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<blockquote data-quote="qstor" data-source="post: 3097143" data-attributes="member: 1489"><p>This is what Paul Looby and I came up with. His e-mail is <a href="mailto:woesinger@yahoo.co.uk">woesinger@yahoo.co.uk</a>. I'm pretty sure its 3.0. The extra material is Paul's and part of a proposed Living Greyhawk Journal Article.</p><p></p><p>>></p><p>One of my minions who finally managed to penetrate the obsessive secrecy that the Scarlet Sign draw around their homeland found many of the mines of Spine Ridge manned by these creatures. They are delightfully malleable to the commands of their Suel masters. I am very interested in examining the brains of these creatures to discover the basis of their obedience. Replicating this at will in certain of your subjects would be most desirable, I'm sure you would agree. </p><p></p><p>Komazar</p><p>Medium Humanoid (Komazar)</p><p>Hit Dice: 1d8+5 (9 hp)</p><p>Initiative: +0</p><p>Speed: 20 ft.</p><p>Armour Class: 11 (+1 natural), touch 10, flat-footed 11</p><p>Base Attack/Grapple: +0/+1</p><p>Attack: Light pick +1 melee (1d4+1/x4)</p><p>Full Attack: Light pick +1 melee (1d4+1/x4)</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: None</p><p>Special Qualities: Suel failsafe</p><p>Saves: Fort +4, Ref, +0, Will +0</p><p>Abilities: Str 12, Dex 11, Con 14, Int 8, Wis 10, Cha 8</p><p>Skills: Profession (miner) +2, Spot +2</p><p>Feats: Toughness</p><p>Environment: Underground</p><p>Organization: Solitary, work crew (4-24), clan (30-100 plus 30% juveniles)</p><p>Challenge Rating: 1/2</p><p>Treasure: Standard</p><p>Alignment: Always lawful neutral</p><p>Advancement: By character class</p><p>Level Adjustment: +0</p><p></p><p>Suel Failsafe (Ex): Komazar are bred to be unable to attack humans of purely Suel origin and colouration, unless attacked first, in which case they will defend themselves as normal.</p><p></p><p>Komazar characters possess the following racial traits.</p><p>- +2 Strength, +2 Constitution, -2 Intelligence, -2 Charisma.</p><p>- Medium size.</p><p>- A komazar's base land speed is 20 feet.</p><p>- Special Qualities (see above): Suel failsafe</p><p>- Automatic languages: Ancient Suloise, Common, Dwarven. Bonus Languages: Goblin, Orc, Terran. </p><p>- +1 natural armour bonus.</p><p>- Favoured Class: Fighter.</p><p>- Level Adjustment: +0.</p><p> </p><p> While in form these beasts appear human, in temperament they are utterly bovine. Usefully, they can sustain themselves on grass and foliage, which along with their strength makes them most economical thralls indeed. This pedantic obsession with efficiency, while strangely touching, is why the Scarlet Brotherhood fail to grasp the true matters of importance in the struggle for the Oerth. Small minds will ever think small thoughts. </p><p></p><p>Kurg</p><p>Medium Humanoid (Kurg)</p><p>Hit Dice: 2d8+4 (13 hp)</p><p>Initiative: -1</p><p>Speed: 30 ft.</p><p>Armour Class: 12 (-1 Dex, +3 natural), touch 9, flat footed 12</p><p>Base Attack/Grapple: +1/+5</p><p>Attack: 2 fists +5 melee (1d4+4)</p><p>Full Attack: 2 fists +5 melee (1d4+4)</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: Head butt 1d4+4</p><p>Special Qualities: Suel failsafe</p><p>Saves: Fort +5, Ref, -1, Will +0</p><p>Abilities: Str 18, Dex 9, Con 14, Int 6, Wis 10, Cha 8</p><p>Skills: Listen +3, Spot +2</p><p>Feats: Endurance</p><p>Environment: Warm plains</p><p>Organization: Solitary, work crew (2-4), herd (10-100 plus 30% juveniles)</p><p>Challenge Rating: 1</p><p>Treasure: None</p><p>Alignment: Always neutral</p><p>Advancement: By character class</p><p>Level Adjustment: +1</p><p></p><p>Head Butt (Ex): On a successful grapple check, a kurg may head butt the grappled foe for 1d4+4 points of damage. The victim must make a DC 15 Fortitude save or be stunned for 1 round. </p><p>Suel Failsafe (Ex): Kurgs are bred to be unable to attack humans of purely Suel origin and colouration, unless attacked first, in which case they will defend themselves as normal.</p><p></p><p>Kurg characters possess the following racial traits.</p><p>- +4 Strength, +2 Constitution, -4 Intelligence, -2 Charisma.</p><p>- Medium size.</p><p>- A kurg's base land speed is 30 feet.