These are new creatures that I use in my campaign. Some of these are found only in the Derya region.
|
Hit
Dice: |
12d8+12
(60 hp) |
|
Initiative: |
+6
(+2 Dex, +4 Improved Initiative) |
|
Speed: |
10
ft, fly 40 ft (good) |
|
Armor
Class: |
25
(-1 size, +2 Dex, +14 natural) |
|
Attack: |
10
Tentacle attacks +12 melee, eye ray +7 ranged touch, bite +7 melee |
|
Damage: |
Tentacle
2d4+4, Bite 2d6+4 (Crit 19-20/x2) |
|
Face/Reach: |
5
ft by 5 ft./10 ft. |
|
Special
Attacks: |
Negation
cone, improved grab |
|
Special
Qualities: |
All-around
vision, fly |
|
Saves: |
Fort
+5, Ref +6, Will +12 |
|
Abilities: |
Str
18, Dex 14, Con 12, Int 17, Wis 15, Cha 15 |
|
Skills: |
Hide
+10, Knowledge (psionics) +10, Listen +15, Search +18, Spot +20 |
|
Feats: |
Alertness,
Flyby Attack, Improved Critical (Bite), Improved Initiative, Iron Will,
Shot on the Run |
|
Climate/Terrain |
Any
land and underground |
|
Organization: |
Solitary,
pair, or cluster (3-8) |
|
Challenge
Rating: |
12 |
|
Treasure: |
Double
standard |
|
Alignment: |
Usually
lawful evil |
|
Advancement: |
12-24
HD (Large); 25-32 HD (Huge) |
Athasian beholders are very different from their
conterparts from other worlds. Instead of a big central eye, they have 12 eyes
all around their bodies. Their tentacles are ended in serrated spikes instead of
magic eyes.
All-Around
Vision (Ex):
Because of their numerous eyes, Athasian beholders gain +4 bonus on all spot and
search checks. Also, they can’t be flanked.
Flight
(Ex): A
beholder’s body is naturally buoyant. This buoyancy allows it to fly as the
spell, as a free action, at the speed of 40 ft. This buoyancy also grants it a
permanent feather fall effect with personal range.
Improved
Grab (Ex): To
use this, the beholder must hit with a tentacle attack. If the beholder is
successful in its grab attack (grab bonus +17), it automatically bites,
inflicting 2d6+4 damage.
Negation
Cone (Su):
Athasian beholders’ eyes may emit a negation cone 90 ft long that nullifies
all psionics and magic. A beholder may use this attack with only 2 of its eyes
each round.
These
creatures survived the Cleansing Wars because they were in suspended animation
to be used as a secret weapon against the Champions. However, just after they
were reanimated, one of Rajaat’s generals (who wasn’t a Champion) used a
spell to send them far away. These creatures roamed the unknown world until they
found a place were prey was abundant.
Athasian
beholders live in small clusters, where the leaderships is rotated among the
members in a three-year basis. They hate everything that’s not like them.
|
Hit
Dice: |
1d8+1
(5 hp) |
|
Initiative: |
+0 |
|
Speed: |
20
ft. |
|
AC: |
16
(+1 size, +4 chitin armor, +1 small shield) |
|
Attacks: |
Short
sword +2 melee, or light crossbow +2 ranged |
|
Damage: |
Short
sword 1d6-1, or light crossbow 1d8 |
|
Face/Reach: |
5
ft. by 5 ft./5 ft. |
|
Special
Attacks: |
Ogre
bane, psionic powers |
|
Special
Qualities: |
Low-light
vision, scent, small, speak with animals |
|
Saves: |
Fort
+3, Ref +0, Will +0 |
|
Abilities: |
Str
8, Dex 10, Con 12, Int 11, Wis 11, Cha 11 |
|
Skills: |
Listen
+4, Spot +2 |
|
Feats: |
Weapon
Focus (short sword) |
|
Climate/Terrain: |
Any
forest, hill, and underground |
|
Organization: |
Company
(2-4), squad (11-20), or band (30-50) |
|
Challenge
Rating: |
1/2 |
|
Treasure: |
Standard |
|
Alignment: |
Usually
neutral |
|
Advancement: |
By
character class |
Gnomes
lived in the forests. Although they were allied to the pixies, instead of just
living in the woods they built their cities in it
Gnomes
spoke their own language, Gnome. Gnome leaders and most of their traders knew
Common, while warriors usually learnt Ogrish to better understant their sworn
enemies.
