Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf 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 Nest
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, OSR, & D&D Variants
*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!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
The kree
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="Magus Darkholme" data-source="post: 121364" data-attributes="member: 3120"><p>All right, here is my race of bat-like creatures that I made for my Realms campaigns. I'm still fine tuning it, so any advice or help is appreciated. One thing I'm not sure of is the rend damage, so I just coppied it off the troll. If anyone could tell me how to figure it out I'd appreciate it. Any way, here she is! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>KREE</p><p>Medium-sized Monstrous Humanoid</p><p>Hit dice: 4D8+2 (20hp)</p><p>Initiative: +3 (dex)</p><p>Speed: 30ft; fly 75ft (poor)</p><p>AC: 18 (+3 dex, +5 natural)</p><p>Attacks: 2claws+6 melee; bite+4 melee</p><p>Damage: Claw 1d6+2; bite 2d4+1</p><p>Face/reach: 5ft by 5ft/5ft</p><p>Special attacks: Rend, sonic blast</p><p>Special qualities: Blindsight, scent</p><p>Saves: Fort+2, ref+7, will+6</p><p>Abilities: Str-14, dex-16, con-13, int-12, wis-14, cha-14</p><p>Skills: Hide+8, listen+5, wilderness lore+7, move silently+7, climb+5</p><p>Feats: Multiattack, flyby attack</p><p>Climate/terrain: Any warm and temperate mountain, hills, forest or underground</p><p>Organization: Pair, brood (2-5), pack (5-20), or clan (20-40)</p><p>Challenge rating: 4</p><p>Treasure: standard</p><p>Alignment: always chaotic neutral</p><p>Advancement: 5-8HD (medium-sized), 9-12HD (large)</p><p></p><p>The kree are a race of bat-like creatures that live in isolated wilderness locations. They are agile hunters who travel the countryside at night in search of prey, which usually consists of game animals (such as deer), but it can also include other humanoids. </p><p>Kree look like humans with dark to light brown fur covering the whole of their bodies, and have large bat-like wings sprouting out their backs, from the shoulder blades. There faces are somewhat like that of a bat’s; they have large ears sticking straight up from the top of their heads, black eyes and a fanged mouth. They have only four digits on each hand and foot, which is the only part of their bodies not covered in fur, with two inch black claws that extend from each of them.</p><p>Despite being able to see naturally, kree have very poor vision and have trouble discerning objects even at ten feet away. Their blindsight ability more then compensates for the lack of vision though. With it they are able to make out anything, from animal to object, as if they had perfect vision. They lair in dark, secluded caves in the side of mountains or hills, and they sleep here until dusk when they leave their homes to hunt during the night. Even though the kree are nocturnal hunters they are also active in the daytime, they just choose to remain hidden in their homes during the daylight hours. Kree never hunt alone, and form groups that scour the countryside in search of prey. Kree form small clans for protection; the leader of a clan is usually the strongest male. Despite their appearance as savage, the kree are an intelligent race that value their privacy, and are very leery of outsiders wandering in their territory. When their territory is encroached upon, they will attack with out question until the threat has fed or is dead. </p><p>Kree speak their own unique language; some have also learned to speak common or elven.</p><p></p><p>COMBAT</p><p>Kree attack by swooping down at their prey and slashing it with their claws. If a creature is proving to be too much of a handful to take down, they will use their sonic blast attack to rip the prey’s flesh. They prefer to attack while flying, but they aren’t shy about fighting while on the ground.</p><p></p><p>Rend (Ex): If a kree hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+3 points of damage.</p><p></p><p>Sonic Blast (Su): A kree can loose a sonic blast in a cone up to 40ft long. The blast disrupts the tissue and rends the flesh of the target, dealing 4d6 points of damage. On a successful reflex save (DC 15) the target suffers only half damage.</p><p></p><p>Blindsight (Ex): Kree can see by emitting high frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this ability and forces the kree to rely on its poor vision instead.</p></blockquote><p></p>
[QUOTE="Magus Darkholme, post: 121364, member: 3120"] All right, here is my race of bat-like creatures that I made for my Realms campaigns. I'm still fine tuning it, so any advice or help is appreciated. One thing I'm not sure of is the rend damage, so I just coppied it off the troll. If anyone could tell me how to figure it out I'd appreciate it. Any way, here she is! ;) KREE Medium-sized Monstrous Humanoid Hit dice: 4D8+2 (20hp) Initiative: +3 (dex) Speed: 30ft; fly 75ft (poor) AC: 18 (+3 dex, +5 natural) Attacks: 2claws+6 melee; bite+4 melee Damage: Claw 1d6+2; bite 2d4+1 Face/reach: 5ft by 5ft/5ft Special attacks: Rend, sonic blast Special qualities: Blindsight, scent Saves: Fort+2, ref+7, will+6 Abilities: Str-14, dex-16, con-13, int-12, wis-14, cha-14 Skills: Hide+8, listen+5, wilderness lore+7, move silently+7, climb+5 Feats: Multiattack, flyby attack Climate/terrain: Any warm and temperate mountain, hills, forest or underground Organization: Pair, brood (2-5), pack (5-20), or clan (20-40) Challenge rating: 4 Treasure: standard Alignment: always chaotic neutral Advancement: 5-8HD (medium-sized), 9-12HD (large) The kree are a race of bat-like creatures that live in isolated wilderness locations. They are agile hunters who travel the countryside at night in search of prey, which usually consists of game animals (such as deer), but it can also include other humanoids. Kree look like humans with dark to light brown fur covering the whole of their bodies, and have large bat-like wings sprouting out their backs, from the shoulder blades. There faces are somewhat like that of a bat’s; they have large ears sticking straight up from the top of their heads, black eyes and a fanged mouth. They have only four digits on each hand and foot, which is the only part of their bodies not covered in fur, with two inch black claws that extend from each of them. Despite being able to see naturally, kree have very poor vision and have trouble discerning objects even at ten feet away. Their blindsight ability more then compensates for the lack of vision though. With it they are able to make out anything, from animal to object, as if they had perfect vision. They lair in dark, secluded caves in the side of mountains or hills, and they sleep here until dusk when they leave their homes to hunt during the night. Even though the kree are nocturnal hunters they are also active in the daytime, they just choose to remain hidden in their homes during the daylight hours. Kree never hunt alone, and form groups that scour the countryside in search of prey. Kree form small clans for protection; the leader of a clan is usually the strongest male. Despite their appearance as savage, the kree are an intelligent race that value their privacy, and are very leery of outsiders wandering in their territory. When their territory is encroached upon, they will attack with out question until the threat has fed or is dead. Kree speak their own unique language; some have also learned to speak common or elven. COMBAT Kree attack by swooping down at their prey and slashing it with their claws. If a creature is proving to be too much of a handful to take down, they will use their sonic blast attack to rip the prey’s flesh. They prefer to attack while flying, but they aren’t shy about fighting while on the ground. Rend (Ex): If a kree hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+3 points of damage. Sonic Blast (Su): A kree can loose a sonic blast in a cone up to 40ft long. The blast disrupts the tissue and rends the flesh of the target, dealing 4d6 points of damage. On a successful reflex save (DC 15) the target suffers only half damage. Blindsight (Ex): Kree can see by emitting high frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this ability and forces the kree to rely on its poor vision instead. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
The kree
Top