Additional Creatures/Monsters for Kulan

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Additional Creatures/Monsters for Kulan

Post by Knightfall » Sun Feb 19, 2012 5:47 am

While most of these I created, some I've borrowed from online sources such as EN World's creature catalogue. These are some of the most important creatures for Kulan not listed in one of my creature compilations.

Adherer
Medium Aberration
Hit Dice: 4d8+4 (22 hp)
Initiative: +1 (Dex)
Speed: 30 ft. (6 squares)
AC: 17 (+1 Dex, +6 natural)
Base Attack/Grapple: +2/+4
Attack: Slam +5 melee (1d3+2 and adhesion)
Full Attack: 2 slams +5 melee (1d3+2 and adhesion)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Adhesion
Special Qualities: Immunity to weapons, fire vulnerability, darkvision 60 ft
Saves: Fort +2, Ref +2, Will +4
Abilities: Str 14 (+2), Dex 12 (+1), Con 12 (+1), Int 4 (-3), Wis 11 (+0), Cha 11 (+0)
Skills: Hide +5 *, Listen +6, Move Silently +5, Spot +4
Feats: Alertness

Continent/Region: Harqual
Environment: Any land and underground
Organization: Solitary or gang (2–4)
Challenge Rating: 3
Treasure: None
Alignment: Always lawful evil
Advancement: 5–9 HD (Medium-size); 10–12 HD (Large)

The adherer is a strange creature that closely resembles a mummy. A creature viewing the adherer at a distance greater than 10 feet can make a Spot check (DC 15) to realize that it is in fact not a mummy, but something else.

The adherer appears as a humanoid about 6 feet tall. Its skin is dull white and hangs in folds (resembling the bandages of a mummy). Its eyes are pale white. The adherer exudes a sour smell that can be detected at a range of 10 feet.

Adherers do not communicate (at least as far as sages know).

Combat
The adherer attacks by pummeling its foes with its fists. Those successfully attacked will be stuck to the adherer. A favorite tactic of the adherer is to bind up an opponent and use it as a shield.

A favored tactic of the adherer is to camouflage itself with leaves, sticks, or debris, and then spring out when prey passes nearby.

Adherers are cowardly, and if spotted while hiding, may flee rather than engaging in combat.

Adhesion (Ex): A creature striking the adherer with natural weapons, or a creature struck by the adherer’s slam attack, will become stuck to its body. Stuck creatures are considered automatically grappled.

Stuck creatures can free themselves by making a successful Strength check at DC 22. Another creature can aid in removing a stuck creature, but must make a successful Reflex check (DC 12) or become stuck as well.

Boiling liquids, fire, or secretions from the adherer’s own body weakens the adhesive (DC 15 rather than 22 to escape). An application of the universal solvent automatically frees a stuck creature.

The adhesive automatically dissolves 1d2 hours after the adherer’s death.

Immunity to Weapons (Ex): Any slashing or bludgeoning weapon that strikes an adherer deals one-half damage and becomes stuck to its body. Stuck weapons can be freed by making a successful Strength check (DC 22).

Piercing weapons deal normal damage, but require a full round action to be pulled free (no Strength check is required). Stone weapons of any type are not subject to the secretions of the adherer and will not become stuck to its body.

Fire Vulnerability (Ex): An adherer takes double damage from fire attacks unless a save is allowed for half damage. A successful save halves the damage and a failure doubles it.

Skills: *An adherer receives a +8 racial bonus to Hide checks when it uses its surroundings to camouflage itself (such as sticking leaves and twigs to its body when in the wilderness).

[Source: EN World's Creature Catalogue]
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Post by Knightfall » Sun Feb 19, 2012 5:51 am

Baklath
Small Monstrous Humanoid (Goblinoid)
Hit Dice: 1d8 (4 hp)
Initiative: +3 (Dex)
Speed: 30ft. (6 squares), fly 50 ft. (perfect)
AC: 17 (+1 size, +3 Dex, +3 studded leather), touch 14, flat-footed 14
Base Attack/Grapple: +1/+0
Attack: Morningstar +0 melee (1d8-1) or dart +4 ranged (1d4-1)
Full Attack: Morningstar +0 melee (1d8-1) or dart +4 ranged (1d4-1)
Space/Reach: 5ft. / 5ft.
Special Qualities: Racial traits
Saves: Fort +2, Ref +3, Will +1
Abilities: Str 8 (-1), Dex 17 (+3), Con 11 (+0), Int 10 (+0), Wis 13 (+1), Cha 8 (-1)
Skills: Hide +6, Listen +3, Move Silently +4, Spot +3
Feats: Alertness

Continent/Region: Any
Environment: Any mountain or forest
Organization: Gang (4–9), band (10–100 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th – 6th-level), warband (10–24 with hippogriff mounts), or tribe (40–400 plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th-level, 1 leader of 6th – 8th-level, 4–18 hippogriffs, and 2–4 winged wild dogs)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: +2

Baklath are a race of winged goblins that live on every continent on Kulan. They appear like normal goblins except that they are slightly slimmer and have black reptilian wings like those of dragons. Baklath aren’t related to dragons or half-dragons, however.

Baklath speak both Goblin and Auran.

Combat
Baklath are tricky opponents. They often pretend to be normal goblins until opponents get close enough, then they take to the air and drop sharp rocks and throw darts. If forced into melee, they will defend themselves with morningstars.

Baklath Characters
Baklath favor the rogue class. Unaligned baklath clerics can choose any two of the following domains: Air, Chaos, Evil, and Trickery.

Baklath Traits
Baklath benefit from a number of racial traits:
• -2 Strength, +4 Dexterity, +2 Wisdom, -2 Charisma.
• Small-sized. As Small creatures, the baklath gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks. But they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of Medium-size characters.
• Speed: Base land speed is 30 feet. Fly speed is 50 feet (perfect).
• Darkvision out to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and baklath can function just fine with no light at all.
• Skills: Baklath gain a +4 racial bonus to Move Silently checks. Baklath cavalry (mounted on hippogriffs) gain a +6 bonus to Ride checks and the Mounted Combat feat. (Neither of these benefits is included in the statistics block.)
• Automatic Languages: Auran and Goblin. Bonus Languages: Varies by continent.
• Favored Class: Rogue. A multiclass baklath's rogue class does not count when determining whether he suffers an XP penalty for multiclassing.

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Post by Knightfall » Sun Feb 19, 2012 5:58 am

Blood Elf
Blood Elf, 1st-Level Warrior
Medium Outsider (Chaotic, Elf, Evil, Native)
Hit Dice: 1d8+2 (10 hp)
Initiative: +3 (Dex)
Speed: 30 ft. (6 squares); and see text
AC: 15 (+1 Dex, +1 light shield, +3 natural), touch 11, flat-footed 14
Base Attack/Grapple: +1/+4
Attack: Claw +4 melee (1d4+1) or spike* +4 ranged (1d4+1) plus poison or longsword +4 melee (1d8+1) or longbow +4 ranged (1d8)
Full Attack: 2 claws +4 melee (1d4+1) and bite +2 melee (1d6+1) and spike* +2 ranged (1d4+1) plus poison or longsword +4 melee (1d8+1) and bite +2 melee (1d6+1) or longbow +4 ranged (1d8)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Racial traits
Special Qualities: Racial traits, DR +5/magic, SR 11
Saves: Fort +4, Ref +3, Will +0**
Abilities: Str 17 (+3), Dex 17 (+3), Con 14 (+2), Int 14 (+2), Wis 11 (+0), Cha 10 (+0)
Skills: Balance +4, Concentration +4, Escape Artist +5, Hide +4, Jump +5, Knowledge (the planes) +4, Listen +6, Move Silently +5, Search +8, Spot +6, Tumble +4
Feats: Multiattack

Continent/Region: Harqual/The Great Forest (Knotwood)
Environment: Temperate forest
Organization: Squad (2–4), patrol (11–20 plus 2 3rd-level sergeants and 1 leader of 3rd–6th level), or warband (30–100 plus 20% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)
Challenge Rating: 2
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class
Level Adjustment: +6

Blood elves are the corrupted kin of forest elves. They came into existence when an evil elven sorcerer used Several Forbidden Art spells to exert control over his enemies, reshaping them into the blood elves, which have become his thralls.

The resultant blood elves became mockeries of the once proud race they were. Blood-red skin with bony spikes protruding from their bodies, pitch black eyes, and sharp vicious claws and teeth. Worse yet is that a blood elf’s spikes are always slick with poison. Blood elves always have white hair. Many blood elves also have bat-like wings, which allow them to fly.

Blood elves speak Abyssal Common, and Elven.

Combat
Blood elves are unpredictable, vicious combatants. They will attack en masse using fear tactics to kill and take what they want. Blood elf leaders always attack with longsword, but most lower stationed blood elves fight only with claw, teeth and their poisoned spikes. (* 20-foot increment for spike attack.)

Blood Elf Society
These elves are now native outsiders who have become completely evil and are controlled by the fey’ri known as Wyrknari Vok. It was Vok, once a forest elf known as Weikir, who brought down the Elder Clans of the Knotwood in a mad push for power. Only when the tide of the battle went against him did he unleash the power of the Forbidden Art against his enemies. The resulting magical force transformed hundreds of thousands of forest elves into blood elves.

Blood elves are evil in every way, as most have forgotten their former lives. In fact, their former kin would be hard pressed to recognize them on an individual basis. The live by raiding humanoid settlements located in, or near the southern reaches of the Great Forest, which has been known as the Knotwood for thousands of years.