Gnomes
made heavy use of carefully prepared ambushes and traps against their ogre
enemies and Champions’ minions alike.
Low-light
Vision (Ex):
Gnomes can see twice as far as a human in starlight, moonlight, torchlight, and
similar conditions of poor illumination.
Ogre
Bane (Ex):
since ogres are their natural enemies, gnomes developed special abilities to
fight them:
Psionic
Powers (Sp):
Gnomes may manifest the powers chameleon, expanded vision and suggestion,
each once per day as manifested by a psion of the gnome’s character level.
Speak
with Animals (Sp):
Once per day a gnome can use speak with animals as a 1st-level druid to
communicate with any animal of the woods.
Small:
Gnomes gain a +1 size bonus to AC and attack rolls and a +4 size bonus to Hide
checks, but they must use smaller weapons than humans use, and their lifting and
carrying limits are three-quarters of those of Medium-size creatures.
Skills:
Gnomes receive a +2 racial bonus to Listen checks, for their keen hearing, and
to Alchemy checks, because their sensitive noses allow them to monitor
alchemical processes by smell. They also receive a +4 racial bonus to Hide
checks, which improves to +8 in a wooded area.
Gnome
cities were undistinguishable from the woods where they were located. The same
trees that protected the gnomes from their natural enemies were the instruments
of their downfall: when the trees that held their cities were destroyed by the
defiling spells of the Champions.
A
gnome’s favored class was ranger.
|
Hit
Dice: |
9d10+45 (94 hp) |
|
Initiative: |
+2 |
|
Speed: |
40 ft. |
|
Armor
Class: |
23 (–1 size, +2 Dex, +12 natural) |
|
Attack: |
Bite +16 melee and 2 claws +10 melee |
|
Damage: |
Bite
2d8+7, Claws 2d6+3 |
|
Face/Reach: |
5
ft by 10 ft./5 ft. |
|
Special
Attacks: |
Leap |
|
Special
Qualities: |
Darkvision 60 ft., lowlight vision, scent, Blindsight
60 ft. |
|
Saves: |
Fort +11, Ref +8, Will +6 |
|
Abilities: |
Str 25, Dex 15, Con 20, Int 2, Wis 13, Cha 6 |
|
Skills: |
Jump +17, Listen +7, Spot +5 |
|
Feats: |
Alertness, Iron Will, Track, Weapon Focus (bite) |
|
Climate/Terrain |
Forests
and swamps |
|
Organization: |
Solitary,
pair |
|
Challenge
Rating: |
7 |
|
Treasure: |
None |
|
Alignment: |
Always
neutral |
|
Advancement: |
10–16
HD (Large); 17–27 HD (Huge) |
Hunting lizards are look like large, hairy, armored
iguanas. However, they have powerful, serrated teeth, and sharp claws.
Hunting lizards are called this way because, since the
Derya region was discovered, they were domesticated and used as guard animals
because of their good vision, excelent scent ability and the capacity to feel
vibrations through the infinity of barbs that extend from every part if their
bodies.
Wild hunting lizards usually attack anything they
regards as edible, choosing the easiest prey first.
