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Post by Lord Kain on Dec 20, 2005 20:39:00 GMT -5
Faeline +2 Dex -2 Con Medium Sized
Faelines land base speed is 40ft, in light armor or while carrying a light load. Anything heavier and the are considered to have a base speed of 30 ft before applying penalties for weight and encumbrance
+2 Racial bonus to balance, hide, move silently and climb checks. Faelines have retractible claws on each hand, that can deal 1d4 slashing damage. All Faelines are proficient in the use of their claws.
+1 racial bonus on attack rolls against gnolls Low-Light Vision: A Faeline can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
Automatic Languages: Common, Faeline. Bonus Languages: Halfling, Gnoll, Gnome, Goblin, and Sylvan.
Favored Class: Ranger, A multiclass Faeline’s ranger class does not count when determining whether he takes an experience point penalty for multiclassing
DESCRIPTION Faelines are a race of cat people. All Faelines have cat like heads with fuzzy ears and a tail too. They tend to have sandy colored fur but they can range in colors just like any cat. A Faelines body is covered with short fur. The color ranges in the same manner as a cat. Most faelines have a sandy color furr while others may stripped or spotted furr like a leopard of a tiger. In addition to the short fur covering their bodies they also grow hair on their head like most other humanoid races.
SOCIETY Faeline behavior is often much like a cat. aloof one day, compassionent the next, and extremely aggressive if provoked. They tend to live in temperate to warm forests and warm plains. Faelines dislike dogs and have a hatred for Gnolls. Faelines tend to range from 90 to 120 pounds and stand slightly taller then high elves but sill shorter then most humans. Faelines use the half-orc table for aging.
Alignment: Often Chaotic Neutral or Chaotic Good.
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Post by Lord Kain on Dec 22, 2005 2:05:57 GMT -5
Other Creatures of Terra Nara
Orcs, The orcs of Terra Nara are much like the Orcs of otherworlds but with a few notable differences. The first being they are more adapted to above ground living. They do not possses the Light Sensitivity draw back. Many Orcs worship Great Old Ones and Outer Gods instead of thier racial deity.
Northlander Orcs. Many of the Orcs of Terra Nara we're driven north as opposed to underground. They have adapted well to their environment and posses the following racial traits.
+4 Strength, –2 Intelligence, –2 Wisdom, –2 Charisma. An orc’s base land speed is 30 feet. Cold Tolerant: Northlander Orcs gain a +2 Racial bonus on saving throws agaitns cold damage and cold effects. Northlander Orcs can also exist comfortably in conditions between -0º and 90º F. (severe cold to hot) with out having to make Fortitude saves. Darkvision 60ft Favored Class: Barbarian.
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Post by Sargon on Dec 22, 2005 15:08:30 GMT -5
the fealine are a rather good race i think, they are fitting in a world that has no elves.
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Post by Lord Kain on Dec 22, 2005 18:18:22 GMT -5
Children of the Great Old Ones. These are SOME of the creatures spawned by the Great Old Ones.