The deep, dark forest has become even more wild and dangerous due to the powerful dark wish spell. Only the foolhardy or ultra-brave dare enter the foreboding forests of the Blood Elf Lands, as humans are now calling it. Blood elves kill all outsiders on sight, unless the victim is an elf. What the blood elves do with captured elves is best left unsaid.

Blood Elves as Characters
Blood elves favor the sorcerer class. Blood elf clerics either worship Druaga, God of Vile Summoning, or Erythnul, The Many. Blood elf clerics of Druaga can choose any two of the following domains: Demonic, Diabolic, Evil, Portal, Summoner. Blood elf clerics of Erythnul can choose any two of the following domains: Chaos, Evil, Madness, Trickery, War.

Blood Elf Traits
Blood elves benefit from a number of racial traits:
• +2 to Strength, +2 to Dexterity, +2 to Constitution, +2 to Intelligence.
• Weapon Proficiency: Blood elves receive the Martial Weapon Proficiency feats for the longsword, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
• Base land speed is 30 feet.
• Smite Good (Su): Once per day a blood elf can make a normal melee attack to deal extra damage equal to its HD against a good foe.
• Flight (Ex): A blood elf has a 50% chance of having bat-like wings. Those that do can fly at a Speed of 30 feet (6 squares) with average maneuverability.
• Keen Vision (Ex): Blood elves 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.
• Poison (Ex): Spikes; primary and secondary 1d3 Wisdom; a Fortitude save (DC 12) negates.
• Blood elves have acid, cold, electricity, and fire resistance 20.
• Immunity to poison and magic sleep spells & effects, and a +2 racial saving throw bonus against Enchantment spells or effects. **Not reflected in the saving throw numbers given here.
• Spell-like Abilities: 3/day – darkness. This ability is as the spell cast by a 1st-level cleric.
• Skills: +2 racial bonus to Search, Spot, and Listen checks. Blood elves do not have the elven special ability to detect secret or concealed doors.
• Automatic Languages: Abyssal and Elven. Bonus Languages: Auran, Common, Gnoll, Ignan, and Sylvan.
• Favored Class: Sorcerer.
Last edited by Knightfall on Sun Feb 19, 2012 6:08 am, edited 2 times in total.

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Post by Knightfall » Sun Feb 19, 2012 6:05 am

Cave Fisher
Medium Vermin
Hit Dice: 3d8+9 (22 hp)
Initiative: +1
Speed: 10 ft. (2 spaces), climb 10 ft.
AC: 16 (+1 Dex, +5 natural)
Base Attack/Grapple: +1/+7
Attack: Filament +3 ranged or claw +8 melee (2d4+9)
Full Attack: Filament +3 ranged or 2 claws +8 melee (2d4+9)
Space/Reach: 5 ft. / 5 ft. (60 ft. with filament)
Special Attacks: Filament, adhesive
Special Qualities: Vermin
Saves: Fort +6, Ref +2, Will +1
Abilities: Str 23 (+6), Dex 12 (+1), Con 16 (+3), Int —, Wis 10 (+0), Cha 4 (-3)
Skills: Climb +16, Hide +4, Move Silently +3, Spot +3

Continent/Region: Any island realm (i.e. Merria)
Environment: Any underground
Organization: Gang (1–4)
Challenge Rating: 2
Treasure: Standard
Alignment: Always neutral
Advancement: 4–6 HD (Medium-size); 7–9 HD (Large)

Cave fishers prefer living on ledges and caves located above well-traveled paths, sharing their lairs with others of their kind. Their filaments are always strung before their lair, and they attempt to kill anything they trap, often storing food for future use.

The cave fisher appears as a large insect that combines many characteristics of a spider and a lobster. It has a hard shell of overlapping plates and eight legs. The six rear legs are used for movement and traction on stony walls and corridors. The front pair of legs is equipped with powerful pincers, which are used for killing and dismembering prey. The most unusual feature of the cave fisher is its long snout, which can fire a strong, adhesive filament.

The filaments of the cave fisher are highly prized by many thieves' guilds, for they can be made into thin and very strong rope that is nearly invisible. The filaments are wound onto reels and then specially treated to dilute the adhesive. The resulting strands are made into ropes, while the diluted adhesive is turned into a special solution, which when applied to gloves and boots greatly increases traction for climbing (treat as masterwork gloves and boots which provide a +4 to Climb checks).

Combat
The cave fisher has two ways of hunting. Its preferred method is to use its adhesive to anchor itself to a ledge and then string its long filament in the vicinity of its lair. If more than one fisher inhabits a lair, they will frequently pool their resources to catch larger prey. Once the victim is trapped in the filament, the cave fisher draws its prey in, reeling its filament in like a fishing line.

Should a tempting target escape the monster’s, neatly laid, traps, the cave fisher will try another mode of attack. It will spend one round drawing its filament in before shooting it at the prey. It will try to snare its prey in this manner so long as it remains within the fisher's established territory.

Filament (Ex): Most encounters begin with a cave fisher when it fires its strong, sticky filament. The cave fisher can strike up to 60 feet with its filament (no range increment).

Adhesive (Ex): If a cave fisher hits with its filament attack, the filament attaches to the opponent’s body. This deals no damage but draws the stuck opponent 10 feet closer each subsequent round (no attack of opportunity unless that creature breaks free, which requires a successful Escape Artist check (DC 27) or Strength check (DC 23). The cave fisher can draw in a creature within 10 feet of itself and bite with a +4 attack bonus, in that round.

A single attack with a slashing weapon that deals at least 10 points of damage severs the filament (AC 20). Also, any liquid with a high alcohol content will dissolve the adhesive and force the cave fisher to release its hold (though it may strike again on its next turn with it). Likewise, an application of the universal solvent forces the cave fisher to relinquish its hold.

Vermin: Immune to all mind-influencing spells and effects. Cave fishers have darkvision with a range of 60 feet.

[Source: EN World's Creature Catalogue]

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Post by Knightfall » Sun Feb 19, 2012 6:18 am

Draconesti
Draconesti, 1st-Level Warrior
Medium Humanoid (Elf, Reptilian)
Hit Dice: 1d8+1 (5 hp)
Initiative: +1 (Dex)
Speed: 30ft. (6 squares)
AC: 15 (+1 Dex, +2 small shield, +2 natural), touch 11, flat-footed 14
Base Attack/Grapple: +1/+3
Attack: Claw +3 melee (1d6+2) or light flail +4 melee (1d8+2) or light crossbow +2 ranged (1d8)
Full Attack: 2 claws +3 melee (1d6+2) or light flail +4 melee (1d8+2) or light crossbow +2 ranged (1d8)
Space/Reach: 5 ft. / 5 ft.
Special Qualities: Racial traits, scent
Saves: Fort +3, Ref +1, Will +0
Abilities: Str 15 (+2), Dex 13 (+1), Con 12 (+1), Int 10 (+0), Wis 11 (+0), Cha 8 (-1)
Skills: Climb +7, Jump +7, Listen +3, Search +3, Spot +3, Swim +6
Feats: Weapon Focus (light flail)

Continent/Region: Merria plus any isolated island chain; The Fallenlands; Triadora/coastline only
Climate/Terrain: Warm forest
Organization: Company (2–4), squad (11–20 plus 2 3rd-level sergeants and 1 leader of 3rd to 6th-level, or band (30–100 plus 20% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, 3 7th-level captains, and 1–4 monitor lizards)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually chaotic good
Advancement: By character class
Level Adjustment: +3

Elves and dragons are two of the longest-lived races on Kulan. The two species have shared a kinship over the centuries whether as allies dedicated to the Balance or as adversaries along the lines of extremism. It is logical, therefore, that elves and dragons have shared an even closer kinship, often leading to elven half-dragons. Draconesti are the result of similar relationships between elves and dragons except that the kinship is more developed over longer periods of time.

Draconesti have green and brown scales covering their strong, muscular bodies and long sinuous tails, although elven heritage still dominates their facial features with long tapering ears and deep green eyes. Draconesti are just as intelligent as normal elves, but are also wiser than them, due to the dragon blood running through their veins. They are also more likely to eat meat than normal elves but are still considered omnivores.

Draconesti prefer clothing that blends well with the forest and their scaled skin – earth-tone brown, deep green, and stone gray. They are more inclined to work with stone and metal like dwarves than wood and metal like normal elves, although the forest is still the heart of their heritage. They are more at one with the raw forces of nature then the beauty of the woodland surroundings.

Draconesti speak Draconic and Elven.

Combat
Draconesti warriors are as cautious as normal ones and are even more analytical. However, they prefer more aggressive attacks once they do enter combat using their increased strength to take the fight to their opponents. They prefer crossbows, flails, hand and throwing axes, scimitars, and warhammers. In melee, draconesti are just as graceful as normal elves regardless of their increased strength and bulk, but are less beautiful to observe.

Draconesti Society
Draconesti are wanderers by nature. Their bands rarely settle in one forest region for more than one or two years. Most often, draconesti travel from island to island within a particular chain of islands. When several island chains are linked together by one or two intermediate islands, these elves will travel even farther, trading with allies from other bands and, sometimes, other races.

Draconesti have excellent relations with the good races of the sea including shoal elves and tritons. They are the sworn enemies of the sahuagin, scrags, and merrow. Draconesti often trade and socialize with good-hearted privateers, but they will often break off relations with ‘independents’ who aren’t choosy about where they steal from.

Draconesti are most often encountered in the Isles of Merria, traveling by sailing ship or in giant flat bottom boats poled along the shorelines of the many islands of the region. However, draconesti can be encountered traveling amongst any of dozens of isolated, temperate or warm island chains.

