Beastiary (Blashyyrk Supplement)

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These are creatures usable in the blashyyrk campaign setting and or have been modified to fit the new rules.

Humanoids[edit]

GOBLIN[edit]

Goblin, 1st-Level Warrior
Size/Type: Small Humanoid (Goblinoid)
Hit Dice: 1d8+1 (5 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Defense Value: 14 (+1 size, +3 light shield), touch 12, flat-footed 14
DR: 4 (+3 leather, +1 light helmet), Pierced DR 2, Ex -, Su -
Base Attack/Grapple: +1/–3
Attack: Morningstar +2 melee (1d6) or javelin +3 ranged (1d4)
Full Attack: Morningstar +2 melee (1d6) or javelin +3 ranged (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Darkvision 60 ft.
Saves: Fort +3, Ref +1, Will –1
Abilities: Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6
Skills: Hide +5, Listen +2, Move Silently +5, Ride +4, Spot +2
Feats: Alertness
Environment: Temperate plains
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 worg mounts), or tribe (40–400 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th–8th level, 10–24 worgs, and 2–4 dire wolves)
Challenge Rating: 1/3
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: +0

A goblin stands 3 to 3-1/2 feet tall and weigh 40 to 45 pounds. Its eyes are usually dull and glazed, varying in color from red to yellow. A goblin’s skin color ranges from yellow through any shade of orange to a deep red; usually all members of a single tribe are about the same color. Goblins wear clothing of dark leather, tending toward drab, soiled-looking colors. Goblins speak Goblin; those with Intelligence scores of 12 or higher also speak Common.

Most goblins encountered outside their homes are warriors; the information in the statistics block is for one of 1st level.

COMBAT[edit]

Being bullied by bigger, stronger creatures has taught goblins to exploit what few advantages they have: sheer numbers and malicious ingenuity. The concept of a fair fight is meaningless in their society. They favor ambushes, overwhelming odds, dirty tricks, and any other edge they can devise.

Goblins have a poor grasp of strategy and are cowardly by nature, tending to flee the field if a battle turns against them. With proper supervision, though, they can implement reasonably complex plans, and in such circumstances their numbers can be a deadly advantage.

Skills: Goblins have a +4 racial bonus on Move Silently and Ride checks. Goblin cavalry (mounted on worgs) usually select the Mounted Combat feat in place of the Alertness feat, which reduces their Spot and Listen check modifiers from +3 to +1.

Challenge Rating: Goblins with levels in NPC classes have a CR equal to their character level –2.

GOBLINS AS CHARACTERS[edit]

Goblin characters possess the following racial traits.

The goblin warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

SEE WIKIPEDIA ENTRY:

ORC[edit]

Orc 1st-Level Warrior
Size/Type: Medium Humanoid (Orc)
Hit Dice: 1d8+1 (5 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Defense Value: 13 (+3 parry), touch 10, flat-footed 10
DR: 5 (+4 studded leather, +1 light helmet), Pierced DR : 2, Ex -, Su -
Base Attack/Grapple: +1/+4
Attack: Falchion +4 melee (2d4+4/18–20) or javelin +1 ranged (1d6+3)
Full Attack: Falchion +4 melee (2d4+4/18–20) or javelin +1 ranged (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Darkvision 60 ft., light sensitivity
Saves: Fort +3, Ref +0, Will –2
Abilities: Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 6
Skills: Listen +1, Spot +1
Feats: Alertness
Environment: Temperate hills
Organization: Gang (2–4), squad (11–20 plus 2 3rd-level sergeants and 1 leader of 3rd–6th level), or band (30–100 plus 150% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Often chaotic evil
Advancement: By character class
Level Adjustment: +0

An orc’s hair usually is black. It has lupine ears and reddish eyes. Orcs prefer wearing vivid colors that many humans would consider unpleasant, such as blood red, mustard yellow, yellow-green, and deep purple. Their equipment is dirty and unkempt. An adult male orc is a little over 6 feet tall and weighs about 210 pounds.

Females are slightly smaller.

The language an orc speaks varies slightly from tribe to tribe, but any orc is understandable by someone else who speaks Orc. Some orcs know Goblin or Giant as well.

Most orcs encountered away from their homes are warriors; the information in the statistics block is for one of 1st level.