FELL TROLL,Large-size Giant (Lesser Servitor Race) Hit Dice: 6d8+36 (63 hp) Initiative: -1 (Dex) Speed: 40 Ft. AC: 16 (-1 Dex, +5 natural, +3 Hide) Attacks: Huge Club +8 melee, and bite +8 Melee Damage: Huge Club 1d12+7, bite 1d6+5, Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Spell-like abilties Special Qualities: Scent, cold immunity, low light vision, regeneration 5 Saves: Fort +11, Ref +1, Will +4 Abilities: Str 20, Dex 10, Con 22, Int 12, Wis 11, Cha 9 Skills: Climb+9, Hide+8*, Move Silently+4, Spot+4, Survival+4 Feats: Iron Will, Track, Power Attack Climate/Terrain: Primarly in the northlands and high mountains are known to roam great distance’s during winter months. Organization: Solitary, family (1d4+1), or tribe (2d8) Treasure: Half standard Alignment: Usually chaotic evil Advancement: By Character Class Combat Massively strong and cunning, these creatures are twisted versions of trolls that were taken in by the Great Old One Tsathogghua and twisted into even greater monstrosities. Fell Trolls fight with surprising intelligence and planning, often taking by surprise those who assume they are simple savages. They tend to avoid combat, but will attack humans if the odds seem right. They stand approximately 6 feet tall. Their dull white fur is caked to their bodies in foul matted strips, and they reek with unimaginable odors. They Spell Like Abilities (Sp): at will ray of frost, 1/day wall of ice, ice storm. Skills: * Fell Trolls receive a +4 racial bonus to Hide checks and survival rolls when in snowy terrain,
SAND-DWELLER Medium-size Monstrous Humanoid (Lesser Servitor Race) Hit Dice: 3d8+3 (18 hp) Initiative: +3 (Dex) Speed: 30 ft. AC: 16 (+3 Dex, +3 natural) Attacks: 2 Tentacles +6 melee Damage: Tentacles 1d6+2, (10ft reach) Face/Reach: 5 ft. by 5 ft./10 ft. Special Attacks: Spells Special Qualities: Light sensitive, dark vision 60 ft. Saves: Fort +3, Ref +8, Will +3 Abilities: Str 14, Dex 16, Con 13, Int 8, Wis 10, Cha 8 Skills: Climb +1, Hide +4, Listen +2, Move Silently +3, Spot +3 Feats: Weapon Finesses, Great Fortitude CR: 2 Climate/Terrain: The deserts of the Ivory Valley, Kraggmor, A few islands in Cith’Tor Organization: Solitary, gang (2d6), or colony (3d12) Treasure: Standard Alignment: Always neutral evil Advancement: 3-6HD (Medium-size)
Sand-dwellers are hunched, leering creatures that live in arid desert regions in deep caves and mines. They are approximately humanoid in size and shape, with large eyes and elephantine ears. Their rough skin is similar to sandpaper in texture, and their hands end in wickedly curved claws. Sand-dwellers are strictly nocturnal, and sources of bright light hurt their large sensitive eyes.
Combat Sand-dwellers enter combat wildly flailing their tenticled hands, screaming in unearthly wails of rage and eagerness.
Spell-Like-Abilities: Sand-dwellers with a Wisdom of 14 or greater) will have the following spell-like abiltiers. 3/day, Darkness, 1/day Contagion and unholy blight. Light-Sensitivity (Ex): Sand-dwellers suffer a -2 penalty to attack rolls in bright light.
LURKER INVISIBLE Medium-size Outsider (Lesser IServitor Race) Hit Dice: 3d8+12 (25 hp) Initiative: +8 (Dex, Improved Initiative) Speed: Fly 30 ft. (perfect) AC: 18 (+4 Dex, +4 deflection) Attacks: Claw +8 melee Damage: Claw 1d6+5 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Improved grab, acid Special Qualities: Natural invisibility, semi-material, animate corpse Saves: Fort +7, Ref +7, Will +8 Abilities: Str 20, Dex 18, Con 18, Int 12, Wis 20, Cha 18 Skills: Intimidate +8, Listen +9, Move Silently +8, Search +9, Sense Motive +9, Spot +9 Feats: Improved Initiative CR: 3 Climate/Terrain: Any land Organization: Solitary Treasure: None Alignment: Always chaotic evil Advancement: 4-6HD (Medium-size); 7-9HD (Large) Best described as a malevolent cloud of evil, a Lurker Invisible is a semi-material being from some unknown plane. A transparent creature that haunts the edges of visibility being partially incorporeal, it can move through solid objects like a ghost. Progress through material barriers can be slowed by the obstacle's density and thickness, however. A lurker invisible can solidify portions of its body to attack physically. When it does so, it manifests a huge clawed hand or paw and tears at its victim without mercy. A lurker invisible is capable of speech, but all it usually cares to say are harsh vocalizations of obscenity, incoherent growling, screams, and gasps. Most terrifying of all, a lurker invisible has the power to cloud the mind of those that see it, forcing them to bend to its will. His mind no longer his own, the pawn of a lurker invisible will do anything his dark master desires. Even the dead are not immune to the eldritch calls and commanding presence of the lurker invisible-these ghastly spirits can animate corpses and use them as pawns in its hunt for victims.