They like visiting Freeport and the Isle of Dread south of Harqual, as well as the Vol Isles east of the land known as Indjra on the southeastern shores of Kanpur. They often trade and settle in islands the Crowded Sea south of True Zakhara, as well as the many island chains west and southwest of Kanpur. Only recently has the Fallenlands opened up to the rest of the world and the draconesti were amongst the few who began exploring the islands surrounding the mainland.

It is considered taboo for a draconesti to set foot on one of the continents of Kulan and if taken there by force the elf will do everything and anything to reach the sea, even if it mean the risk of drowning. Why draconesti have this taboo remains a mystery.

Draconesti as Characters
Draconesti favor the ranger class. Draconesti often tend to be bards, druids, rogues or sorcerers, as well as multiclass bard/rangers, ranger/druids, or ranger/rogues. They almost never become wizards but make excellent sorcerers. Ever 1 in 25 draconesti should have the half-dragon template added onto these stats. Dragon subtype is left up to the DM.

These unique elves rarely worship the gods of the Elven Pantheon, although they still respect them. (Many draconesti clerics worship one of the Dragon Deities from the D&D Draconomicon: Book of Dragons.) Those draconesti living in the region known as Merria often worship Shan’re, the Sea Goddess, or Andor, God of the Isles.

Draconesti Traits
Draconesti benefit from a number of racial traits:
• +2 to Strength, +2 to Dexterity, -2 to Charisma.
• Medium-sized. (Use elf height and weight. See the PHB in Chapter 6: Description.)
• Base land speed is 30 feet.
• Proficient with longsword, rapier, longbow, composite longbow, shortbow, and composite shortbow, regardless of character class.
• Keen Vision (Ex): Draconesti 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. Draconesti have darkvision up to 60 ft.
• Immunity to magic sleep spells and effects, and a +2 racial bonus to saves against Enchantment spells or effects.
• Special Qualities: Scent (see the MM v.3.5).
• Skills: A draconesti gets a +2 racial bonus to Search, Spot, and Listen checks and a +4 racial bonus to Balance, Jump, and Swim checks. A draconesti who merely passes within 5 feet of a secret or concealed door is entitled to a Search check as though actively looking for it.
• Automatic Languages: Draconic and Elven. Bonus Languages: Gnoll, Gnome, Goblin, Orc, and Sylvan.
• Favored Class: Ranger. A multiclass draconesti’s ranger class does not count when determining whether he suffers an XP penalty for multiclassing.

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Not the ELH version

Post by Knightfall » Sun Feb 19, 2012 6:30 am

Elder Treant
Colossal Plant
Hit Dice: 32d8+448 (592 hp)
Initiative: +0
Speed: 60 ft. (12 squares)
Armor Class: 34 (-8 size, +32 natural), touch 2, flat-footed 34
Base Attack/Grapple: +15/+47
Attack: Slam +32 melee (4d8+16)
Full Attack: 4 slams +32 melee (4d8+16)
Space/Reach: 40 ft. / 30 ft.
Special Attacks: Animate trees, spell-like abilities, trample 4d12+22, triple damage against objects
Special Qualities: Bolster treant, damage reduction 15/slashing, plant traits, vulnerability to fire
Saves: Fort +34, Ref +10, Will +18
Abilities: Str 42 (+16), Dex 10 (+0), Con 39 (+14), Int 17 (+3), Wis 23 (+6), Cha 18 (+4)
Skills: Hide -16 *, Intimidate +14, Knowledge (any) +13, Listen +16, Spot +15, Survival +18
Feats: Great Fortitude, Improved Critical (slam), Iron Will, Power Attack

Continent/Region: Harqual, Janardûn, and Kanpur
Environment: Any forest
Organization: Solitary or grove (1 plus 10–12 treants)
Challenge Rating: 19
Treasure: Double Standard
Alignment: Usually neutral
Advancement: 33–60 HD (Colossal)

Although most humanoids believe that treants are among the most ancient creatures in the world, few realize that there are even older and stronger such creatures that live for tens of thousands of years. Elder treants are the undisputed rulers of treant-kind and firm defenders of the forests. Elves, druids, rangers, and other forest-lovers also revere them.

Elder treants are awesome to behold, towering above even some of the largest oak trees in the forest. Only rare species of redwoods have reached taller heights. Like normal treants, they combine the features of trees and humans, although it is difficult to discern their facial features with a casual glance. Their faces are kind, but ancient beyond compare, suggesting a wizened crone or sage. Their bark is scarred and blackened from occasional lightning strikes, and thickly covered with moss.

Because of their tremendous life spans, elder treants think incredibly slowly. They spend most of their time in deep meditation and communion with the forest around them. Unlike normal treants, elder treants care little about concepts like good or evil, and seldom go out of their way to provide assistance or hindrance. They are difficult to awaken from their thoughts, but terrible beyond compare when angered.

Like treants, elder treants fear nothing save fire. Their incredibly tough bark can withstand most normal blazes, accepting it as a part of nature. However, they detest any species that uses fire as a weapon — those who burn and rape the woods without thought. Elder treants have been known to animate entire groves to seek revenge on nearby communities that use fire indiscriminately and destroy part of the forest.

Elder treants speak Treant, plus Common, Elven, and Sylvan.

Combat
Elder treants dislike moving at all and will uproot themselves only when things turn dire. They observe their foes carefully and use control plant, entangle, and wall of thorns to hinder or dissuade opponents from approaching.

If that tactic does not work, an elder treant first sends out animated trees, then treants, to deal with problems. Only when all of these tactics fail do elder treants pull themselves out of the ground to attack. They strike with two enormous branch-like claws that can inflict horrific damage.

Animate Trees (Sp): An elder treant can animate trees within one mile at will, controlling up to twelve trees at a time. It takes a full round for a normal tree to uproot itself. Thereafter it moves at a speed of 10 and fights as a treant in all respects. Animated trees lose their ability to move if the elder treant who animated them is incapacitated or moves out of range. The ability is otherwise similar to liveoak as cast by a 20th-level druid.

Bolster Treant (Sp): Once per day, an elder treant can lend some of its enormous energy to all treants and animated trees within 1 mile, gaining a +4 to attack rolls and saving throws. In addition, treants and animated trees do triple damage against objects instead of double.

Plant Traits (Ex): An elder treant is immune to poison, sleep, paralysis, stunning, and polymorphing. It is not subject to critical hits or mind-affecting effects. The creature also has low-light vision.

Spell-Like Abilities: At will — entangle, plant growth, command plants, control plants. 3/day — wall of thorns. Caster level 20th; save DC 14 + spell level.

Trample (Ex): Reflex DC 42 half. The save is Strength-based.

Triple Damage against Objects (Ex): An elder treant who makes a full attack against an object or structure deals triple damage.

Skills: Elder treants receive skills and feats as though they were fey. *Treants have a +20 racial bonus to Hide checks made in forested areas.

Treant Society
Elder treants hail from a different era, when all species lived in harmony with their surroundings. Eventually (some say with the elder treants' aid), other trees evolved into normal treants. The elder treants treated these new creatures like their own offspring and charged them with watching over and protecting the forest.

Treants have tremendous respect and admiration for elder treants. They defer to them in almost every respect and will do everything, including lay down their own lives, to protect them from harm.

Regular treants do not turn into elder treants through size and age; elder treants are a different creature altogether. A few normal treants tower over the elders.

Source: Online (I can't remember the web site)

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Post by Knightfall » Sun Feb 19, 2012 6:39 am

Giant Sand Spider
Medium Vermin
Hit Dice: 3d8+3 (16 hp)
Initiative: +3
Speed: 30 ft. (4 squares), climb 15 ft.
AC: 19 (+3 Dex, +6 natural), touch 13, flat-footed 19
Base Attack/Grapple: +2/+2
Attack: Bite +5 melee (1d6 plus poison)
Full Attack: Bite +5 melee (1d6 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, web
Special Qualities: Darkvision 30 ft., spines, tremorsense 30 ft., vermin traits
Saves: Fort +4, Ref +4, Will +1
Abilities: Str 11 (+0), Dex 17 (+3), Con 12 (+1), Int —, Wis 10 (+0), Cha 2 (-4)
Skills: Climb +11, Hide +7*, Jump +1*, Listen +2, Spot +7*
Feats: Alertness, Weapon Finesse (B)

Continent/Region: The Fallenlands and Harqual
Environment: Temperate coast
Organization: Solitary or colony (2–5)
Challenge Rating: 2
Treasure: 1/10 coins; 50% goods; 50% items
Level Adjustment: 4–7 HD (Large); 8–11 HD (Huge)

Still to be written.

Combat
Still to be written.

Poison (Ex): A giant sand spider has a poisonous bite and poisonous spines. The creature's spines are also poisonous. Paralysis/Injury, Fortitude DC 15; initial damage paralysis 1d4 rounds, secondary damage 1d6 Str.

A giant sand spider has a +2 racial bonus to the DC of its poison's Fortitude saving throw.

Web (Ex): Giant sand spiders often wait in their webs or in caves, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. A giant sand spider can throw a web four times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to Large size. An entangled creature can escape with a successful Escape Artist check (DC 12) or burst it with a Strength check (DC 16). The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.

Giant sand spider often create 30-ft.-sq. sheets of sticky webbing. They usually position these sheets to trap prey on the ground but can also try to snare flying creatures. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has 6 hit points, and sheet webs have damage reduction 5/—.