Leap (Ex):
A hunting lizard can jump into the air during combat. This allows it to make four claw
attacks instead of two, each with a +15 attack bonus, but it cannot bite.
|
Hit
Dice: |
8d10+32 (76 hp) |
|
Initiative: |
+6 |
|
Speed: |
40 ft |
|
Armor
Class: |
18 (-1 size, +2 Dex, +7 natural) |
|
Attack: |
2 claws +17 melee, bite +12 melee |
|
Damage: |
Claw 1d6+10, bite 1d8+5 |
|
Face/Reach: |
5 ft. by 10 ft./5 ft |
|
Special
Attacks: |
Pounce, improved grab, rake 1d6+5, The Way |
|
Special
Qualities: |
Darkvision 60 ft, Low Light Vision, Scent, The Way |
|
Saves: |
Fort +10, Ref +8, Will +8 |
|
Abilities: |
Str 30, Dex 15, Con 18, Int 3, Wis 14, Cha 11 |
|
Skills: |
Hide +5*, Jump +11, Listen +5, Move Silently +8, Spot +5 |
|
Feats: |
Combat Reflexes, Improved Initiative |
|
Climate/Terrain |
Flat deserts, mountains, and plains |
|
Organization: |
Solitary, pair, or pride (6-10) |
|
Challenge
Rating: |
7 |
|
Treasure: |
None |
|
Alignment: |
Always neutral |
|
Advancement: |
9-16 HD (Large); 17-24 HD (Huge) |
Athasian
lions are similar to normal lions, except that they are larger and have a
chitinous shell protecting their backs, heads and chests. They are colored a
sandy brown, and look extremely dangerous.
Athasian
lions usually are found in prides, with a single adult male as the leader. When
found in pairs, it consists in a young male adult and a female beginning a new
pride. Lone lions are usually old, having been beaten by a younger lion and
driven away from its former pride.
Although
most people think they're not common, the truth is that, since the athasian lion
is a powerful foe, most of those who find one end up as a meal.
A
pride of Athasian lions usually has a fixed (and rather large) territory where
they hunt, each day moving to a different place within it. While moving to a
different place, they do it by sunset, assuming shadow forms so they will not
alert neither prey nor those few creatures that hunt them for food.
Athasian
lions use their Detect Psionics power to search for prey. Then they approach
their victims using their Chameleon power, poucing and raking them. When
employing pack tactics against larger victims, they move around the prey and
take turns attacking it until they're too weak due to blood loss.
Pounce
(Ex): If a
lion leaps upon a foe during the first round of combat, it can make a full
attack even if it has already taken a move action.
Improved
Grab (Ex): To
use this ability, the athasian lion must hit with its bite attack. If it gets a
hold, it can rake.
Rake
(Ex): An
athasian lion can make two rake attacks (+17 melee) against a held creature with
its hind legs for 1d6+5 damage each. If the lion pounces on an opponent, it can
also rake.
Skills:
Athasian lions receive a +4 racial bonus to Hide and Move Silently checks. *In
areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.
The
Way (Sp): An
Athasian lion may use the following powers at will: Chameleon, Claws of the
Vampire, Detect Psionics, Recall Agony, Shadow Body, See Sound. These powers
work as used by a Psion of 16th level.