If its form is somehow revealed or defined, a lurker invisible resembles a swirling mass of claws, teeth, eyes, and limbs that hovers in a sphere of chaos. A lurker invisible is apparently some form of spirit creature, as it can be bound and warded by mystic symbols and rituals.
Combat A lurker invisible attacks by solidifying a paw with wickedly barbed talons with which it swipes at its prey. If a lurker invisible can kill its prey, it chews out the heart and leaves the rest of the mauled corpse to terrorize those that find it.
Improved Grab (Ex): To use this ability, the Lurker must hit a Medium-size or smaller opponent with a claw attack. If it gets a hold, it can make an automatic bite attack the following round as a move or attack action. The bite attack inflicts 1d6+2 damage.
Acid (Su): The Lurker can, as an attack action, generate a spray of alien acid which forces the targeted creatures within 30 feet to make a Reflex save (DC 15) or suffer 1d2 points of acid damage.
Natural Invisibility (Ex): Attackers must guess location, and all attacks are 50% likely to miss. A lurker is always invisible on this plane, even when attacking. Even if its form is somehow revealed, a lurker invisible becomes only partially visible as a whirling distortion in the air.
Semi-Material (Ex): The Lurker is only partially material, and has many of the benefits of being incorporeal. It can only be harmed by other incorporeal creatures, +1 or better magic weapons, spells, spell-like abilities, and supernatural abilities. It is immune to all non-magical attack forms, and any attack from a physical source has a 50% chance to miss. Force spells affect it normally, and it has a deflection bonus equal to its Charisma modifier. Unlike other incorporeal creatures, the Lurker does not always move silently and does have a Strength score. The Lurker can make physical attacks by solidifying its claws and teeth as needed. Passing through solid objects takes the lurker 1 round per 2 points of Hardness (i.e. a wall with a hardness of 10 takes the Lurker 5 rounds to move through).
Animate Dead (Sp): At will the Lurker can cast the spell animate dead as a 5th level caster.
BEING FROM XICLOTL Huge Aberration (Lesser Independent Race) Hit Dice: 8d8+64 (100 hp) Initiative: +2 (Dex) Speed: 30 ft. AC: 18 (-2 size, +2 Dex, +8 natural) Base Attack+6/ Grapple +24 Attacks: 6 tentacle rakes +14 melee Damage: Tentacle rake 1d6+10 Face/Reach: 5 ft. by 5 ft./10 ft. Special Attacks: Rend 2d6+10, improved grab, swallow whole Special Qualities: Blindsight, DR 10/slashing, vulnerability to fire. Saves: Fort +10, Ref +4, Will +6 Abilities: Str 31, Dex 14, Con 27, Int 7, Wis 10, Cha 8 Skills: Listen +11, Move Silently +9, Search +5, Spot +11 Feats: Alertness, Power Attack CR: 10 Climate/Terrain: Shadowmore Forest Organization: Solitary or troop (2d6) Treasure: None Alignment: Always neutral Advancement: 9-16HD (Huge), 17-24HD (Gargantuan),
These bizarre, tree-like creatures are the result of perverse experments. They serve only the Gread One Ones and outer gods. Some suspect they were the result of pervese experments by human wizards. Some sages believe they were once Treants that were taken in by the dark powers and twisted into these dark perversions.
A Xiclotlan is a tree-like creature, close to twenty feet tall with rough gray skin. Near the top of its cylindrical body there are six flailing tentacles under a toothy maw.
Combat Xiclotlans attack their prey with rakes from their long tentacles.
Rend (Ex): If a Xiclotlan hits with at least two tentacle rakes, it latches onto the opponent and tears the flesh. This attack automatically deals and additional 2d6+15 points of damage.
Improved Grab (Ex): To use this ability a Xiclotlan must hit a Medium-size or smaller opponent with at least two of its tentacles. If it gets a hold, it can try to swallow the foe.