A giant sand spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

Spines (Ex): Any creature that attacks a giant sand spider with a Small or smaller weapon (including unarmed and ntural attacks) must make a Reflex saving throw (DC 14) or suffer 1d4 points of piercing damage from the spider's spines and make a Fortitude save versus the creature's poison (see above). As a full-round action, a giant sand spider can pick up a smaller helpless creature with its legs and impale the body on the spines (causing 2d4 points of piercing damage). The spider can carry up to three Small-sized creatures in this manner (although if it carries two, it has a medium load, and if it carries three it has a heavy load).

Tremorsense (Ex): A giant sand spider can detect and pinpoint any creature or object within 30 feet in contact with the ground, or within any range in contact with the spider’s webs.

Skills: Giant sand spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A giant sand spider can always choose to take 10 on Climb checks, even if rushed or threatened. Giant sand spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher. *Giant sand spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs.

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Post by Knightfall » Sun Feb 19, 2012 6:46 am

Ingundi
Medium Monstrous Humanoid (Reptilian, Shapechanger)
Hit Dice: 3d8+3 (16 hp)
Initiative: +0
Speed: 20 ft (4 squares)
AC: 14 (+4 natural), touch 10, flat-footed 14
Base Attack/Grapple: +3/+3
Attack: +3 melee (1d6, claw)
Full Attack: +3 melee (1d6, 2 claws) and -2 melee (1d12, bite)
Space/Reach: 5 ft / 5 ft
Special Attacks: Charm monster
Special Qualities: Change shape, darkvision 60 ft, detect thoughts, lesser telepathy
Saves: Fort +2 Ref +3 Will +3
Abilities: Str 11 (+0), Dex 10 (+0), Con 13 (+1), Int 6 (-2), Wis 10 (+0), Cha 16 (+3)
Skills: Bluff +4, Disguise +4, Listen +2, Spot +2
Feats: Ability Focus (charm), Multiattack

Continent/Region: The Fallenlands
Environment: Temperate forest
Organization: Solitary
Challenge Rating: 2
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class
Level Adjustment: +3

This creature appears to be a lightly built, bipedal reptile standing about as tall as a human. A thick tail balances its upper body. Its mouth is wide, filled with sharp, rending teeth, and its slight forelimbs bear long, hideously sharp claws. Its skin color ranges from light green on the back to a pale yellow on its belly. Large black pupils dot its small yellow eyes. It wears no clothes or ornamentation of any kind.

The ingundi is a humanoid reptile that can disguise itself as other creatures to fool its prey. It rarely appears in its true form, which is similar to that of a smaller, weaker lizardfolk. Ingundi may possibly be related to lizardfolk, or even doppelgangers. Ingundi usually appear in a fairly harmless form to its prey, to better take advantage of its victims.

When hunting humanoids, ingundi take on the appearance of an attractive member of the same race and opposite sex of its victim. It uses its detect thoughts power to pick the details out of the mind of its prey, choosing a form that is greatly desired but generally unattainable by the victim. It will approach its chosen victim, trying to flirt and engage it in conversation. Unbeknownst to the victim, this conversation is completely telepathic, and anyone observing the two will only hear the victim speaking. During this exchange, the ingundi will try to charm the victim and lead it away, when it can do so unobserved. If its chosen victim’s race is an animal or otherwise does not use verbal communication to initiate mating, the ingundi will perform whatever courtship rituals are appropriate.

An ingundi’s lair is usually inside a dead tree, or among exposed tree roots. It will usually try to bring its victims there to kill and feed on, if possible. An ingundi will hunt only once or twice a week, as long as its food supply lasts. It most commonly hunts forest animals that it can easily imitate, such as deer. It does not fear humanoids, and will hunt them first if they are the most available prey. Ingundi have no culture or civilization, and only approach each other to mate yearly in the depths of winter. Some ingundi have been known to charm giant iguanas and use them as mounts.

This highly efficient predator has no known natural enemies. Its detect thoughts power warns it of nearby creatures. This protects it from other predators, as it can easily change into something that a hunter would not want, or even use its normal tactic to turn the tables on the hunter.

An ingundi is usually 5 to 6 feet tall with light green scales. Its tail is used for balance and is 3 to 4 feet long. An ingundi can weigh from 150 to 200 pounds.
Ingundi can speak Draconic, but usually prefer to communicate telepathically.

Combat
An ingundi entraps its prey using deception and its charm power. When it has successfully charmed a victim, the ingundi lures it away to a private spot, convincing it to remove any magic items, weapons, armor, and protective devices it may possess. It will then attack the surprised victim, who may fight back after the charm has worn off. A charmed opponent is considered flat-footed against the ingundi's first attack upon him, even if the victim cannot normally be caught flat-footed. If the charm is broken prematurely or unsuccessful, or if anyone else intervenes, the ingundi will flee, fighting only if cornered or trapped.

Charm Monster (Sp): An ingundi can charm monster 1/day, caster level 6th, Will save DC 16. The ingundi cannot charm any creature on which it has not successfully used detect thoughts. The save DC is Charisma-based.

Change Shape (Su): Twice per day, an ingundi can assume the shape of any Small, Medium, or Large creature. In humanoid form, the ingundi loses its natural attacks. An ingundi can remain in its assumed form for 1d10+10 rounds or until it chooses to end this ability. A change in form cannot be dispelled, but an ingundi reverts to its natural form when killed. A true seeing spell or ability reveals its natural form.

Detect Thoughts (Su): An ingundi can continuously use detect thoughts as the spell (caster level 3rd; Will DC 14 negates). It can suppress or resume this ability as a free action. The save DC is Charisma-based.

Lesser Telepathy (Su): An ingundi can communicate telepathically with a single creature within a range of 100 feet that has a language. The ingundi will move its mouth to appear to be speaking in a language that the creature knows, so that the victim will assume it is speaking aloud and therefore reply verbally to the ingundi. The victim may attempt a DC 14 Will save to discern that the communication is actually telepathic. The save DC is Charisma-based.

Skills: An ingundi has a +4 racial bonus on Bluff and Disguise checks. *When using its change shape ability, an ingundi gets an additional +10 circumstance bonus on Disguise checks. If it can read an opponent’s mind, it gets a further +4 circumstance bonus on Bluff and Disguise checks.

Ingundi Characters
An ingundi’s favored class is rogue. An ingundi cleric has access to two of the following domains: Chaos, Evil, Trickery.

[Source: EN World's Creature Catalogue]

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Post by Knightfall » Sun Feb 19, 2012 7:02 am

Kitt
Small Monstrous Humanoid (Feline)
Hit Dice: 1d8 (4 hp)
Initiative: +4 (Dex)
Speed: 20 ft. (4 squares), climb 15 ft.
AC: 15 (+4 Dex, +1 size), touch 15, flat-footed 11
Base Attack/Grapple: +1/-5
Attack: Claw +6 melee (1d3-2) or dagger +6 melee (1d4-2) or sling +6 ranged (1d4-2)
Full Attack: 2 claws +6 melee (1d3-2) and bite +1 melee (1d4-2) or dagger +6 melee (1d4-2) or sling +6 ranged (1d4-2)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Pounce, improved grab
Special Qualities: Darkvision 60 ft., scent
Saves: Fort +0, Ref +2, Will +2
Abilities: Str 7 (-2), Dex 19 (+4), Con 10 (+0), Int 11 (+0), Wis 14 (+2), Cha 12 (+1)
Skills: Balance +13, Climb +5, Hide +8*, Jump +9, Listen +3, Move Silently +8, Spot +3
Feats: Multiattack, Weapon Finesse (B)

Continent/Region: Janardûn, Harqual, Kanpur, and any island realm
Environment: Any land
Organization: Solitary, mated pair, pack/family (2 –5), or pride (4 – 24 plus 75% noncombatants plus 1 3rd-level sergeant, 1 5th-level cleric, and 1 7th-level leader)
Challenge Rating: ½
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: By character class
Level Adjustment: +4

Kitts are a small race of cat-like humanoids that are related to both halflings and the rakasta. They stand 3-½ feet in height and usually weigh no more than 40 lbs. A kitt’s fur color can be almost anything and may be laid out in spots, stripes, or patches.

Kitts are typically gregarious creatures, but they have a tendency also to be flighty and quick-to-anger. They dress similar to halflings, and the two races have been known to live together in the same communities. Kitts are most often encountered away from urban sprawls, as they prefer the open countryside.

Kitts are rarely encountered in the eastern lands of Kanpur or on Triadora, but they are more common on Janardûn and Harqual. They are almost unheard of in the Fallenlands, although a single kitt has been known to be found living amongst the Sahne for short periods of time. Sages who have studied kitts speculate that thousands of small, uncharted islands, scattered across Kulan, may or may not have savage kitt living on them.

Kitts speak their own racial tongue as well as the common language of whatever region they live in.

Combat
Kitts prefer to attack opponents from a hidden position using their speed to their best advantage. Kitts use daggers and slings when fighting against well-armed and armored opponents. Otherwise they use their natural attacks.

Pounce (Ex): If a kitt leaps upon a foe as part of a charge, it can make a full attack.

Improved Grab (Ex): To use this ability, a kitt must hit with a claw or bite attack.

Scent (Ex): Kitt can detect approaching enemies, sniff out hidden foes, and track by sense of smell. Range is 30 ft. If upwind, the range increases to 60 ft.; if downwind, it drops to 15 ft.

Kitt Society
Beyond those that rarely gather into prides, kitts don’t have a strong racial society. They tend to wander from place to place meeting new people and looking for more of their kind. This intense wanderlust has a tendency to keep the kitt population low, which is a good thing, as they tend to reproduce quickly. A kitt mother can have several litters of cubs in her lifetime with as many as twelve cubs in a litter. A mother will care for her cubs until they are old enough to fend for themselves, but kitt cubs will often wander off to explore the world before they are ready.

