Uldra

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Heinrich Schlitt (1849 Biebrich-Mosbach bis 1923 München) Heinrich Schlitt (1849 Biebrich-Mosbach bis 1923 München)

Uldras are enigmatic fey from the frozen north. They are strange and reclusive, preferring the company of wild animals to humanoids. Uldras are wild and free-spirited, and see themselves as the protectors of the arctic; they angrily resist contact with outsiders and react violently to humanoids who disrespect the natural world.

Uldras are mercurial creatures whose temperament can rapidly shift from merry laughter to savage anger to peaceful contemplation.
Even smaller than halflings, uldras rarely stand over three feet tall and weighing only 30-40 pounds. They have spindly limbs with only four digits on their hands and feet. Their skin is pale blue or snow white, while their hair is usually a darker blue or black. Uldras have a strongly elvish appearance, with pointed ears, large eyes, and otherwise delicate facial features.

As they are resistant to cold, they have little use for clothing except as fashion, wearing only light furs. Uldras love hats, especially pointed ones, and take pride in showing them off.
Uldras are nomads who shun permanent settlements and even buildings, making temporary homes out of caves, hollow trees, or ice tunnels.

They live in small clans of three to six family units in which all are considered equal; leadership is a temporary position assumed by the loudest or strongest individuals, and usually only lasts for a few weeks at most.
The only creatures whose company uldras enjoy are wild animals, other fey, and gnomes; they consider gnomes close relatives due to their fey origin and similar temperaments. They have nothing but animosity for the despoiling orcs and goblinoids, and view dwarves and humans with suspicion at best for felling trees and mining mountains for the sake of industry. Uldras are little-known as they are confined almost solely to artic lands. They range across the frozen northern continent, where they have a peaceful but distant relationship with the native humans and Snowcaster elves.
Originally posted on

THE CREATURE CHRONICLE

ULDRA CR: 1/2
XP: 200
Uldra druid 1
CN Small fey
Init: +1; Senses: Darkvision 120 ft., Low-Light Vision; Perception +3
DEFENSE
AC: 17, touch 12, flat-footed 16 (+3 armor, +1 Dexterity, +2 shield, +1 size)
hp: 11 (1 HD)
Fort +4, Ref +1, Will +5
DR 5/cold iron; Resist: Cold 5
OFFENSE
Speed: 20 ft.
Melee: scimitar +3 (1d4+1/18-20 plus 1 cold)
Ranged: Sling +2 (1d3+1/50 ft.)
Special Attacks: Frosty touch
Combat Gear: 20 sling bullets Domain
Spell-Like Abilities (CL 1st, concentration +4):
6/day - Storm burst (1d6 nonlethal)
Uldra Spell-Like Abilities (CL 1st, concentration +1, +2 melee or ranged touch):
3/day - ray of frost
1/day - speak with animals, touch of fatigue (DC 10)
Spells Prepared (CL 1st, concentration +4):
1st - entangle (DC 14), magic stone, obscuring mistD
0 (at will) - detect magic, read magic, stabilize, resistance
D Domain spell; Domain: Weather
STATISTICS
Strength 12, Dexterity 13, Constitution 14, Intelligence 8, Wisdom 17, Charisma 10
Base Atk: +0; CMB: +0; CMD: 11
Feats: Weapon Focus (scimitar)
Skills: Handle Animal +4, Knowledge (nature) +3, Ride +3, Survival +9; Racial Modifiers: +2 Knowledge (nature)
Languages: Common, Druidic, Sylvan
SQ: Nature bond (Weather domain), spontaneous casting (summon nature’s ally), wild empathy +1
SPECIAL ABILITIES
Frosty Touch (Su): As a free action, an uldra can infuse its hands with cold. While its hands are frosty, an uldra’s unarmed attacks do an additional 1 point of cold damage. Any melee weapon an uldra wields deals an additional 1 point of cold damage on a successful hit. This additional damage does not stack with a melee weapon’s ability to deal cold damage (if any).
The cold damage inflicted by an uldra’s frosty touch increases by 1 for every 5 HD it gains, to a maximum of 5 damage at 20 HD.
ECOLOGY
Environment: Cold forests
Organization: Pair, patrol (3-6), or company (11-30 plus 3 3rd-level sergeants, 5th-level captain, and 1-3
dire weasels or dire badgers)
Treasure: NPC gear (studded leather armor, heavy wooden shield)

ULDRA CHARACTERS

Uldras are an advanced race. GMs should carefully consider allowing their players to create uldra characters; if they do, refer to the rules on advanced races for challenging powerful PC races.

+2 Constitution, +2 Wisdom, -2 Strength

Small: Uldras are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Uldras have a base speed of 20 feet.
Darkvision: Uldras can see in the dark up to 120 feet.
Low-Light Vision: Uldras can see twice as far as humans in conditions of dim light.
Fey: Uldras are creatures of the fey type. They are immune to spells and effects that specifically affect only humanoids, such as charm person.
Fey Damage Resistance: Uldras gain DR 5/cold iron.
Cold Resistance: Uldras have resistance to cold 5.
Frosty Touch: See above.
Nature Scholar: Uldras receive a +2 racial bonus to Knowledge (nature) skill checks. Knowledge (nature) is a class skill for uldras.
Uldra Magic: Uldras gain the following spell-like abilities:

3/day - ray of frost;

1/day - speak with animals, touch of fatigue.

The caster level for these effects is equal to the uldra’s level. The DC for these spells is equal to 10 + the spell’s level + the uldra’s Charisma modifier.

Languages: Uldras begin play speaking Common and Sylvan. Uldras with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

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