Attack/Defense
Modes: Id Insinuation, Mind Thrust, Psychic Crush/Intellect Fortress, Mental
Barrier, Tower of Iron Will
|
Hit
Dice: |
12d8+36
(98 hp) |
|
Initiative: |
+5
(+1 Dex, +4 Improved Initiative) |
|
Speed: |
30
ft. |
|
Armor
Class: |
15
(-1 size, +1 Dex, +5 natural) |
|
Attack: |
2
Claw attacks +13 melee, 4 tentacle attacks +8 melee |
|
Damage: |
Claw 1d8+5, Tentacle 1d6+2 |
|
Face/Reach: |
5
ft by 5 ft./10 ft. |
|
Special
Attacks: |
Mind
Blast, psionics, improved grab, extract |
|
Special
Qualities: |
Darkvision
60 ft, psionics, SR 22, Telepathy |
|
Saves: |
Fort
+7, Ref +5, Will +10 |
|
Abilities: |
Str
20, Dex 12, Con 16, Int 12, Wis 14, Cha 16 |
|
Skills: |
Concentration
+9, Hide +7, Intimidate +9, Move Silently +7, Spot +8 |
|
Feats: |
Alertness,
Cleave, Great Cleave, Improved Initiative, Power Attack |
|
Climate/Terrain |
Underground |
|
Organization: |
Solitary,
pair, gang (3–5) or tribe (10-40) |
|
Challenge
Rating: |
10 |
|
Treasure: |
Standard |
|
Alignment: |
Always
Chaotic Evil |
|
Advancement: |
By
character class |
Athasian Illithids are descended from a group of
Illithids that were on Athas, hunting a group of githyanki, when the bomb that
turned the githyanki into giths was detonated. These mind flayers were also
affected, becoming stupid brutes, at least to the eyes of the normal mind flayer
society.
These creatures look like large, hulking mind flayers,
with powerful talons and long tentacles that give them reach.
These sadistic, bestial creatures also speak common,
although they prefer to communicate telepathically.
Athasian illithids usually start combat employing mind
blasts, then closing in to extract the brain of their helpless victims. If the
prey resists the mind blast, they’ll close in for the kill, using their claws
of a variety of other wepons.
Mind
blast (Sp):
Cone 40ft, Will DC 19 or stunned 2d4 rounds.
Psionics
(Sp): At will,
as an 8th level sorcerer (DC 13+level) – charm monster, detect
thoughts, levitate and suggestion.
Improved
Grab (Ex): to
use this ability, a mind flayer must hit a small to Huge creature with its
tentacle attack. After a successful grab, it can try to attack its remaining
tentacles with a single grapple check (grapple bonus +18).
Extract (Ex):
a mind flayer that begins its turn with all tentacles attachec and successfully
maintains its hold automatically extracts the opponent’s brain, instantly
killing that creature.
Telepathy (Su):
Mind flayers can communicate telepathically with any creature within 100 feet
that has a language.
Athasian mind flayers gather in tribes. Since their
transformation, they aren’t led by elder brains (and don’t have the capacity
to produce one), but by a strong leader.
To grow new members of their society, they capture
humanoids that are used as hosts to the implantation of their young.
The favored class of Athasian mind flayers is psychic
warrior.
|
Hit
Dice: |
5d8+5
(27 hp) |
|
Initiative: |
+1
(Dex) |
|
Speed: |
40
ft |
|
Armor
Class: |
15
(-1 size, +1 Dex, +4 natural, +1 small wooden shield) |
|
Attack: |
Spear
+8 melee, 2 claws +3 melee |
|
Damage: |
Spear
1d8+4; claw 1d6+2 |
|
Face/Reach: |
5
ft by 10 ft./5 ft. |
|
Special
Attacks: |
Pounce,
rake |
|
Special
Qualities: |
Invisibility,
low-light vision |
|
Saves: |
Fort
+2, Ref +5, Will +5 |
|
Abilities: |
Str
18, Dex 12, Con 12, Int 11, Wis 13, Cha 10 |
|
Skills: |
Climb
+10, Hide +8, Jump +9, Listen +9, Move Silently +12, Spot +9, Wilderness
Lore +5 |
|
Feats: |
Alertness |
|
Climate/Terrain |
Forests
and swamps |
|
Organization: |
Solitary,
pride (2-16), or tribe (20-200) |
|
Challenge
Rating: |
4 |
|
Treasure: |
Standard |
|
Alignment: |
Usually
neutral |
|
Advancement: |
By
character class |
Although fierce hunters, mist wemics are different from
their cousins from other worlds because they live primaruly in swamps, hiding
within the mists, climbing the trees to pounce their enemies.
Mist wemics’s fur is consderably darker than its
otherworldly cousins.