Kitts who live in prides are a little more society oriented, however. Kitt prides are lead by the strongest male who is the only male allowed to have children. This rule keeps a kitt pride’s population from exploding, which would be a horrible strain on the pride’s resources. However, it rarely helps when two prides meet. These encounters are often hedonistic affairs where the adult males and females, from opposite prides, mate in a two day ritual. Any resulting children are raised by the female’s pride as full members but are later encouraged to wander and find their own place in the world.

Sometimes kitts will settle down with halflings, which gives them a better balance and understanding about family. These kitt families are usually neutral good in alignment.

Kitt Toms
Sometime an old male kitt’s need to wander and desire for mates will drive him to become a Tom. These males have 3 HD, an Intelligence score of no more than 7 and are unkempt and unclean. Kitt toms define mean and surly. A kitt tom has Improved Scent and uses it to try and find kitt females to mate with.

Kitt Characters
Kitts favor the rogue class. A kitt doesn’t make a great fighter and one will rarely take that class unless he is the leader of a pride. Kitts often become multiclassed rogue/druids and rogue/rangers. Kitts do not have a pantheon of their own and instead worship the gods known in whatever region they happen to be found in. Because of their close ties with both halflings and the rakasta, kitts sometimes worship Hendomar, Badger Brother, or Rel, Lord of the Rakasta.

Kitt Traits
Kitts benefit from a number of racial traits:
• -4 to Strength, +4 to Dexterity, -4 to Intelligence, +2 to Wisdom, +2 to Charisma. Kitts are quick, charismatic and thoughtful, but they are not strong in a fight or known for their intellectual prowess.
• Small-sized. As Small creatures, kitts gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks. But they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of Medium-size characters.
• Monstrous Humanoid: Kitts are monstrous humanoids, and are therefore immune to spells that only affect humanoids, such as charm person.
• Darkvision 60 out to feet. Darkvision is black and white only, but it is otherwise like normal sight, and kitts can function just fine with no light at all.
• A kitts base land speed is 20 feet. Kitts can also climb at a speed of 15 feet.
• Kitts gain the Weapon Finesse feat for free at 1st-level.
• Natural Attacks: Kitts may attack with two claws (1d3) and bite (1d4) and are always treated as being armed when using their natural attacks.
• Special Attacks (see above): Improved grab, pounce.
• Special Qualities (see above): Scent.
• Skills: Kitts receive a +4 racial bonus to Hide, Move Silently, and Jump checks; and a +8 racial bonus to Balance checks. They use their Dexterity modifier to Climb and Jump checks. *In area of tall grass or heavy undergrowth, the Hide bonus rises to +8. Kitts are naturally nimble and quiet.
• Automatic Languages: Kitt and 1 regional human language. Bonus Languages: Elven, Gnome, Goblin, Halfling and Rakasta.
• Favored Class: Rogue. A multiclass kitt's rogue class does not count when determining whether he suffers an XP penalty for multiclassing.

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Post by Knightfall » Sun Feb 19, 2012 7:09 am

Minion of Set
Medium Outsider (Lawful, Evil, Extraplanar)
Hit Dice: 6d8+12 (39 hp)
Initiative: +1 (Dex)
Speed: 30 ft. (6 squares)
AC: 19 (+1 Dex, +4 scale mail, +4 natural)
Base Attack/Grapple: +6/+9
Attack: Greatsword +9 melee (2d6+4) or as animal form
Full Attack: Greatsword +9/+4 melee (2d6+4) or as animal form
Space/Reach: 5 ft. / 5 ft.
Special Qualities: Animal form, fear immunity, SR 11
Saves: Fort +7, Ref +6, Will +6
Abilities: Str 17 (+3), Dex 13 (+1), Con 15 (+2), Int 12 (+1), Wis 12 (+1), Cha 13 (+1)
Skills: Bluff +4, Climb +8, Gather Information +6, Hide +5, Knowledge (the planes) +6, Knowledge (religion) +8, Listen +6, Spot +6, Survival +8, Swim +10
Feats: Multiattack, Power Attack, Track

Continent/Region: Kanpur/The Southwest or the Fallenlands/City of Cyrad
Environment: Any Egyptian-themed land or Nine Hells of Baator
Organization: Solitary, patrol (2–5), or platoon (6–12)
Challenge Rating: 7
Treasure: Standard
Alignment: Always lawful evil
Advancement: 7–10 HD (Medium-sized)

The minions of Set are agents of the evil deity Set from the Egyptian Pantheon, and they act as go-betweens for him and all other creatures in the multiverse. Once petitioners from the plane of Baator, Set imbued them with special powers needed to carry out his will. They command Set’s forces when he is drawn into conflict with other deities or with the Baatezu, watch over his realm, and even carry out his will on the Material Plane.

On Kulan, Set’s followers are mainly found in Khemit on the continent of Kanpur, as well as in the City of Cyrad on the Fallenlands continent.

For more information, please see the PLANESCAPE Boxed Set Monster Supplement (pg. 14).

Combat
Minions of Set usually begin combat in human form unless they are already in animal shape when first encountered. Most minions of Set prefer not to make their capabilities known, because once discovered they effectively compromise their usefulness to their deity.

Animal Form (Su): Minions of Set are able to assume the form of a constrictor snake, and a few are able to change into a different animal form, usually that of a black bear, crocodile, hyena, or medium-sized monstrous scorpion. (Refer to Monster Manual v.3.5 entries for the animal’s statistics.) A minion of Set can only have one animal form, unless he is also a druid (see below). This transformation is divinely assisted, and as such only requires a standard action to complete.

This ability is otherwise exactly like the druidic wildshape (1/day) ability at 5th-level. If the minion of Set has druid levels then this ability stacks with the minion’s wildshape ability. Thus, a minion of Set who is also a 7th-level druid can use his wildshape ability 4 times per day. (This would go up to 5/day at 10th-level, 6/day at 14th-level, 7/day at 18th-level.) Other druidic wild shape forms do not stack with a minion’s Animal Form (i.e. plant or elemental forms).

Fear Immunity (Su): Minions of Set are immune to all spells and effects that create fear or doubt, such as cause fear and scare.

Minion of Set Society
As Set is a lawful deity, he will never destroy one of his proxies on a whim, like some deities from the Abyss might. In return, Set demands complete loyalty and servitude from his minions, which they all willingly give.

Minions of Set are so fanatical in their service to their god that they will follow Set's instruction even to their deaths. Despite this they are not mindless automatons.
When viewed as part of the twisted ecology of Baator, minions of Set are nothing more than predators. When not undertaking a mission for Set, minions negotiate for larvae, from the baatezu, in order too bolster their own hordes.

Source: Online (I can't remember the web site)

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Post by Knightfall » Sun Feb 19, 2012 7:12 am

Minute Effigy
Small Undead (Fire, Incorporeal)
Hit Dice: 13d12 (84 hp)
Initiative: +3
Speed: Fly 50 ft. (perfect)
AC: 17 (+1 size, +3 Dex, +3 deflection), touch 17, flat-footed 14
Base Attack/Grapple: +8/+4
Attack: +12 melee (1d4 plus 1d8 fire plus energy drain/x2, incorporeal touch)
Full Attack: +12 melee (1d4 plus 1d8 fire plus energy drain/x2, 2 incorporeal touch)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Energy drain, infuse
Special Qualities: Immunity to fire, incorporeal traits, SR 21, undead traits, vulnerability to cold
Saves: Fort +6, Ref +9, Will +13
Abilities: Str —, Dex 17 (+3), Con —, Int 16 (+3), Wis 17 (+3), Cha 17 (+3)
Skills: Balance +5, Escape Artist +19, Hide +19, Intimidate +19, Listen +19, Search +19, Spot +19, Tumble +19
Feats: Blind-Fight, Combat Expertise, Great Fortitude, Iron Will, Lightning Reflexes.

Continent/Region: Any
Environment: Any land and underground
Organization: Solitary, pair, or brood (6-10)
Challenge Rating: 12
Treasure: None
Alignment: Always chaotic evil
Advancement: 14-27 HD (Small)
Level Adjustment:

See pages 89-90 of Monster Manual II for the description of the effigy and its combat details.

A minute effigy’s energy drain Fortitude save DC and infuse Will save DC are both 19.

Base Creature: Effigy (Monster Manual II)
Template: Miniature (Book of Templates: Deluxe Edition v.3.5; made some custom changes.)
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Post by Knightfall » Sun Feb 19, 2012 7:18 am

Mist Wolf
Medium Magical Beast
Hit Dice: 3d10+6 (22 hp)
Initiative: +2 (Dex)
Speed: 50 ft (10 squares)
AC: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +3/+5
Attack: +6 melee (2d6+2, bite)
Full Attack: +6 melee (2d6+2, bite)
Space/Reach: 5 ft / 5 ft
Special Attacks: Trip
Special Qualities: Darkvision 60 ft, detect evil, low-light vision, mist cloud, scent, spell resistance 13
Saves: Fort +6 Ref +5 Will +3
Abilities: Str 14 (+2), Dex 15 (+2), Con 16 (+3), Int 10 (+0), Wis 12 (+1), Cha 11 (+0)
Skills: Hide +3, Listen +3, Move Silently +4, Sense Motive +4, Spot +3, Survival +1*
Feats: Blind-Fight, Track (B), Weapon Focus (bite)

Continent/Region: Janardûn and Harqual
Environment: Any cold and temperate land (except desert)
Organization: Solitary or pack (2-20)
Challenge Rating: 3
Treasure: None
Alignment: Always lawful good
Advancement: 4-6 HD (Medium), 7-9 HD (Large)
Level Adjustment: +4 (cohort)

This wolf is slightly taller than the average wolf, and has gray fur with white at the tips and on the hackles. It is slim yet muscular, and its teeth are sharp and deadly. It has black eyes, but absent is the red tinge often seen in wild wolves.