Swallow Whole (Ex): A Xiclotlan can try to swallow a Medium-size or smaller opponent by making a successful grapple check. The swallowed creature takes 2d8+8 points of crushing damage per round plus 8 points of acid damage from the Xiclotlan's various ichors and alien digestive enzymes. A swallowed creature can cut its way out by using claws or a Small or Tiny slashing weapon to deal 20 points of damage to the gut (AC 20). Once the creature exits, muscular action closes the hole; another swallowed opponent must again cut its own way out. A Xiclotlan's gut can hold one Medium-sized, two Small, four Tiny, eight Diminutive, or sixteen Fine or smaller opponents.
Spider of Leng Huge Magical Beast (Lesser Independent Race) Hit Dice: 10d10+30 (85 hp) Initiative: +6 (Dex, Improved Initiative) Speed: 30 ft.,climb 20 ft. Armor Class: 14 (-2 size, +2 Dex, +4 natural) Attacks: Bite +12 melee Damage: Bite 2d6+ 6 + poison Face/Reach: 15 ft. by 15 ft./10 ft. Special Attacks: Poison, web Special Qualities: Damage reduction 10/+1, darkvision 60 ft., lowlight vision Saves: Fort +10, Ref +9, Will +4 Abilities: Str 18, Dex 15, Con 17, Int 14, Wis 13, Cha 11 Skills: : Climb +20, Hide +7*, Move Silently +6*, Spot +8 Feats: Dodge, Improved Initiative, Mobility, Spring Attack Climate/Terrain: Any warm Advancement: 11-25 HD (Huge), 26-50 HD (Gargantuan) CR: 6 *Spiders of Leng gain an additional +8 competence bonus on Hide and Move Silently checks when using their webs. There were scenes of old wars, wherein Leng's almost-humans fought with the bloated purple spiders of the neighboring vales. -- H.P. Lovecraft, The Dream-Quest of Unknown Kadath Leng spiders are huge, purplish arachnids, with pustulent bloated bodies and long, bristly legs. Their color, a pale mottled violet on their abdomens, shades to indigo on their forebodies, with legs and chelae tipped in black. Created by the Dread Old One Atlach-Nach the spiders of Leng are intelligent, dangerous, and gigantic. Newly hatched specimens are approximately the size of Shetland ponies. Some valleys in the Plateau of Leng are almost completely webbed over. Below the cover of webbing, artificial tunnels bustle with the fevered energy of the spiders. Citylike arrangements of web tunnels stretch for miles in all directions, and hundreds of feet up and down, creating three-dimensional structures of incredible complexity. Spiders of Leng constantly seek to expand their territory, pushing out into yet more valleys that they will in turn encase in webs. Sometimes their territorial urge is so overwhelming that they turn on themselves, especially when fresh food is at a premium.
Combat Spiders of Leng wait in their webs or in trees, 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.
Web (Ex): A Leng spider can create a web eight times per day. As one of these uses, the spider can make a ranged touch attack to ensnare an opponent. A web's maximum range is 50 feet, and no range penalties apply even at its maximum range. If the web hits, the target is entangled. An entangled creature suffers -2 on attack rolls and a -4 penalty to Dexterity. The web anchors the target in place, allowing no movement. If the entangled creature attempts to cast a spell, it must succeed at a Concentration check (DC 15) or be unable to cast the spell. The entangled creature can escape with an Escape Artist check (DC 20) as a full-round action. Alternatively, the strands can be burst with a Strength check (DC 25, also a full-round action); the web has 5 hit points. Approaching creatures must succeed at a Spot check (DC 20) 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 10 hit points, and sheet webs have damage reduction 5/fire. A spider can move across its own sheet web at its climb speed, and can determine the exact location of any creature touching its web.
Poison (Ex): Poison attacks require an initial Fortitude save (DC 22); a failed roll deals 1d8 points of Str damage. Regardless of the initial save, another Fort save is required 1 minute later (DC 22) to avoid secondary damage of 1d8 Str.
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Post by Sargon on Dec 23, 2005 2:59:25 GMT -5
LURKER INVISIBLE is one of the collest things i have heard of in a LONG time lord kain, really that is a cool moster.
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Post by Lord Kain on Dec 23, 2005 3:03:12 GMT -5
yeah those are only tweaked by me. There mostly adabted from d20 cthulhu
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