Gray Stride (Su): A Shadow Wemic may, once an hour, go to or from the Gray, since they’re now part of that plane. To take other creatures with them to the Gray, a group of wemics must form a circle, keeping those to be taken in the middle.
Invisibility (Sp):
Mist wemics may become invisible as the spell of the same name three times per
day. However, they can only use this ability is there is at least a light fog.
Pounce (Ex):
If a wemic leaps upon a foe during the first round of combat, it can make
a full attack even if it has already taken a move action.
Rake (Ex):
A wemic that gets a hold can make two rake attacks (+8 melee) with its hind legs
for 1d8+4 damage each. If the wemic pounces on an opponent, it can also rake.
Skills:
Mist Wemics have a +6 racial bonus on Climb, Hide, Move Silently and Jump
checks.
Mist
Wemics survived the Cleansing Wars by fleeing to a distant land, where the elder
druidesses conjured a spell that maintained them hidden from the Champions for
ages.
Wemics
are very territorial, and since their near-extinction they’re very distrusting
of strangers, sometimes attacking on sight. However, those few who gain the
friendship from a mist wemic have a loyal friend for the remaining of their
lives.
Females
are the rulers of the mist wemics, since they’re usually smarter and wiser,
and often are the druidesses of the tribe.
Male
mist wemics favored class is ranger, while female mist wemics favore class is
druid. Wemic clerics are almost unheard of (and often of the Earth or Water).
There are no known wizard wemics.
|
Hit
Dice: |
5d8+15
(37 hp) |
|
Initiative: |
+4
(Improved Initiative) |
|
Speed: |
40
ft. |
|
AC: |
18
(-1 size, +5 natural, +4 chitin armor) |
|
Attacks: |
Huge
datchi club +7 melee, or Huge longbow +2 ranged |
|
Damage: |
Huge
datchi club 2d8+7, or Huge longbow 2d6 |
|
Face/Reach: |
5
ft. by 5 ft./10 ft |
|
Special
Attacks: |
Psionic
abilities |
|
Special
Qualities: |
Regeneration
2, PR 18 |
|
Saves: |
Fort
+7, Ref +1, Will +3 |
|
Abilities: |
Str
21, Dex 10, Con 17, Int 14, Wis 14, Cha 17 |
|
Skills: |
Concentration
+6, Listen +5, Spellcraft +4, Spot +5 |
|
Feats: |
Improved
Initiative |
|
Challenge
Rating: |
8 |
|
Treasure: |
Double
standard |
|
Alignment: |
Usually
lawful evil |
Athasian
Ogres are more related to Ogre Mages from other worlds than the standard ogre.
They are inteligent, cunning creatures with a knack for psionic powers. They
were trully powerful beings, and were real difficult to annihilate, for three
times almost killing the Champion assigned to hunt them.
Ogres
spoke Ogrish and Common.
Dimension
Slide (Su): an
ogre may use dimension slide at will, as if he was a psion with equal HD.
Regeneration
(Ex): Ogres
take normal damage from fire and acid. An ogre that loses a limb or body part
can reattach it by holding the severed member to the stump. Reattachment takes 1
minute. If the head or other vital organ is severed, it must be reattached
within 10 minutes or the creature dies. Ogres cannot regrow lost body parts.
Psionic
Abilities (Sp):
At will-animal affinity and invisibility; 1/day-brilliant blast, charm person,
disable, ectoplasmic form and polymorph self. These abilities are as the powers
manifested by a 9th-level psion.
Athasian
ogres where one of the first races to evolve to have natural psionic abilities.
They used their powers to create great empires and rules wide regions of the
planet. They were also the first to be hunted by the Champions and, since they
were disliked by other races, nobody came to help them. Should they have been
helped, maybe the world would be a different place.
The
society of the ogres was based on the number three. An ogress could only bear
one child during her whole life, so the families where composed by three
individuals. There were three judges in every court, and three commanders to
each troop.