The mist wolf is a wilderness protector with some magical ability. A mist wolf appears identical to its non-magical cousin, often leading mankind to distrust them. A mist wolf is completely benevolent, but this does not often allay the innate fear and hatred instilled by legends of wolves and monsters like them.

A mist wolf is a merciless enemy of evil, and will go to great lengths to protect good humanoids and defend goodness and law wherever it may be. A mist wolf will only attack humanoids that have been acting in an overtly evil manner. A mist wolf feels that its duty is to protect travelers from malicious creatures. The presence of mist wolves in areas infested with evil does not help their reputation, and they are thus often slain by the very people they seek to protect. They inhabit such areas because this is where they can do the most good.

Mist wolves live in a pack society, led by the strongest member of the pack. The leader of the pack (usually, but not necessarily, male) gains and defends this position by a challenge of combat through subdual. A mist wolf is a highly efficient predator, and has few natural enemies. They never over-hunt and area, and carefully select their victims and control hunting.

A mist wolf is 4 feet tall at the shoulder, and weighs about 120 pounds.

Mist wolves have their own language consisting of yips, barks, and growls. A mist wolf can understand Common and other languages, but is unable to speak.

Combat
Mist wolves use the same sort of pack tactics of common wolves. They are significantly more intelligent than normal animals, and are not likely to continue a losing battle. Their main mode of defense is their mist cloud, which they use to disengage from dangerous opponents. This mist is opaque to both the mist wolf and its opponent, allowing the wolf to slip away unseen.

Trip (Ex): A mist wolf that hits with its bite attack can attempt to trip the opponent (+6 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the mist wolf.

Detect Evil (Su): Mist wolves continuously detect evil as the spell (caster level 4th).

Mist Cloud (Su): Twice per day, a mist wolf can exhale a cloud of thick mist in a 20-foot-radius spread, 20 feet high. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). The mist cloud lasts five rounds. A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.

Skills: *Mist wolves have a +4 racial bonus on Survival checks when tracking by scent.

[Source: EN World's Creature Catalogue]

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Post by Knightfall » Sun Feb 19, 2012 7:23 am

Shatjan
Medium Fey (Cold)
Hit Dice: 8d6+24 (52 hp)
Initiative: +1 (Dex)
Speed: 25 ft (5 squares)
AC: 20 (+1 Dex, +9 natural), touch 11, flat-footed 19
Base Attack/Grapple: +4/+6
Attack: +6 melee (1d8+2, gore) or +6 melee (1d6+2, club) or +5 ranged (1d6/x3, shortbow)
Full Attack: +6 melee (1d8+2, gore) or +6 melee (1d6+2, club) or +5 ranged (1d6/x3, shortbow)
Space/Reach: 5 ft / 5 ft
Special Attacks: Breath weapon, lower temperature
Special Qualities: DR 10/cold iron, predict weather, snow move, speak with animals
Saves: Fort +7 Ref +7 Will +8
Abilities: Str 15 (+2), Dex 12 (+1), Con 16 (+3), Int 12 (+1), Wis 14 (+2), Cha 15 (+2)
Skills: Diplomacy +12, Handle Animal +16, Hide +9, Knowledge (nature) +14, Listen +9, Move Silently +8, Ride +3, Sense Motive +10, Spot +9, Survival +13 (+15 aboveground)
Feats: Great Fortitude, Skill Focus (Handle Animal), Track

Continent/Region: Harqual and Kanpur
Environment: Cold plains and forest
Organization: Solitary or family (1-4)
Challenge Rating: 5
Treasure: Standard
Alignment: Always lawful neutral
Advancement: 9-16 (Medium)
Level Adjustment: +3

This humanoid appears to be a stocky human, but its head is that of a reindeer with a large antler rack. Its head, neck, shoulders, and forearms are covered with a coat of hair much thicker than one would expect to see on a human. The creature wears a loincloth, decorated with intricate patterns and symbols.

The shatjan serves as a powerful nature guardian of the icy regions of the far north. A shatjan spends its time in solitude watching over the reindeer as they roam the tundra and moving with them as they migrate. They live in icy caves or camp out in leather tents.

In the summer months shatjan form small, temporary camps consisting of a mated couple and their children. A female shatjan has a much smaller set of antlers than a male. The shatjan will live at the edge of the forest and tundra building simple structures out of fir branches and birch bark for convenience and comfort.

Shatjan are neutral to humans and other humanoids that live nearby forming neither friendships nor undeserved enmity. They are willing to trade for vegetables for both the reindeer and themselves that cannot be obtained in the northern lands.

A shatjan is 5-7 feet tall and weighs from 300-350 pounds.

A shatjan speaks Sylvan and Common, and sometimes learns the languages of other creatures living nearby.

Combat
The shatjan is not a warrior by nature but will fight to protect the reindeer it has charge over. A shatjan will not attack all predators but should the predators become too aggressive a shatjan will respond forcefully. A shatjan is not hampered by ice or snow and will lure opponents into a position that puts them at a disadvantage such as deep snowdrifts or slippery patches of ice. A shatjan is often armed with a bone-tipped harpoon, wooden club, or short bow.

Breath Weapon (Su): 5-foot line, once per round, damage 3d6 cold, Reflex DC 17 negates. The save DC is Constitution-based.

Lower Temperature (Su): As a free action, once per round, the shatjan can lower the temperature by 10 degrees in a 10-foot radius centered on the shatjan. All normal effects for cold weather apply. When the shatjan chooses to end this effect, the temperature returns to normal at a rate of 10 degrees per round. If the shatjan uses this ability again, the effects stack.

Predict Weather (Su): Twice per day, a shatjan can determine with 100% accuracy the weather conditions (sky, temperature, precipitation) in a nine square mile area centered on itself. It can predict the weather up to 16 hours in advance.

Snow Move (Ex): A shatjan can walk on top of deep snow and suffers no penalties when moving through snowy or icy terrain.

Speak With Animals (Sp): A shatjan can speak with animals, as the spell, at will.

[Source: EN World's Creature Catalogue]

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Post by Knightfall » Sun Feb 19, 2012 7:32 am

Based on Frank Brunner’s tortle humanoid in DRAGON Magazine #315. Some text has been borrowed from the Red Steel article, modified slightly, and/or reworked to better fit Kulan.

Tortle
Medium Monstrous Humanoid (Reptilian)
Hit Dice: 2d8+4 (13 hp)
Initiative: -1 (Dex)
Speed: 20 ft. (4 squares), swim 10 ft.
AC: 13 (-1 Dex, +3 natural, +1 light shield), touch 9, flat-footed 13
Base Attack/Grapple: +2/+3
Attack: +3 melee (1d4+1, claw) or +3 melee (1d6+1/18-20, scimitar) or +0 ranged (1d6+1, javelin)
Full Attack: +3 melee (1d4+1, 2 claws) or +3 melee (1d6+1/18-20, scimitar) or +0 ranged (1d6+1, javelin)
Space/Reach: 5 ft. / 5ft.
Special Attacks: None
Special Qualities: Racial traits
Saves: Fort +4, Ref +2, Will +3
Abilities: Str 13 (+1), Dex 9 (-1), Con 14 (+2), Int 10 (+0), Wis 11 (+0), Cha 6 (-2)
Skills: Handle Animal +2, Jump +5, Swim +11
Feats: Endurance (B), Great Fortitude

Continent/Region: Kanpur/Indjiran Peninsula
Environment: Warm aquatic, jungles, and forests
Organization: Solitary, mated pair, bale (4 – 9), warbale (10–24), or tribe (30–300 plus 50% noncombatants plus 1 3rd-level adept per 20 adults, 1 or 2 sub-chiefs of 4th–5th-level, and 1 leader of 6th–8th-level)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually lawful neutral
Advancement: By character class
Level Adjustment: +1

This bipedal tortoise stands as tall as human and appears quite ponderous. Its shell is black and shiny, while its plastron is pale yellow flushed with aquamarine. The rest of its body is of a green hue, and the creature has a mottled, 2-foot-long tail.

Tortles are humanoid tortoises. Most are peaceful beings, content to ignore the world beyond the lands of the Indjira Peninsula. They are one of the dominant races in that region, besides humans. They have been known to have dealings with the Eldred as well.

Each tortle stands approximately 6 feet tall and appears humanoid-like except for a shell and tail like those of a tortoise. The natural shell color of a tortle ranges from shiny black to a deep, lustrous purple, and tortle leaders often encrust their shells with gems or channel them with gold intaglios. The creature’s mouth is beak-like and toothless, and its head, feet, legs, and tail are green, yellow, or black — sometimes one solid color and sometimes pied. Most tortles forgo clothing and armor, although some have been known to don customized breastplates and greaves.

Tortles speak their own racial language, as well as the regional language of Indjira. They cannot breathe water, but the Endurance feat aids them in swimming long distances.

Combat
Tortles, as a rule, tend to avoid combat situations, preferring to work towards a peaceful solution. When forced to fight, they form regimented warbales and approach their opponents in companies. Young tortles often form noncombatant bales that carry spare weapons for the warbales.