</p><p>- Racial Hit Dice: A kurg begins with two levels of humanoid which provide 2d8 Hit Dice, a base attack bonus of +1 and base saving throw bonuses of Fort +3, Ref +0 and Will +0.</p><p>- Racial Skills: A kurg's humanoid levels give it skill points equal to 5 x (2 + Int modifier). Its class skills are Listen and Spot.</p><p>- Racial Feats: A kurg's humanoid levels give it one feat. </p><p>- Special Qualities (see above): Suel failsafe.</p><p>- +3 natural armour bonus.</p><p>- Special Attacks (see above): Head butt.</p><p>- Automatic language: Ancient Suloise. Bonus Language: Common. </p><p>- Favoured Class: Barbarian.</p><p>- Level Adjustment: +1.</p><p> </p><p>The Scarlet Brothers have instilled a perverse obsession with cleanliness into these charmingly degenerate crossbreeds that infest the cities of the Tilva lands. Thus these creatures can only achieve what passes for contentment by working themselves nearly to death cleaning up after their creators. Even if they are an incessant irritation, one cannot fault the Scarlet schemers for their splendid sense of humour. </p><p></p><p>Rullhow</p><p>Medium Humanoid (Rullhow)</p><p>Hit Dice: 1d8 (4 hp)</p><p>Initiative: +2</p><p>Speed: 30 ft., climb 30 ft.</p><p>Armour Class: 12, touch 12, flat footed 10</p><p>Base Attack/Grapple: +0/ -1</p><p>Attacks: 2 claws -1 melee (1d4-1)</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: None</p><p>Special Qualities: Suel failsafe</p><p>Saves: Fort +0, Ref, +4, Will +0</p><p>Abilities: Str 8, Dex 14, Con 11, Int 6, Wis 10, Cha 6</p><p>Skills: Balance +12*, Climb +10*, Escape Artist +4, Listen +2, Spot +2</p><p>Feats: Agile</p><p>Environment: Warm forests</p><p>Organization: Solitary or troop (2-4)</p><p>Challenge Rating: 1/3</p><p>Treasure: None</p><p>Alignment: Always neutral</p><p>Advancement: By character class</p><p>Level Adjustment: +0</p><p></p><p>Suel Failsafe (Ex): Rullhow are bred to be unable to attack humans of purely Suel origin and colouration, unless attacked first, in which case they will defend themselves as normal.</p><p>* Rullhow receive a +8 racial bonus to Balance and Climb checks</p><p></p><p>Rullhow characters possess the following racial traits.</p><p>- -2 Strength, +2 Dexterity, -4 Intelligence, -2 Charisma.</p><p>- Medium size.</p><p>- A rullhow's base land speed is 30 feet and its climb speed is 30 feet.</p><p>- Special Qualities (see above): Suel failsafe. </p><p>- +8 racial bonus to Balance and Climb checks.</p><p>- Natural Weapons: 2 claws (1d4)</p><p>- Automatic language: Ancient Suloise. Bonus Language: Common. </p><p>- Favoured Class: Rogue.</p><p>- Level Adjustment: +0.</p><p> </p><p>While appearing utterly harmless, these creatures can in fact inflict devastating mental attack. I would be most interested in discovering how to imbue other subjects with this ability. They would prove most useful in eliminating those who make them troublesome to you. Alas, I have been unable to acquire a specimen as my minion's weakness for the taste of monkey flesh proved to be his undoing when he unwittingly stumbled on a troop of these beasts. </p><p></p><p>Su-Monkey</p><p>Tiny Magical Beast </p><p>Hit Dice: 1d10+1 (6 hp)</p><p>Initiative: +2</p><p>Speed: 30 ft., climb 30 ft. </p><p>Armour Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12</p><p>Base Attack/Grapple: +1/-12</p><p>Attack: Bite +5 melee (1d3-4)</p><p>Full Attack: Bite +5 melee (1d3-4)</p><p>Space/Reach: 2-1/2 ft./0 ft.</p><p>Special Attacks: Psychic crush</p><p>Special Qualities: Mental immunity, familiar immunity, Suel failsafe, darkvision 60 ft., low-light vision.</p><p>Saves: Fort +2, Ref, +4, Will +2</p><p>Abilities: Str 3, Dex 15, Con 10, Int 3, Wis 14, Cha 14</p><p>Skills: Balance +10, Climb +10, Hide +10, Listen +3, Spot +3.</p><p>Feats: Weapon Finesse (bite).</p><p>Environment: Warm forest.</p><p>Organization: Solitary, pair, troop (2-10).</p><p>Challenge Rating: 1/2</p><p>Treasure: None</p><p>Alignment: Always neutral evil.</p><p>Advancement: 2-3 HD (small)</p><p>Level Adjustment: -</p><p></p><p>Psychic Crush (Sp): Once per round, a su-monkey can target a single individual within 30 ft. with a mind-affecting psionic attack. The victim must succeed at a DC 15 Will save or suffer 1d8 points of damage. The save DC is Charisma based. This ability is the equivalent of a 3rd-level spell. </p><p>Mental Immunity (Ex): A su-monkey is immune to all mind-affecting effects.</p><p>Familiar Immunity (Ex): A su-monkey may not be summoned as a familiar.</p><p>Suel Failsafe (Ex): Su-Monkeys are bred to be unable to attack humans of purely Suel origin and colouration, unless attacked first, in which case they will defend themselves as normal.</p></blockquote><p></p>
