Atlas   Rules   Resources   Adventures   Stories       FAQ   Search   Links



I didn't include krolli in my my article on playable reptilian species of Mystara because I've never really had a demand for them in my campaign. Partly I think they're just so obscure nobody has thought of using them.

But I quite like them, and I think that omission was a mistake. So here I want to bring them into the same framework as those reptilians.

The stats part is simple, how to handle their flight (they're described as short burst fast flyers) is fine... What I don't get here is what actually a krolli is. There's a grand total of one picture (that I'm aware of) in canon sources, and I just can't decide what that its meant to be based on.

Is that a beak? Is that a bony frill around the back of its head? Is this... A ceratopsian dinosaur based humanoid?

What actually IS a krolli? Whats the reptilian stock upon which it is based?

Krolli

by Cab Davidson

Here's where I am so far. It'll be in the chart of all reptilian races, using the same rules for max. intelligence and wisdom as Bruce first included in Dragon, they're going to have a maximum score of 14 for mental stats.

Krolli
Living primarily on the Arm of the Immortals, with a few scattered settlements on the Savage Coast, the krolli are an offshoot from a now extinct, ancient lineage of sentient ceratopsian humanoids, modified by Herathian wizards some 1700 years ago to have large, leathery wings. They stand 7’ to 8’ tall with greenish, scaled skin and a bony frill covering their heads and necks, they are muscular but lightly built (up 150 to 180 pounds). While shunning human communities, preferring to make their homes far from them, they are by nature mercenary and can be found among travellers plying their trade up and down the coast from Slagovich to the Arm of the Immortals. They are a brutal people, having suffered hard times through their history, leading to some unusual traditions. For example, under no circumstances will a krolli help their young to hatch from their eggs, leading to a shocking death rate with only a quarter of their young ever hatching. This, they believe, is necessary such that only the strong survive.
Krolli may, in theory, follow any faith, but among them the only immortal known to be followed is Ka.

Advancement and Physical Attributes: Krolli require 30% more experience points per level of experience than a human character. When generated, they have the following modifiers to their ability rolls. Str: +2 Int: -3 Wis: -2 Dex: +3 Con: +2 Cha: -2.

Special Abilities: From first level krolli can attack using their claws and bite attacks for 1d4/1d4/1d4. They can also fly, at a rate of 180’(60’), but they struggle when encumbered, being able to fly at full speed carrying up to 300cn, and at half speed with up to 450cn (but being unable to fly if more heavily encumbered). Their wings having been added magically, their frames are poor supports for flying, and they can only fly for 15 minutes before requiring a rest equally as long. They have poor (30’) infravision. Their bony head and neck plates protect them from knockout effects due to blows in combat.

At 3rd level, a krolli can attack with their natural claw and bite attacks for 1d6/1d6/1d6, and their heightened senses reduce the chance of being surprised to 1 on 1d6.

From 7th level, a krolli can attack with their natural claw and bite attacks for 1d6/1d6/1d8. From this level they can fly for half an hour before needing to rest for 15 minutes, and their natural heightened senses provide a +1 bonus to individual initiative.

From 14th level, a krolli’s natural claw attacks inflict the stun effect (as per weapon mastery rules) and their bite attack inflicts 1d8 damage. From this level they can fly for an hour before requiring 15 minutes rest.
From 21st level, krolli can fly at will, requiring no more rest than if they were walking. Their claws inflict 1d8 damage and still cause the stun effect, and their bite attack inflicts 1d12 damage.

Character Class: Almost all adventuring krolli are fighters, with a few being clerics of Ka. There are no known krolli adventurers of other classes.

Hit Dice: Krolli use the next higher hit dice (clerics roll 1d8 per level for HP, fighters roll 1d10).
Movement and Encumbrance: Krolli can move at 120’ (40’) on the ground and are able to carry a normal encumbrance load. They can fly at 180’ (60’), but this may be constrained by carrying a heavy load (as described above).

Languages: Krolli have their own language, which sounds surprisingly modern to most ears, having more in common with elven and Herathian than it does with other reptilian tongues. Most also learn a common tongue to the region in which they are found.

Weapons and Armour: Krolli may use any weapons permitted to their class, but many prefer to use their natural weapons. None that wish to fly can wear armour, but they do use shields.