Despite
this “rule of three”, rarely a discord would take place. Since they were a
very militaristic race, they always followed orders, as they also always took
the most logical answer to a question.
Ogre’s
favored class was psion.
|
Hit
Dice: |
1d6
(3 hp) |
|
Initiative: |
+4
(Dex) |
|
Speed: |
20
ft, fly 60 ft (good) |
|
AC: |
16
(+1 size, +4 Dex, +1 natural) |
|
Attacks: |
Dagger
+4 melee; or composite shortbow 1d6 |
|
Damage: |
Dagger
1d4-2; composite shortbow 1d6 |
|
Face/Reach: |
5
ft by 5 ft/5 ft |
|
Special
Attacks: |
Spell-like
abilities |
|
Special
Qualities: |
SR 16, natural invisibility |
|
Saves: |
Fort
+0, Ref +6, Will +4 |
|
Abilities: |
Str
7, Dex 18, Con 11, Int 16, Wis 15, Cha 16 |
|
Skills: |
Bluff
+7, Concentration +4, Craft (any one) +7, Escape Artist +8, Heal +6, Hide
+12, Listen +8, Move Silently +8, Ride +8, Search +9, Sense Motive +6,
Spot +8 |
|
Feats: |
Dodge,
Point Blank Shot, Rapid Shot, Weapon Finesse (dagger), Weapon Focus
(shortbow) |
|
Climate/Terrain: |
Temperate
Forest |
|
Organization: |
Gang
(2-4), band (6-11), or tribe (20-80) |
|
Challenge
Rating: |
4 |
|
Treasure: |
No
coins, 50% goods, 50% items |
|
Alignment: |
Usually
chaotic good |
|
Advancement: |
By
character class |
Small
creatures that resemble winged halflings, pixies where shy, defenseless
tree-worshippers. They had four, translucent wings, and delicate features.
Pixies
spoke halfling, common and a great number of other languages from those who
hired them to tend to their gardens.
Natural
Invisibility (Su):
a pixie remains invisible even when it attacks. This ability is constant, but
may be supressed at will.
Spell-like
Abilities:
1/day – confusion, dancing lights, detect chaos, detect
good, detect evil, detect law, detect thoughts, dispel
magic, entangle, permanent image, and polymorph self.
These abilities are as the spells cast by an 8th level druid (Save DC 13 + spell
level).
Pixies
were the keepers of the woods, tending them and making the forests grow. They
were loved by all the other races, and often hired to tend their cities’ yards
and groves.
They
were a peaceful race, seldom employing weapons or spells that harmed anyone. As
history has shown, it was their downfall.
Pixies’
favored class was druid.
|
Hit
Dice: |
8d8+40 (76 hp) |
|
Initiative: |
+2 (Dex) |
|
Speed: |
60 ft; climb 30 ft |
|
Armor
Class: |
20 (+10 natural, +2 Dex, -2 size) |
|
Attack: |
2 Claws +11 melee, bite +6 melee or searing light +7 ranged touch |
|
Damage: |
Claw 1d8+7, bite 2d6+3 and poison, searing light 4d8 and blindness |
|
Face/Reach: |
15 ft by 15 ft/10 ft |
|
Special
Attacks: |
Improved Grab, Poison, The Way, Web |
|
Special
Qualities: |
Crystalline structure, Spell-like Abilities, The Way |
|
Saves: |
Fort +11, Ref +4, Will +4 |
|
Abilities: |
Str 25, Dex 15, Con 20, Int 3, Wis 14, Cha 8 |
|
Skills: |
Climb +11, Hide +6, Spot +5 |
|
Feats: |
Point Blank Shot (B) |
|
Climate/Terrain |
Any land |
|
Organization: |
Solitary |
|
Challenge
Rating: |
7 |
|
Treasure: |
None |
|
Alignment: |
Always neutral |
|
Advancement: |
9-16 HD (Huge) |
Greater Crystal Spiders are exactly like their smaller brethren, but
larger and more dangerous.
