The Dragonlance Nexus

Printed From:


D&D 3e (3.0/3.5) Rules

by James O'Rance

Medium-size Giant (ogre)
Hit Dice: 5d8-5 (17 hp)
Initiative: +2 (Dex bonus)
Speed: 30 ft.
AC: 12 (+2 Dex)
Attacks: Unarmed strike +4 melee; or sling +6 ranged
Damage: Unarmed strike 1d4 (subdual); sling 1d4
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Alternate form, darkvision 60 ft., spellcasting expertise, SR 15
Saves: Fort +3, Ref +5, Will +2
Abilities: Str 11, Dex 15, Con 8, Int 15, Wis 11, Cha 17
Skills: Bluff +7, Diplomacy +9, Hide +3, Listen +4, Move Silently +5, Perform +10
Feats: Improved Unarmed Strike, Lightning Reflexes
Climate/Terrain: Warm land
Organisation: Solitary, pair, or family (2-5)
Challenge Rating: 2
Treasure: 50% goods; 50% coins; double items
Alignment: Often lawful good
Advancement: By character class

The Irda are a handsome and gentle race of shapeshifting ogres who inhabit an idyllic island far from any civilised land. They are descended from the beautiful and powerful ancient ogres of Krynn, and are the subject of many superstitions. However, Irda are a thoughtful, peaceful people, repulsed by violence and evil.

Irda are tall, slender creatures, averaging six feet in height and weighing about 150 pounds. Females tend to be as tall and strong as males. Although slender, they are quite strong, as evidenced by their firm muscles. Their skin tones range from midnight blue to a deep sea green. Their drawn faces and drooping eyelids give the false impression that they are bored or uncaring. Irda hair is usually black, but it can also be silver or white. Irda always wear their hair short or keep it carefully combed. Irda have silver eyes.

The beautiful, mellifluous voice of an Irda is eerily moving, and they move with a fluid motion that is a joy to watch. Irda speak their own language, plus the ancient elven and ogre tongues.


Irda are averse to physical combat, and prefer to use slings, bolas, or other missile weapons. Irda feel awkward in armour and wear it only in the most extreme circumstances. Those Irda capable of using magic employ spells instead of weapons whenever possible.

Alternate Form (Su): Irda can shapeshift into different forms. An Irda can change her height by up to 2 feet in either direction and take the form of any humanoid race as though benefiting from a polymorph self spell (cast as a sorcerer of their level). Irda are most convincing as elves, half elves, and humans. However, shapeshifting requires quite a bit of practice and often drains the character for a while; after shifting, the Irda must rest for 1d6+6 rounds, and then suffers a -2 penalty to all rolls for 4 additional rounds as she remembers the nuances of her new body.

When reverting to her natural form, the Irda must rest for 5 rounds afterwards. For 2 rounds after this adjustment period, the Irda suffers a -2 penalty to all rolls.

An Irda usually practices assuming a specific form (the Shapechanging Expertise feat), which she can slip into and out of with a minimum of bother. Then she uses other forms only in rare instances.

Spellcasting Expertise (Su): Irda spellcasters benefit from one additional spell per day, chosen from any level that they can cast.

Skills: Irda gain a +4 racial bonus to Bluff, Diplomacy, and Perform checks.

Irda Society

The traditional homeland of the Irda is the island paradise of Anaiatha, which was hidden from the world by powerful magical cloaks. A king descended from the founder of their race, Igraine, rules Anaiatha. The king may be male or female. Irda do not engage in trade, nor do they create products of any value to other races.

Irda strive to live in perfect harmony with nature. An Irda will not intentionally harm a living creature unless his own life is in risk. For these reasons, Irda communities do not use leather, wool, or any other products from animals. They are strict vegetarians, and refuse to eat eggs or drink milk. Irda have no taste for alcohol of any kind. Instead, an Irda village cultivates a variety of fruits, grains, and vegetables.

After the Cataclysm, the forces of evil discovered Anaiatha, and captured many Irda. When these Irda later escaped, they were forced to wander Krynn, desperately searching for their homeland. Adventurers occasionally seek them out for information about exotic plants or animals. Irda usually trade such information in return for the adventurer's help in bringing a lost friend or relative to safety.

Irda Characters

The preferred class of Irda is sorcerer, although bards, clerics, and monks are also common.

Fan Ratings

Oops! You don't have the site cookie set. Please wait a minute and try again or click the help icon for more information.
. Tell us what you think! 

This item has been published here with permission from the author(s) and may not be reproduced without permission. This is a fan submission and its contents are completely unofficial. Some characters, places, likenesses and other names may be copyright Wizards of the Coast.