COMBAT[edit]

Orcs are proficient with all simple weapons, preferring those that cause the most damage in the least time. Many orcs who take up the warrior or fighter class also gain proficiency with the falchion or the greataxe as a martial weapon. They enjoy attacking from concealment and setting ambushes, and they obey the rules of war (such as honoring a truce) only as long as it is convenient for them.

Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within the radius of a daylight spell.

ORCS AS CHARACTERS[edit]

Orc Traits (Ex): Orcs possess the following racial traits.

The orc warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

HALF-ORCS[edit]

These orc–human crossbreeds can be found in either orc or human society (where their status varies according to local sentiments), or in communities of their own. Half-orcs usually inherit a good blend of the physical characteristics of their parents. They are as tall as humans and a little heavier, thanks to their muscle. They have greenish pigmentation, sloping foreheads, jutting jaws, prominent teeth, and coarse body hair. Half-orcs who have lived among or near orcs have scars, in keeping with orcish tradition.

Half-Orc Traits (Ex): Half-orcs possess the following racial traits.

SEE WIKIPEDIA ENTRY: Orc

OGRE[edit]

Ogre
Size/Type: Large Giant
Hit Dice: 4d8+11 (29 hp)
Initiative: –1
Speed: 30 ft. in hide armor (6 squares); base speed 40 ft.
Armor Defense Value: 17 (–1 size, +3 natural, +5 parry(+5 str)), touch 8, flat-footed 12
DR: 6 (+2 natural, +4 hide), Pierced DR : 4, Ex -, Su -
Base Attack/Grapple: +3/+12
Attack: greatclub +8 melee (2d8+7) or javelin +1 ranged (1d8+5)
Full Attack: greatclub +8 melee (2d8+7) or javelin +1 ranged (1d8+5)
Space/Reach: 10 ft./10 ft.
Special Attacks:
Special Qualities: Darkvision 60 ft., low-light vision
Saves: Fort +6, Ref +0, Will +1
Abilities: Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7
Skills: Climb +5, Listen +2, Spot +2
Feats: Toughness, Weapon Focus (greatclub)
Environment: Temperate hills
Organization: Solitary, pair, gang (3–4), or band (5–8)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +2

Adult ogres stand 9 to 10 feet tall and weigh 600 to 650 pounds. Their skin color ranges from dull yellow to dull brown. Their clothing consists of poorly cured furs and hides, which add to their naturally repellent odor.

Ogres speak Giant, and those specimens who boast Intelligence scores of at least 10 also speak Common.

COMBAT[edit]

Ogres favor overwhelming odds, sneak attacks, and ambushes over a fair fight. They are intelligent enough to fire ranged weapons first to soften up their foes before closing, but ogre gangs and bands fight as unorganized individuals.

OGRES AS CHARACTERS[edit]

Ogre characters possess the following racial traits.

SEE WIKIPEDIA ENTRY: Ogre

TROLL[edit]

Troll
Size/Type: Large Giant
Hit Dice: 6d8+36 (63 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Defense Value: 16 (–1 size, +2 Dex, +4 natural), touch 11, flat-footed 14
DR: 5 (+5 natural), Pierced DR : -, Ex -, Su -
Base Attack/Grapple: +4/+14
Attack: Claw +9 melee (1d6+6)
Full Attack: 2 claws +9 melee (1d6+6) and bite +4 melee (1d6+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rend 2d6+9
Special Qualities: Darkvision 90 ft., low-light vision, regeneration 5, scent
Saves: Fort +11, Ref +4, Will +3
Abilities: Str 23, Dex 14, Con 23, Int 6, Wis 9, Cha 6
Skills: Listen +5, Spot +6
Feats: Alertness, Iron Will, Track
Environment: Cold mountains
Organization: Solitary or gang (2–4)
Challenge Rating: 5
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +5

Trolls walk upright but hunched forward with sagging shoulders. Their gait is uneven, and when they run, their arms dangle and drag along the ground. For all this seeming awkwardness, trolls are very agile.

A typical adult troll stands 9 feet tall and weighs 500 pounds. Females are slightly larger than males. A troll’s rubbery hide is moss green, mottled green and gray, or putrid gray. The hair is usually greenish black or iron gray.