[QUOTE="qstor, post: 3097143, member: 1489"] This is what Paul Looby and I came up with. His e-mail is [email]woesinger@yahoo.co.uk[/email]. I'm pretty sure its 3.0. The extra material is Paul's and part of a proposed Living Greyhawk Journal Article. >> One of my minions who finally managed to penetrate the obsessive secrecy that the Scarlet Sign draw around their homeland found many of the mines of Spine Ridge manned by these creatures. They are delightfully malleable to the commands of their Suel masters. I am very interested in examining the brains of these creatures to discover the basis of their obedience. Replicating this at will in certain of your subjects would be most desirable, I'm sure you would agree. Komazar Medium Humanoid (Komazar) Hit Dice: 1d8+5 (9 hp) Initiative: +0 Speed: 20 ft. Armour Class: 11 (+1 natural), touch 10, flat-footed 11 Base Attack/Grapple: +0/+1 Attack: Light pick +1 melee (1d4+1/x4) Full Attack: Light pick +1 melee (1d4+1/x4) Space/Reach: 5 ft./5 ft. Special Attacks: None Special Qualities: Suel failsafe Saves: Fort +4, Ref, +0, Will +0 Abilities: Str 12, Dex 11, Con 14, Int 8, Wis 10, Cha 8 Skills: Profession (miner) +2, Spot +2 Feats: Toughness Environment: Underground Organization: Solitary, work crew (4-24), clan (30-100 plus 30% juveniles) Challenge Rating: 1/2 Treasure: Standard Alignment: Always lawful neutral Advancement: By character class Level Adjustment: +0 Suel Failsafe (Ex): Komazar are bred to be unable to attack humans of purely Suel origin and colouration, unless attacked first, in which case they will defend themselves as normal. Komazar characters possess the following racial traits. - +2 Strength, +2 Constitution, -2 Intelligence, -2 Charisma. - Medium size. - A komazar's base land speed is 20 feet. - Special Qualities (see above): Suel failsafe - Automatic languages: Ancient Suloise, Common, Dwarven. Bonus Languages: Goblin, Orc, Terran. - +1 natural armour bonus. - Favoured Class: Fighter. - Level Adjustment: +0. While in form these beasts appear human, in temperament they are utterly bovine. Usefully, they can sustain themselves on grass and foliage, which along with their strength makes them most economical thralls indeed. This pedantic obsession with efficiency, while strangely touching, is why the Scarlet Brotherhood fail to grasp the true matters of importance in the struggle for the Oerth. Small minds will ever think small thoughts. Kurg Medium Humanoid (Kurg) Hit Dice: 2d8+4 (13 hp) Initiative: -1 Speed: 30 ft. Armour Class: 12 (-1 Dex, +3 natural), touch 9, flat footed 12 Base Attack/Grapple: +1/+5 Attack: 2 fists +5 melee (1d4+4) Full Attack: 2 fists +5 melee (1d4+4) Space/Reach: 5 ft./5 ft. Special Attacks: Head butt 1d4+4 Special Qualities: Suel failsafe Saves: Fort +5, Ref, -1, Will +0 Abilities: Str 18, Dex 9, Con 14, Int 6, Wis 10, Cha 8 Skills: Listen +3, Spot +2 Feats: Endurance Environment: Warm plains Organization: Solitary, work crew (2-4), herd (10-100 plus 30% juveniles) Challenge Rating: 1 Treasure: None Alignment: Always neutral Advancement: By character class Level Adjustment: +1 Head Butt (Ex): On a successful grapple check, a kurg may head butt the grappled foe for 1d4+4 points of damage. The victim must make a DC 15 Fortitude save or be stunned for 1 round. Suel Failsafe (Ex): Kurgs are bred to be unable to attack humans of purely Suel origin and colouration, unless attacked first, in which case they will defend themselves as normal. Kurg characters possess the following racial traits. - +4 Strength, +2 Constitution, -4 Intelligence, -2 Charisma. - Medium size. - A kurg's base land speed is 30 feet. - Racial Hit Dice: A kurg begins with two levels