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Monstrous Humanoid

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1 Monstrous Humanoid on Mon Oct 25, 2010 8:09 am

Monstrous Humanoid


Monstrous humanoids are differentiated from humanoids by their monstrous or animalistic features, and not all are technically "humanoid" in body form. They also often have supernatural or extraordinary abilities. All monstrous humanoids have darkvision out to 60 feet. As a group, they have no other special abilities or immunities.

The following are examples of monstrous humanoids in Faerun.

* Centaur
* Derro
* Gargoyle
* Gnolls
* Hags
* Hagspawn
* Harpy
* Kuo-toa
* Medusa
* Minotaur
* Sahuagin
* Yuan-ti

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2 Re: Monstrous Humanoid on Mon Oct 25, 2010 8:10 am

Gnoll

Gnoll legends trace the origin of their species to the demon prince Yeenoghu. Known as the Beast of Butchery and Ruler of Ruin, Yeenoghu sought to spread his hand through the mortal world by creating an army that would sow discord and terror across civilized lands. His demons numbered too few and could not remain in the mortal world indefinitely, but Yeenoghu took a few of his mightiest and most savage demons and fed them to a pack of mortal hyenas. The essence of the demons fused with the animals, and their children were the first of the gnolls -- fierce humanoid creatures combining the traits of cunning hyena and vicious fiend. Yeenoghu charged the gnolls to spread horror in his name, bathing the lands in blood and bringing suffering to all things unfortunate enough to cross paths with the Children of Yeenoghu. Through this butchery, they earn a place of honor in the domain of the demon prince.

Bestial and bloodthirsty, gnolls are a savage race of hyena folk considered a blight upon the face of Faerun by other races. A gnoll is a nocturnal carnivore, preferring intelligent creatures for food because they scream more. Great numbers of gnolls inhabit the Plateau of Thay, providing the Red Wizards with fierce warriors to terrorize their own people as well as the neighboring lands.


Racial Traits:

- Ability Adjustments: +4 Strength, +2 Constitution, -2 Intelligence, -2 Charisma.

- Darkvision: Gnolls can see in the dark up to 60 feet.

- Natural Armor +1: +1 natural armor bonus.

- Favored Class: Ranger. A multiclass gnoll's ranger class does not count when determining whether he takes an experience point penalty for multiclassing.

- Level Adjustment +1: Gnolls are slightly more powerful and gain levels more slowly than other races. It will take more experience for a gnoll to reach level 2 than it would for normal races, for example.

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3 Re: Monstrous Humanoid on Mon Oct 25, 2010 8:10 am

Derro

Derro are degenerate and evil creatures of the Underdark, created from dwarf and human stock by some nameless deity of darkness and madness. Incredibly cruel and murderously insane, they enjoy taking slaves and torturing surface dwellers (especially humans) to death. They are afflicted by a form of racial madness, which most often manifest as delusions of grandeur coupled with an overpowering urge to inflect torment on other creatures. Derro are capable of holding their murderous impulses in check for short periods of time in order to cooperate with creatures of other races, but such arrangements rarely last more than a few weeks. Of course, no derro is capable of recognizing that he is out of his mind.

Derro are widespread and are likely to be found in small bands throughout the Underdark. They warrens exist in many drow and duergar cities, and independent derro strongholds lie in the deepest reaches of the Underdark. Derro scouts and marauders search the areas near and around their settlements for victims to enslave and torment.

The derro are a strange and sadistic race; furthermore, they are clever, stealthy, and murderously insane. It is very common for a derro to devote his or her self to some strange quest, such as collecting only certain types of gemstones for a magical device or slaying as many members of a particular race as possible. Other derro are assigned specific missions by powerful derro savants. These mission-driven derro might join a company of comrades to fulfill their irrational goals.

Derro appear to be degenerate dwarves, dwarflike humans, or some hybrid of the two. Their rough skin is white with bluish undertones and spotted with short tufts of coarse hair. Their hair is straight and tends to be tan or pale yellow.
Their eyes are most disturbing, lacking visible pupils.


Racial Traits:

- Ability Adjustments: +4 Dexterity, +2 Constitution, -6 Wisdom, +6 Charisma.

- Darkvision: Derro can see in the dark up to 60 feet.

- Light Sensitivity: Derro suffer a -1 penalty on attack rolls in sunlight or within the radius of a daylight spell.

- Light Blindness: Derro suffer a -2 circumstance penalty to attack rolls, saves, and checks in bright sunlight.

- Small: As a Small creature, a derro gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.

- Natural Armor +2: The hide of derro makes them more resistant to physical attacks.

- Poison Use: Derro are not at risk of poisoning themselves when handling poison.

- Sneak Attack: Any time a derro's opponent is denied his Dexterity bonus to AC, or if a derro flanks his opponent, he deals an extra 1d6 points of damage. This is just like the rogue's sneak attack and subject to the same limitations.

- Madness: Derro use their Charisma modifier on Will saves instead of their Wisdom modifier, and cannot be restored to sanity by any means short of a Miracle or Whish spell.

- Spell Resistance: An derro has spell resistance 11 + class levels.

- Spell-like Abilities 1/day:
Darkness as a sorcerer of equal level.

- Skills: Derro have a +4 racial bonus on Move Silently checks and a +3 racial bonus on Hide checks.

- Favored Class: Sorcerer. A multiclass derro's sorcerer class does not count when determining whether he takes an experience point penalty for multiclassing.

- Level Adjustment +2: Derro are more powerful and gain levels more slowly than other races. It will take more experience for a derro to reach level 2 than it would for normal races, for example.

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4 Re: Monstrous Humanoid on Mon Oct 25, 2010 8:11 am

Hagspawn

Sons of malicious, predatory mothers, hagspawn are not a complete race, as there are no females of their kind. Hags continue their awful lineage by taking human males for mates, usually murdering and devouring the hapless captive later. The female children of a hag quickly grow into hags like their mothers, but the male children are hagspawn - half-human outcasts. Feared and hated by normal humans, hagspawn must make their way in the world by dint of their strength, hardiness, and sheer determination.

Racial Traits:

- Ability Adjustments: +2 Strength, +2 Constitution, -2 Charisma.

- Darkvision: Hagspawn can see in the dark up to 60 feet.

- Natural Armor: +2 natural armor bonus.

- Spell Resistant: Spell resistance of 11 + character level.

- Favored Class: Barbarian. A multiclass hagspawn's barbarian class does not count when determining whether he takes an experience point penalty.

- Level Adjustment +2: Hagspawn are more powerful and gain levels more slowly than other races. It will take more experience for a hagspawn to reach level 2 than it would for normal races, for example.

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