The Dragonlance Nexus

Printed From:


D&D 3e (3.0/3.5) Rules

by James O'Rance

Medium-size Giant (Ogre)
Hit Dice: 4d8-4 (14 hp)
Initiative: +2 (Dex)
Speed: 30 ft.
AC: 15 (+2 Dex, +3 studded leather)
Attacks: Scimitar +4 melee; or dart +5 ranged
Damage: Scimitar 1d8+1; dart 1d4+1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Poison use
Special Qualities: Alternate form, darkvision 60 ft., spellcasting expertise
Saves: Fort +3, Ref +3, Will +3
Abilities: Str 12, Dex 14, Con 9, Int 15, Wis 11, Cha 16
Skills: Bluff +7, Diplomacy +7, Hide +4, Listen +1, Move Silently +4, Perform +7, Spellcraft +4, Spot +3, Swim +2
Feats: Iron Will
Climate/Terrain: Warm forest, marsh, and mountains
Organisation: Solitary, covey (2-5), or village (20-40)
Challenge Rating: 2
Treasure: 50% gems, double items, 50% goods
Alignment: Usually neutral evil
Advancement: By character class

The nzunta are descended from the First Born, ancient ogres of great power and beauty. Like their cousins the Irda and Mischta, the nzunta have managed to avoid the degeneration that other ogres suffered. However, they are just as cruel and malevolent as their ancestors were.

Nzunta are tall, slender creatures, averaging six feet in height and weighing 150 pounds. Although slender, they are quite strong with firm muscles and graceful movements. Nzunta skin tone is a deep blue-black, with similar hair, and their faces are drawn with drooping eyelids and a dispassionate look. Nzunta possess deep, beautiful voices, with a sinister accent.


Nzunta are eager fighters, but prefer to battle their enemies with magic. A nzunta who does not have at least one level of a spell-casting class is very rare indeed.

Alternate Form (Su): Nzunta can shapeshift into different forms. A nzunta can change his 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 his level).

The nzunta remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but the nzunta reverts to its original form when killed. A true seeing spell reveals both forms simultaneously.

Nzunta 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 nzunta 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 nzunta must rest for 5 rounds afterwards. For 2 rounds after this adjustment period, the nzunta suffers a -2 penalty to all rolls.

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

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

Poison Use (Ex): A nzunta often uses deadly sea snake venom on his weapons (Injury, Fortitude save DC 11; initial and secondary damage 2d6 temporary Constitution). The nzunta is experienced with the use of this poison, and runs no risk of accidentally poisoning himself.

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

Nzunta Society

The largest stronghold of the nzunta is hidden on the island of Fedron in the Spine of Taladas. The ogres build their homes out of solid stone on the sides of extinct volcanoes, reinforced to hold up against severe earthquakes. The island is divided into four major settlements, each ruled by a nzunta clan; there are approximately 50 nzunta in each village, with an additional 200 to 500 orughi slaves. The island of Fedron is ruled by the High Magus, a 12th-level sorcerer.

The nzunta practice infanticide, slaying any offspring that are not physically perfect (many show the characteristics of degenerate ogres and orughi). Because they have a policy of strict racial purity, the nzunta population remains quite small; there are less than 300 in the world of Krynn. They prefer to act through their worshipper-slaves, the orughi, while they remain hidden. Nzunta never expose themselves to danger, using orughi to fight all but the most desperate battles.


The favoured class of the nzunta is sorcerer; many nzunta pursue this class. Nzunta tend to become monks rather than fighters or warriors. Nzunta clerics worship the Queen of Darkness, and choose from the domains of Death, Evil, Healing, and Trickery.

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