb +10, Hide +12*, Listen +6, Move Silently +12, Spot +6, Wilderness Lore +6
Feats: Multiattack, Weapon Finesse (claws)
Climate/Terrain: Warm forests
Organization: Solitary or pair
CR: 5
Treasure: ½ standard
Alignment: Usually chaotic neutral
Advancement: By character class
ECL: +9

Strigers are unusual arboreal cats with rudimental intelligence.

A striger resembles nothing more than the union of a cat and a monkey. It has a catlike head, with large ears and forward facing eyes. Its arms and legs are long and clawed, with a prehensile digit on each limb. The tail is also prehensile, and ends in a thick pad for grasping tree limbs. They have yellowish fur with black stripes.

Strigers live in trees, swinging from branch to branch and hunting monkeys, their favored prey. Their almost comical appearance belies an intelligence and ferocity unmatched in most animals of the jungle, a fact that has caught many adventurers unaware. Strigers speak their own language, but exceptional individuals may learn Common.

Combat
Strigers avoid humans for the most part, as they rarely tackle any prey larger then themselves. Halflings and goblins, however, are fair game. A striger prefers to swing onto its prey from above, clawing and biting it until it dies. Strigers occasionally hunt in pairs, the first attracting the attention of prey by making noises of distress, and the second pouncing on the unaware victim.

Pounce (Ex): If a striger swings on top of a foe during the first round of combat, it may make a full attack action even though it has already moved.

Rend (Ex): A striger that hits a foe in one round with both claw attacks grabs the flesh and tears, automatically dealing 2d4+3 points of damage.

Skills: Strigers gain a racial +4 bonus to Balance, Hide and Move Silently checks. The bonus to Hide increases to +8 in heavy forests.

In the Realms
Like giant wyvernflies, strigers are immigrants to Faerün from Zakhara. Unlike the wyvernflies, however, strigers did not come on their own free will. The Faerünian strigers were native to Zakharan oases before being captured and shipped to Halruaa to be sold as exotic pets. Most of them escaped captivity and migrated west, towards warmer climates and familiar forests. A large population has emerged in the Valley of Lost Honor, where they prey on monkeys, wild dwarves and batiri.

Striger Characters
Striger characters are rare, but do exist, particularly among the escaped strigers that still lurk in Halruaan cities. Their favored character class is rogue, but druids do exist.
 

I've been a bit on the busy side today. Can you tell?

Durkden
Medium-sized Monstrous Humanoid
Hit Dice: 3d8+9 (22 hp)
Initiative: +1 (Dex)
Speed: 40 ft
AC: 17 (+1 Dex, +6 natural)
Attacks: Bite +8 melee, 2 claws +6 melee
Damage: Bite 1d8+5, claw 1d4+2
Face/Reach: 5ft by 5ft/5ft
Special Attacks: Improved grab, strangle
Special Qualities: Darkvision 120ft, scent
Saves: Fort +6, Ref +4, Will +3
Abilities: Str 20, Dex 12, Con 16, Int 5, Wis 14, Cha 10
Skills: Hide +5, Move Silently +5, Spot +5, Wilderness Lore +5
Feats: Multiattack
Climate/Terrain: Warm and temperate plains and hills
Organization: Solitary, pair or pack (5-8)
CR: 4
Treasure: Standard coins, standard goods, no items
Alignment: Usually chaotic evil
Advancement: By character class
ECL: +7

The saber-tooth feature has appeared in multiple organisms throughout the ages. However, the durkden is probably the most alarming; it is a saber-toothed humanoid.

A durkden stands about 6 feet tall with a slight hunch. Its body is mostly human, excepting its short, wiry brown fur and sharp claws. The most distinctive feature is its mouth; the lower jaw swings wide to allow for foot-long razor sharp incisors. They are only barely intelligent, but it is more than enough to allow them to plan careful ambushes. They speak their own guttural language, and a few speak Goblin or Orc.

Combat
Durkdens are rarely found alone, and so hunt their prey (usually herd animals, deer or travelers) in small packs. They prefer to strike from ambush. Once prey is seized, its throat is held by a durkden until it can no longer breathe.

Improved Grab (Ex): When a durkden hits its prey with a bite attack, it may choose to make a grapple check as a free action without receiving an attack of opportunity (grapple check +13, including a +5 racial bonus to grapple checks). If it gets a hold, it may conduct the grapple normally, or it may hold the victim with only its jaws at a –20 penalty. In either instance, it deals automatic bite damage each turn and begin to strangle its foe.

Strangle (Ex): After grappling a foe, the durkden begins to shear through the victim’s throat while crushing its windpipe. Every round, the held victim must make a Constitution check (DC 10+damage dealt) or begin to suffocate. If the victim fails his save, he immediately drops to 0 hit points, falling unconscious. On the second round, he drops to –1 hit points, and on the third round he dies.

Durkden Society
Durkden have very little society to speak of; their packs are run by the strongest individual, who leads hunts and chooses a mate first, but little else. They often collect shiny objects, such as coins or gems, and present them to their leader. They worship Malar in dark ceremonies, often culminating in the sacrifice of one of their own.

In the Realms
Durkden are found throughout the lightly forested areas of the Chultan peninsula, as well as in Halruaa, the Shaar and Lurien. It is believed by some that they were once men, cursed by Malar for worshiping a living saber-toothed cat as a god instead of himself. He turned them into grotesque parodies of the false god they worshiped, and let them roam the south of Faerün, spreading chaos and terror.

Durkden Characters
Most durkden characters are barbarians, and that is their favored class. Some of them are fighters, and leaders of large packs are often clerics of Malar.

Demiurge out.
 
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