Crystal spiders prefer to spin their webs across trails and game paths.
They do not sit in their webs, but instead wait on nearby ledges or
outcroppings, hoping to pounce on those unfortunate enough to become entangled.
Crystalline Structure (Ex): The spider is vulnerable to the following spells: Shatter and Shout
(which causes 6d6 of damage). The Glassteel spell increases its AC by
+6.
Improved Grab (Ex): If a crystal
spider hits with both its claw attacks, it may make a grapple attack (+21 grab
modifier) as a free action without suffering an attack of opportunity. Once a
target is grappled, the spider automatically hits with its claw attacks and
receives a +4 circumstance bonus to its Bite attacks.
Poison (Ex): Bite; Fortitude
save (DC 19); initial and secondary damage 2d6 temporary Constitution damage.
Ray (Su): While in
brightly lit conditions (such as in direct sunlight or a daylight spell), as a
full round action, a crystal spider may produce a light-based ray that does 4d8
points of fire damage to a target. The target must also make a Reflex save (DC
19) or be permanently blinded.
Web (Ex): A crystal
spider may weave a crystalline web that is nearly invisible and requires a Spot
check (DC 18) to detect. Anyone who walks into this web takes 4d6 points of
damage (Reflex save [DC 14] for half damage). An Escape Artist check (DC 16) is
required to extract oneself from the web without taking 3d6 in further damage.
Spell-Like Abilities (Sp): Using its Control Light power, the spider may emulate the following
spells at will: Color Spray, Dancing Lights, Mirror Image (1d4+1
images), Silent Image (spider’s image only), as a Sorcerer of 5th
level.
The Way (Sp): The spider may
use the following powers at will, Control Light, Inertial Barrier,
as a Psion of 8th level.
Attack/Defense Modes: Id Insinuation, Mind Thrust/Mental Barrier, Tower
of Iron Will
|
Hit
Dice: |
6d8+36
(63 hp) |
|
Initiative: |
+2
(Dex) |
|
Speed: |
30
ft. |
|
AC: |
18
(-1 size, +2 Dex, +7 natural) |
|
Attacks: |
2
claws +9 melee, Trollish Maul +9/+4 melee |
|
Damage: |
Claw
1d6+6, Maul 3d6+9 |
|
Face/Reach: |
5
ft. by 5 ft./10 ft. |
|
Special
Attacks: |
Rend
2d6+9 |
|
Special
Qualities: |
Regeneration
5, scent, darkvision 90 ft. |
|
Saves: |
Fort
+11, Ref +4, Will +3 |
|
Abilities: |
Str
23, Dex 14, Con 23, Int 10, Wis 11, Cha 10 |
|
Skills: |
Craft
+4, Listen +5, Spot +5 |
|
Feats: |
Alertness,
Iron Will |
|
Climate/Terrain: |
Any
land, and underground |
|
Organization: |
Solitary,
gang (2-4) or tribe (40-80) |
|
Challenge
Rating: |
5 |
|
Treasure: |
Standard |
|
Alignment: |
Always
neutral |
|
Advancement: |
By
character class |
Big
as half-giants and clever as elves, trolls were a creature that should be
respected. However, besides its obvious power, it was also an intelligent and
placid race, that is, until they were provoked by Myron of Yoram. From this time
on, they became savage creatures, killing all humans they found, razing villages
and towns.
Trolls
had black hair that became silver with age. Their eyes where dark as obsidian,
and they had gray skin. Despite their size, they were fast, and their skin was
tougher than most armor available. Most of their warrior used a huge maul,
specially made for them.
Trolls
spoke their own language, Trollish, but some also knew Common and the language
of their neightbors.
Trolls
have no fear of death: They launch themselves into combat without hesitation,
flailing wildly at the closest opponent. Even when confronted with fire, they
try to get around the flames and attack.