Tortle Society
Tortles have inhabited the lands of the Indjiran Peninsula for thousands of years. They haven’t any real form of government, living in small family dwellings, often within the borders of some other race’s state (usually human). Tortles are known for being scholarly, as well as peaceful, and their society values clerics, wizards, and bards.

They also believe in the disciplines of the mind and many monks, psions, and psychic warriors live amongst them. Tortles have a form of martial arts, known as Torasta, which operates similar to simple unarmed strikes and grappling. Despite their primitive lifestyle, tortles greatly value an ordered society and believe that those that devote themselves to law should be shown respect.

They always defer to the will of a Kshatriya (samurai) and shown great respect to those of the Brahmin caste, even though their own society doesn’t follow a strict caste system. In respect to the society of the Indjiran Peninsula, however, tortles are treated as members of different castes based on their classes. Most tortles fall into either the Vaishya or the Shudra caste, but their fighters and psychic warriors are consider members of the Kshatriya caste, while their psions are considered members of the Brahmin caste.

Their clerics are rarely considered to be more than pale imitations to the Brahmins (shamans) of the Indjirans, and are lumped into the same caste as adepts. A tortle tribe is usually considered its own sabha (association).

A typical tortle tribal village consists of a cluster of mud and thatch huts just off a beach. Sentry huts, each equipped with a gong or conch shell horn, for sounding alarms, form a perimeter 200–300 yards from the central cluster.

Tortles as Characters
Tortles favor the cleric class, as they are highly spiritual people. However, tortles are most often adepts, experts or commoners, but can take any class, available in the region, except for two. Since their society doesn’t follow the same rules as the rest of the population of the Indjiran Peninsula they can’t be kshatriyas or brahmins.

Many tortle adventurers are bards, clerics, fighters, monks, psions, or wizards. Tortles may multiclass freely, not be limited to the strictures of the caste system of Indjira. When they do so they are often bard/fighters, cleric/fighters, cleric/psions, cleric/wizards, fighter/wizards, or psion/wizards.

Unaligned tortle clerics are rare, as the race has its own pantheon of deities: Mother Ocean, Father Earth, Brother Shell, and Sister Grain. The typical tortle hut contains a seashell shrine dedicated to at least one of these deities.

Tortle clerics of Mother Ocean can take any two of the following domains: Good, Healing, Ocean, Peace, and Protection. Tortle clerics of Father Earth can take any two of the following domains: Animal, Earth, Fortitude, Good, and Strength. Tortle clerics of Brother Shell can take any two of the following domains: Authority, Destruction, Fire, and War. Tortle clerics of Sister Grain can take any two of the following domains: Air, Plant, Renewal, and Sun.

Tortle Traits
Tortles benefit from a number of racial traits:
• -2 to Dexterity, +2 to Constitution, +2 to Wisdom, -2 to Charisma.
• Medium-size. As Medium-size creatures, tortles have no special bonuses or penalties due to their size.
• Speed: A tortle’s base land speed is 20 feet, and it has a swim speed of 10 feet.
• Low-light vision and darkvision out to 60 feet.
• Racial Hit Dice: A tortle 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, and Will +3.
• Racial Skills: A tortle's monstrous humanoid levels give it skill points equal to 5 x (2 + Int modifier, minimum 1). Its class skills are Handle Animal, Jump and Swim. A tortle has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
• Racial Feats: A tortle's monstrous humanoid levels give it one feat.
• +3 natural armor bonus.
• Natural Weapons: 2 claws (1d4).
• Automatic Languages: Indjiran and Tortle. Bonus Languages: Aquan, Eldred, Kappa, Shao, and Sylvan.
• Favored Class: Cleric. A multiclass tortle’s cleric class does not count when determining whether he suffers an XP penalty for multiclassing.
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Post by Knightfall » Sun Feb 19, 2012 7:37 am

Tyrg
Medium Magical Beast
Hit Dice: 5d10+10 (37 hp)
Initiative: +3 (Dex)
Speed: 50 ft (10 squares)
AC: 15 (+3 Dex, +2 natural), touch 12, flat-footed 13
Base Attack/Grapple: +5/+8
Attack: Bite +9 melee (1d12+3)
Full Attack: Bite +9 melee (1d12+3) and 2 claws +3 melee (1d4+1)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Howl, improved grab, pounce, rake 1d4+3, trip
Special Qualities: Darkvision 60 ft, low-light vision, scent
Saves: Fort +4 Ref +4 Will +1
Abilities: Str 16 (+3), Dex 17 (+3), Con 15 (+2), Int 6 (-2), Wis 12 (+1), Chr 10 (+0)
Skills: Hide +7, Listen +7, Move Silently +14, Spot +12
Feats: Alertness, Track (B), Weapon Focus (bite)

Continent/Region: Triadora
Environment: Any mountains, hills, and forest
Organization: Pair, pack (3–5) or pride (6–12 plus 1–4 young)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: 6–10 HD (Medium); 11–15 HD (Large)
Level Adjustment: –-

This creature resembles both a great cat and a wild dog. Its fur is mostly white, with splotches of gray, black and tan all over. Its stance is like that of a cat, but when it bears its fangs, its powerful jaws reveal a set of massive dog-like teeth.

A tyrg, also known as the spotted hound, appears to be a cross between a canine and a feline. It guards like a watchdog, and stalks like a tiger. Tyrgs are aggressive predators and not particularly friendly, and are very wary of humanoids approaching them. As such, scholars know very little about tyrgs, and are not even sure how to tell males from females. They have no natural enemies, but are sometimes preyed upon by monsters even nastier and hungrier than they are. They also have no natural allies, even among related species, and treat everything they meet on an individual basis.

Tyrg prefer to lair in caves or deep holes in the ground. They appear to roam the wilderness in nomadic, roving packs like wild dogs, settling and raising cubs for a few seasons or years before moving on. Female tyrgs do most of the hunting and foraging while the males guard the lair, as with big cats. Males test each other’s strength and power to reestablish or reorganize the ruling hierarchy. Prides are as a majority male and ruled by the strongest male, and young tyrgs will join with the adults to defend the lair.

Despite this creature’s standoffishness, if a humanoid were somehow able to befriend a tyrg, it would make an excellent companion and watchdog.

A tyrg is 6 to 9 feet long and 3 feet tall at the shoulder, and usually weighs 450-650 lbs.

Combat
A tyrg will usually begin a fight by howling, then attacking the shaken opponents with its vicious bite. Tyrgs will pounce at any available opportunity, and even take advantage of prone opponents with a rake attack.

Howl (Su): A tyrg can emit a fierce howl, once per round as a free action, which causes all beings that hear it to be shaken for three rounds. The effects of the howl are not cumulative. The victim cannot be affected by the howl again until the effects of the last howl have worn off. There is no saving throw for this effect, though creatures of more than 10 Hit Dice are immune to it. This is a sonic, mind-affecting effect.

Improved Grab (Ex): To use this ability, a tyrg must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex): If a tyrg charges a foe, it can make a full attack, including (two rake attacks).

Rake (Ex): Attack bonus +8 melee, damage 1d4+3.

Trip (Ex): A tyrg that hits with its bite attack can attempt to trip the opponent (+8 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the tyrg.

Skills: A tyrg receives a +8 racial bonus to Move Silently checks, and a +4 racial bonus to Hide, Listen, and Spot checks.

[Source: EN World's Creature Catalogue]

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Post by Knightfall » Sun Feb 19, 2012 7:44 am

Zebranaur
Large Monstrous Humanoid (Tauric)
Hit Dice: 4d8+8 (26 hp)
Initiative: +2 (Dex)
Speed: 45 ft. (9 squares)
AC: 13 (-1 size, +2 Dex, +2 natural), touch 11, flat-footed 11
Base Attack/Grapple: +4/+13
Attack: Longspear +9 melee (1d8+5) or composite longbow +6 ranged (1d8)
Full Attack: Longspear +9 melee (1d8+5) and 2 hooves +7 melee (1d6+2) or composite longbow +6 ranged (1d8)
Space/Reach: 10 ft. / 5 ft.
Special Attacks: --
Special Qualities: Racial traits
Saves: Fort +3, Ref +6, Will +5
Abilities: Str 20 (+5), Dex 14 (+2), Con 15 (+2), Int 6 (-2), Wis 13 (+1), Cha 9 (-1)
Skills: Hide +3, Listen +4, Move Silently +3, Spot +4, Survival +7
Feats: Alertness (B), Weapon Focus (hoof), Weapon Focus (longspear)

Continent/Region: Harqual/The Far South; Kanpur/The Dark Continent; Triadora/Any
Environment: Warm forests and plains
Organization: Solitary, company (5-8), troop (8-18 plus 1 leader of 2nd-5th level), or tribe (20-200 plus 10 3rd-level sergeants, 5 5th-level lieutenants, and 1 leader of 5th-9th level)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually chaotic good
Advancement: By character class
Level Adjustment: +3

Zebranaurs have the upper body of a human and the lower body of a zebra. A zebranaur's upper body is normally brown, without the characteristic black-on-white stripes that cover its lower body. Many have a short mane of coarse black bristles running from the middle of the lower back up to the nape of the neck. Most favor a spiked hairstyle, but others prefer the traditional styles of the local humans.

Zebranaurs speak Centaur.

Combat
Zebranaurs normally respond to aggression by retreating, launching a few arrows to discourage pursuit. Against opponents dangerous to their tribe, they use similar tactics, except that about half their number will circle around to lie in ambush or attack the foe from the rear.