Trolls speak Giant.

COMBAT[edit]

Trolls have no fear of death: They launch themselves into combat without hesitation, flailing wildly at the closest opponent. Even when confronted with fire, they try to get around the flames and attack.

Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage.

Regeneration (Ex): Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

TROLLS AS CHARACTERS[edit]

Troll characters possess the following racial traits.

SEE WIKIPEDIA ENTRY: Troll

Bandits[edit]

Forest bandit, thug[edit]

Human bandit thug, 1st-Level Warrior
Size/Type: Medium Humanoid
Hit Dice: 1d8+1 (5 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Defense Value: 15 (+3 light shield, +2 parry), touch 10, flat-footed 13
DR: 4 (+3 leather), Pierced DR 2, Ex -, Su -
Base Attack/Grapple: +1/+2
Attack: Club +2 melee (1d6+1) or shortspear +2 melee (1d6+1) or shortbow +1 ranged (1d6) or shortspear/club +2 ranged (1d6+1)
Full Attack: Club +2 melee (1d6+1) or shortspear +2 melee (1d6+1) or shortbow +1 ranged (1d6) or shortspear +2 ranged (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: -
Saves: Fort +3, Ref +0, Will –1
Abilities: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8
Skills: Hide +2, Listen +2, Move Silently +2, Intimidate +3, Spot +2
Feats: Alertness
Environment: Temperate forest
Organization: Gang (4–9), band (10–20 plus 1 3rd-level sergeant per 10 adults and 1 leader of 4th–6th level)
Challenge Rating: 1/3
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: +0

You see a filthy man in rags carrying a club step out of the bushes ahead of you

COMBAT[edit]

Prefer to ambush people and ransom their passage. They may try to run if things turn against them. All bandit thugs carry two weapons, one for melee and one for a ranged attack. If they have a shortbow they have 10 arrows.

Animals and Mounts[edit]

CHALIKO[edit]

CHALIKO, WORK[edit]

Size/Type: Large Animal
Hit Dice: 4d8+6 (26 hp)
Initiative: +1
Speed: 40 ft. (10 squares)
Armor Defense Value: 13 (–1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
DR: 2, Pierced DR : -, Ex -, Su -
Base Attack/Grapple: +2/+9
Attack: Claw +5 melee (1d8+3)
Full Attack: 2 2 Claws +5 melee (1d8+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Rend 2d8+3
Special Qualities: Low-light vision, scent, Dire
Saves: Fort +6, Ref +5, Will +5
Abilities: Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Skills: Listen +7, Spot +6
Feats: Endurance, Alertness
Environment: Temperate and warm plains
Organization: Solitary, pair, herd(3-8) or domesticated
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement:
Level Adjustment:

This creature looks like a cross between a horse and a bear. Its body plan is horselike, but it has huge bear claws on its hands and feet. However, it appears to be using those claws to pull down tree branches, not unlike a ground sloth. It still looks like it could defend itself if need be.

Moropus (meaning 'slow foot') was a chalicothere (a relative of the horse) and a contemporary of Dinohyus, a likely predator. Much like the giant ground sloths, chalicotheres were probably browsers that used their claws to grasp branches and forage for food.

A moropus stands 8 feet tall at the shoulder, is 12 feet long and weighs 1 to 2 tons.

Carrying Capacity: A light load for a chaliko is up to 200 pounds; a medium load, 201–400 pounds; and a heavy load, 401–600 pounds. A chaliko can drag 3,000 pounds.

COMBAT[edit]

Moropus do not like to fight, but will use their claws if their life is on the line.

Rend (Ex): If a chaliko hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d8+4 points of damage.

Dire (Ex): A chaliko is considered to be a dire animal for the purposes of saving throws.