Regeneration
(Ex): Fire and
acid deal normal damage to a troll. If a troll loses a limb or body part, the
lost portion regrows in 3d6 minutes. The creature can reattach the severed
member instantly by holding it to the stump.
Rend
(Ex): If a
troll hits with both claw attacks, it latches onto the opponent’s body and
tears the flesh. This attack automatically deals an additional 2d6+9 points of
damage.
Trollish
culture was rich and complex. Although they worshipped the Sun, they believed
that the lives of the dearly departed inhabited the stones, from where they
would one day reborn.
Despite
their obvious physical power, their were peaceful creatures. They were mountain
dwellers, who lived as miners and quarriers. They wore polished armor and
weapons, usually on cerimonial ocasions.
Because
they were not a prolific race, their children were cherished and protected. When
Yoram began attacking and killing the children was the time when the trolls took
up in arms to kill the human race.
A
troll’s favored class was fighter.
|
Hit
Dice: |
15d8+75
(142 hp) |
|
Initiative: |
+5
(+1 Dex, +4 Improved Initiative) |
|
Speed: |
40
ft; climb 30 ft, swim 30 ft |
|
Armor
Class: |
30
(-2 size, +1 Dex, +17 natural, +4 psionic) |
|
Attack: |
2
Claws +21 melee, bite +16 melee |
|
Damage: |
Claws
1d8+8; bite 2d8+4 and poison |
|
Face/Reach: |
5
ft by 10 ft/10 ft |
|
Special
Attacks: |
Spell-like
abilities, psionics, improved grab, constrict 1d6+6 |
|
Special
Qualities: |
SR
26 |
|
Saves: |
Fort
+10, Ref +10, Will +14 |
|
Abilities: |
Str
27, Dex 12, Con 21, Int 20, Wis 20, Cha 18 |
|
Skills: |
Concentration
+13, Hide +5*, Knowledge (arcana) +11, Knowledge (psionics) +11, Listen
+16, Move Silently* +13, Psicraft +11, Spellcraft +11, Spot +16 |
|
Feats: |
Alertness,
Blind-Fight, Combat Casting, Dodge, Improved Initiative, Inertial Armor |
|
Climate/Terrain |
Warm
forest and underground |
|
Organization: |
Varies |
|
Challenge
Rating: |
15 |
|
Treasure: |
Double
Standard |
|
Alignment: |
Usually
neutral evil |
|
Advancement: |
By
character class |
The
yuan-ti of Athas are the original yuan-ti. A splinter group managed to go
world-hoping, thus spreading the lesser yuan-ti throughout the multiverse.
Elder
yuan-ti look like a huge snake with two human arms, ended in six-fingered hands
sporting deadly claws. They have triangular heads, but their faces are somewhat
human-like.
Spell-like
Abilities (Sp):
at will – animal trance, cause fear, deeper darkness, entangle, neutralize
poison, suggestion and polymorph other. These abilities are as the spells cast
by a 18th level sorcerer (save DC 14 + spell level).
Poison
(Ex): Fort DC
22, initial and secondary damage 2d6 Con
Psionics
(Sp): at will
– Detect poison, alternate form (any form, unlike lesser yuan-ti), chameleon
power, produce acid (2d6), aversion (Will DC 22, for 10 minutes), telepathy (100
ft with any creature that has a language)
Skills:
Elder yuan-ti using chameleon power receive +16 circumstance bonus to
Hide checks. All Elder yuan-ti have a +10 racial bonus to Move Silently checks
while in their natural form.
The
Elder yuan-ti were sun worshippers, originally ruled by the eldest and wisest of them. However,
after they were nearly exterminated and then controlled by Merrshaulk, they now follow this former Champion of Rajaat.
Favored
Class for all yuan-ti (not just Elder yuan-ti) is either wizards or psion. It
must be chosen when the character is first created, and cannot be changed.