of humanoid which provide 2d8 Hit Dice, a base attack bonus of +1 and base saving throw bonuses of Fort +3, Ref +0 and Will +0. - Racial Skills: A kurg's humanoid levels give it skill points equal to 5 x (2 + Int modifier). Its class skills are Listen and Spot. - Racial Feats: A kurg's humanoid levels give it one feat. - Special Qualities (see above): Suel failsafe. - +3 natural armour bonus. - Special Attacks (see above): Head butt. - Automatic language: Ancient Suloise. Bonus Language: Common. - Favoured Class: Barbarian. - Level Adjustment: +1. The Scarlet Brothers have instilled a perverse obsession with cleanliness into these charmingly degenerate crossbreeds that infest the cities of the Tilva lands. Thus these creatures can only achieve what passes for contentment by working themselves nearly to death cleaning up after their creators. Even if they are an incessant irritation, one cannot fault the Scarlet schemers for their splendid sense of humour. Rullhow Medium Humanoid (Rullhow) Hit Dice: 1d8 (4 hp) Initiative: +2 Speed: 30 ft., climb 30 ft. Armour Class: 12, touch 12, flat footed 10 Base Attack/Grapple: +0/ -1 Attacks: 2 claws -1 melee (1d4-1) Space/Reach: 5 ft./5 ft. Special Attacks: None Special Qualities: Suel failsafe Saves: Fort +0, Ref, +4, Will +0 Abilities: Str 8, Dex 14, Con 11, Int 6, Wis 10, Cha 6 Skills: Balance +12*, Climb +10*, Escape Artist +4, Listen +2, Spot +2 Feats: Agile Environment: Warm forests Organization: Solitary or troop (2-4) Challenge Rating: 1/3 Treasure: None Alignment: Always neutral Advancement: By character class Level Adjustment: +0 Suel Failsafe (Ex): Rullhow are bred to be unable to attack humans of purely Suel origin and colouration, unless attacked first, in which case they will defend themselves as normal. * Rullhow receive a +8 racial bonus to Balance and Climb checks Rullhow characters possess the following racial traits. - -2 Strength, +2 Dexterity, -4 Intelligence, -2 Charisma. - Medium size. - A rullhow's base land speed is 30 feet and its climb speed is 30 feet. - Special Qualities (see above): Suel failsafe. - +8 racial bonus to Balance and Climb checks. - Natural Weapons: 2 claws (1d4) - Automatic language: Ancient Suloise. Bonus Language: Common. - Favoured Class: Rogue. - Level Adjustment: +0. While appearing utterly harmless, these creatures can in fact inflict devastating mental attack. I would be most interested in discovering how to imbue other subjects with this ability. They would prove most useful in eliminating those who make them troublesome to you. Alas, I have been unable to acquire a specimen as my minion's weakness for the taste of monkey flesh proved to be his undoing when he unwittingly stumbled on a troop of these beasts. Su-Monkey Tiny Magical Beast Hit Dice: 1d10+1 (6 hp) Initiative: +2 Speed: 30 ft., climb 30 ft. Armour Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12 Base Attack/Grapple: +1/-12 Attack: Bite +5 melee (1d3-4) Full Attack: Bite +5 melee (1d3-4) Space/Reach: 2-1/2 ft./0 ft. Special Attacks: Psychic crush Special Qualities: Mental immunity, familiar immunity, Suel failsafe, darkvision 60 ft., low-light vision. Saves: Fort +2, Ref, +4, Will +2 Abilities: Str 3, Dex 15, Con 10, Int 3, Wis 14, Cha 14 Skills: Balance +10, Climb +10, Hide +10, Listen +3, Spot +3. Feats: Weapon Finesse (bite). Environment: Warm forest. Organization: Solitary, pair, troop (2-10). Challenge Rating: 1/2 Treasure: None Alignment: Always neutral evil. Advancement: 2-3 HD (small) Level Adjustment: - Psychic Crush (Sp): Once per round, a su-monkey can target a single individual within 30 ft. with a mind-affecting psionic attack. The victim must succeed at a DC 15 Will save or suffer 1d8 points of damage. The save DC is Charisma based. This ability is the equivalent of a 3rd-level spell. Mental Immunity (Ex): A su-monkey is immune to all mind-affecting effects. Familiar Immunity (Ex): A su-monkey may not be summoned as a familiar. Suel Failsafe (Ex): Su-Monkeys are bred to be unable to attack humans of purely Suel origin and colouration, unless attacked first, in which case they will defend themselves as normal. [/QUOTE]
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