SEE WIKIPEDIA ENTRY: Chaliko

CHALIKO, WAR[edit]

Size/Type: Large Animal
Hit Dice: 4d8+7 (30 hp)
Initiative: +1
Speed: 40 ft. (10 squares)
Armor Defense Value: 13 (–1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
DR: 2, Pierced DR : -, Ex -, Su -
Base Attack/Grapple: +2/+9
Attack: Claw +6 melee (1d8+4)
Full Attack: 2 2 Claws +6 melee (1d8+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Rend 2d8+3
Special Qualities: Low-light vision, scent, Dire
Saves: Fort +7, Ref +5, Will +5
Abilities: Str 18, Dex 13, Con 17, Int 2, Wis 12, Cha 6
Skills: Listen +7, Spot +6
Feats: Endurance, Alertness
Environment: Temperate and warm plains
Organization: Solitary, pair, herd(3-8) or domesticated
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement:
Level Adjustment:

This creature looks like a cross between a horse and a bear. Its body plan is horselike, but it has huge bear claws on its hands and feet. However, it appears to be using those claws to pull down tree branches, not unlike a ground sloth. It still looks like it could defend itself if need be.

A moropus stands 8 feet tall at the shoulder, is 12 feet long and weighs 1 to 2 tons.

Carrying Capacity: A light load for a warchaliko is up to 300 pounds; a medium load, 301–600 pounds; and a heavy load, 601–900 pounds. A heavy warhorse can drag 4,500 pounds.

COMBAT[edit]

Moropus do not like to fight, but will use their claws if their life is on the line.

Rend (Ex): If a chaliko hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d8+4 points of damage.

Dire (Ex): A chaliko is considered to be a dire animal for the purposes of saving throws.

HORSE[edit]

RIDING HORSE[edit]

Size/Type: Large Animal
Hit Dice: 3d8+6 (19 hp)
Initiative: +1
Speed: 60 ft. (12 squares)
Armor Defense Value: 13 (–1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
DR: 2, Pierced DR -, Ex -, Su -
Base Attack/Grapple: +2/+8
Attack: Hoof –2 melee (1d4+1*)
Full Attack: 2 hooves –2 melee (1d4+1*)
Space/Reach: 10 ft./5 ft.
Special Attacks:
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +4, Will +2
Abilities: Str 14, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Skills: Listen +4, Spot +4
Feats: Endurance, Run
Environment: Temperate plains
Organization: Domesticated or herd (6–30)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement:
Level Adjustment:

Horses are widely domesticated for riding and as beasts of burden.

The statistics presented here describe smaller breeds of working horses such as quarter horses and Arabians as well as wild horses. These animals are usually ready for useful work by age two.

Carrying Capacity: A light load for a light horse is up to 150 pounds; a medium load, 151–300 pounds; and a heavy load, 301–450 pounds. A light horse can drag 2,250 pounds.

COMBAT[edit]

A horse not trained for war does not normally use its hooves to attack. Its hoof attack is treated as a secondary attack and adds only half the horse’s Strength bonus to damage. (These secondary attacks are noted with an asterisk in the Attack and Full Attack entries for the heavy horse and the light horse.)

A light horse cannot fight while carrying a rider.

SEE WIKIPEDIA ENTRY: Horse

WARHORSE[edit]

Size/Type: Large Animal
Hit Dice: 3d8+9 (22 hp)
Initiative: +1
Speed: 60 ft. (12 squares)
Armor Defense Value: 14 (–1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
DR: 2, Pierced DR -, Ex -, Su -
Base Attack/Grapple: +2/+9
Attack: Hoof +4 melee (1d4+3)
Full Attack: 2 hooves +4 melee (1d4+3) and bite –1 melee (1d3+1)
Space/Reach: 10 ft./5 ft.
Special Attacks:
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +4, Will +2
Abilities: Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills: Listen +4, Spot +4
Feats: Endurance, Run
Environment: Temperate plains
Organization: Domesticated
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement:
Level Adjustment:

Horses are widely domesticated for riding and as beasts of burden.

These animals are similar to riding horses but are trained and bred for strength and aggression. They usually are not ready for warfare before age three.

Carrying Capacity: A light load for a light warhorse is up to 230 pounds; a medium load, 231–460 pounds; and a heavy load, 461–690 pounds. A light warhorse can drag 3,450 pounds.

COMBAT[edit]

A horse not trained for war does not normally use its hooves to attack. Its hoof attack is treated as a secondary attack and adds only half the horse’s Strength bonus to damage. (These secondary attacks are noted with an asterisk in the Attack and Full Attack entries for the heavy horse and the light horse.)

A light warhorse can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.

SEE WIKIPEDIA ENTRY:

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