Zebranaurs are taught from an early age how to use spears and the javelin. If forces into melee they will use longspears to attack opponents.

Zebranaur Society
Zebranaur society is very simple. They are nomadic, tribal creatures who remain close to nature and are most at home in the wild, much like the humans who live nearest to them. This race thrives in the warm plains and savannas of Kulan’s continents.

When the zebranaur are questioned about the matter, they simply shrug their shoulders and state that it has always been that way. Then they point out the versatility of other races such as humans, elves and dwarves. Zebranaurs simply state that if these races can be so diverse, then why not their people as well. They have no reasoning why their centaur cousins seem to be so isolated.

Zebranaurs as Characters
Zebranaurs favor the cleric class. Zebranaurs worship a wide variety of deities across the various continents of Kulan. The closest they have to a patron is Mirella, the All-Mother. Unaligned zebranaur clerics can choose any two of the following domains: Animal, Chaos, Good, Moon, Trade, and Weather.

Zebranaur Traits
Zebranaurs possess the following racial traits.
• +4 to Strength, +2 to Dexterity, +4 to Constitution, -2 to Intelligence, +2 to Wisdom, -2 to Charisma.
• Large: As Large creatures, zebranaurs gain a -1 size penalty to Armor Class, a -1 size penalty on attack rolls, and a -4 size penalty on Hide checks. But they must use larger weapons than humans use, and their lifting and carrying limits are twice those of Medium-size characters.
• +1 racial bonus to attack rolls made with any sort of spear or a javelin.
• A zebranaur's base land speed is 45 feet.
• Zebranaurs have darkvision out to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and zebranaurs can function just fine with no light at all.
• Racial Hit Dice: A zebranaur begins with four levels of monstrous humanoid, which provide 4d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +1, Ref +4, Will +4.
• Racial Skills: A zebranaur's monstrous humanoid levels give it skill points equal to 7 x (2 + Int Modifier, minimum 1). Its class skills are Hide, Listen, Move Silently, Spot, and Survival. A zebranaur gains 1 extra skill point at each level (or HD) because she must constantly train herself to stay one step ahead of the dangers that surround her. Zebranaurs +2 racial bonus on Listen and Spot checks and a +4 racial bonus on Survival checks. Poorly suited to social interaction, a zebranaur suffers a –2 racial penalty to Bluff, Diplomacy, and Sense Motive.
• Racial Feats: A zebranaur's monstrous humanoid levels give it two feats. Zebranaurs gain Alertness as a bonus feat.
• +2 natural bonus to armor class.
• Automatic Languages: Centaur. Bonus Languages: Varies by continent.
• Favored Class: Cleric. A multiclass zebranaur’s ranger class does not count when determining whether he suffers an XP penalty for multiclassing.

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Re: Additional Creatures/Monsters for Kulan

Post by Knightfall » Sat Apr 26, 2014 2:30 am

I've decided to replace my original Ice Troll design with the one from The Tome of Horrors: Revised Edition. Here's my description which will come in handy at a later date...
Ice trolls are a subspecies of troll that is found in all the northern lands of the World of Kulan from Ryaith to Kanpur. They are rarely encountered beyond cold mountain ranges and they are considered a myth in the southern lands of the continent of Kanpur. However, they aren’t a myth and are quite the scourge anywhere where you’d find cold mountains.

On Harqual, this includes the Aragar, Greystone, and Kaltar Mountains. On Janardûn, this includes all the island continent’s mountain ranges. On Kanpur, this includes the mountain ranges of the Far North and the Iceshield Lands, as well as the mountains near Waldheim, Szulolia, and Sogukol. On Ryaith and the isles of Valus, ice trolls are very rare encounters.

Ice trolls have the height, weight, and general look of standard trolls. However, their rubbery bodies are the color of a lake frozen over with ice and their hair and fur is snow white. Ice and snow always encrusts an ice trolls body, which leads many to think the creature is elemental in nature, at first, as the creature can meld into ice.
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Post by Knightfall » Thu Oct 01, 2015 5:23 am

Zetetic-touched
Medium Aberration
Hit Dice: 9d8+27 (71 hp)
Initiative: +7 (Dex, Improved Initiative)
Speed: 20 feet (4 squares), fly 25 feet (average)
AC: 19 (+3 Dexterity, +6 natural), touch 13, flat-footed 16
Base Attack/Grapple: +4/+9
Attack: +9 melee (1d6+5/x2, 2 morningstars)
Full Attack: +9 melee (1d6+5/x2, 2 morningstars) and +9 melee (1d6+5/x2, 2 claws) and +7 melee (1d6+2/x2, bite) and +7 melee (1d4+2/x2 plus numbing effect, tail)
Space/Reach: 5 feet/5 feet
Special Attacks: Improved grab, constrict (1d6+5), numbing effect
Special Qualities: Darkvision 30 feet, DR 5/magic, SR 12
Saves: Fort +6, Ref +8, Will +8
Abilities: Str 20 (+5), Dex 17 (+3), Con 16 (+3), Int 12 (+1), Wis 15 (+2), Cha 14 (+2)
Skills: Hide +8, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (religion) +10, Listen +7, Sense Motive +7, Spot +7, Tumble +7
Feats: Improved Initiative, Lightning Reflexes, Multiattack, Power Attack

Continent/Region: The Fallenlands
Environment: And land
Organization: Solitary, pair, or band (6–12)
Challenge Rating: ?
Treasure: Standard
Alignment: Often Lawful Neutral
Advancement: 10–18 HD (Large)
Level Adjustment: +9

Description still needed

Zetetic-touched are unnatural creations that fuse the power of the zetetic with that of a humanoid creature. No one is sure how they came into being since the zetetic are sexless. Zetetic-touched areless powerful than their progenitors but they are still highly dangerous aberrations with the same motivations and goals as true zetetic. Unlike a true zetetic, these aberrations have lower limbs that allow them to walk. They can still fly, but they are less precise in the air than a true zetetic.

Zetetic-touched speak Ignan and Jinn. They are able to learn almost any language.

Combat
Zetetic-touched are warriors first and foremost. Since they lack some of the special abilities of a true zetetic, they tend to fight with weapons and their natural attacks first. Those that do feel pulled towards the arcane tend to become sorcerers. Zetetic-touched are less likely to be loners than the zetetic, and it isn't unusual to encounter them in significant numbers. More than twice of their progenitors.

Improved Grab (Ex): To use this ability, a zetetic-touched must hit with its tail attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can begin to constrict as well as make the grappled foe face a cumulative numbing effect (see below). The zetetic-touched can use its tail to grapple and hold foes without being considered grappling itself (it does not lose its Dexterity bonus to Armor Class.)

Constrict (Ex): When a zetetic-touched establishes a hold with its tail, it wraps the tail around its foe. The zetetic-touched inflicts 1d6+5 points of damage each round as it holds a foe, as well as automatically inflicting its numbing effect each round.

Numbing Effect (Su): Any living creature not immune to paralysis that is touched by the zetetic-touched's tail feels its muscles relax and lose strength and feeling. The result is a -1 penalty to attack and damage rolls, Strength and Dexterity checks, and Reflex saves. This numbness lasts for 3 rounds. If the tail strikes a creature more than once, the numbing effect is cumulative. Thus, a character struck twice suffers a -2 penalty, and one struck three times suffers a -3 penalty. Characters grappled by the tail suffer the cumulative penalty each round they remain grabbed.

Skills (Ex): All zetetic-touched gain a +5 racial bonus to the Knowledge (geography), Knowledge (history), and Knowledge (religion) skills.

Zetetic-touched Racial Traits
• +3 Strength, +2 Dexterity, +2 Constitution, +2 Wisdom, +2 Charisma.
• Medium-size. As a Medium-size creature, a zetetic-touched character has no special bonuses or penalties due to its size.
• Aberration: A zetetic-touched is an aberration, and is therefore immune to spells that only affect humanoids, such as charm person.
• A zetetic-touched’s base speed is 20 feet. It also has a fly speed of 25 feet with Average maneuverability.
• Racial Hit Dice: A zetetic-touched character begins with nine levels of aberration, which provide 9d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +3, Ref +3, Will +6.
• Racial Skills: A zetetic-touched's aberration levels give it skill points equal to 12 x (2 + Int Modifier, minimum 1). Its class skills are Hide, Knowledge (geography), Knowledge (history), Knowledge (religion), Listen, Sense Motive, Spot, and Tumble. A zetetic-touched character gains a +5 racial bonus to the Knowledge (geography), Knowledge (history), and Knowledge (religion) skills.
• Racial Feats: A zetetic-touched's aberration levels give it four feats.
• A zetetic-touched has a +6 natural armor bonus.
• Natural Attacks: A zetetic-touched character may attack with a two claws (1d6) a bite (1d6), and a tail (1d4 plus numbing effect) as a full-round action. It is always treated as being armed when using its natural attacks.
• Weapon and Armor Proficiency: A zetetic-touched character is proficient with all simple weapons, as well as light and medium armor.
• Special Attacks (see above): Improved grab, constrict (1d6 + Strength bonus), and numbing effect.
• Special Qualities: Darkvision 30 feet and DR 5/magic.
• A zetetic-touched has spell resistance of 12 + its character levels.
• Automatic Languages: Ignan and Jinn. Bonus Languages: Any Fallenlanden languages.
• Favored Class: Fighter. A multiclass zetetic-touched character’s fighter class does not count when determining whether he suffers an XP penalty for multiclassing.
• Level Adjustment: +9; ECL 18.

[Based on the Zetetic monster from the Arcana Unearthed sourcebook called Legacy of the Dragons.]
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