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AARTUK |
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Medium-Size Plant |
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Hit Dice: 2d8 (9 hp) |
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Initiative: +0 |
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Speed: 20 ft |
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AC: 14 (+4 natural) |
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Attacks: Slam +2 melee or tongue +2 melee, spit +1 ranged |
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Damage: Slam 1d6+1, spit 1d8 |
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Face/Reach: 5 ft. by 5 ft./5 ft. (30 ft with tongue) |
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Special Attacks: Improved grab, constrict 1d8+1, favored enemy, disease |
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Special Qualities: Plant, blindsight |
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Saves: Fort +3, Ref +0, Will +0 |
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Abilities: Str 12, Dex 10, Con 11, Int 10, Wis 10, Cha 10 |
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Skills: Hide +5*, Listen +6, Move Silently +5, Sense Motive +4, Spot +6 |
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Feats: Alertness |
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Climate/Terrain: Any temperate to tropical |
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Organization:Solitary (1), Pair (2), Party (3 -9) or Tribe (10-100) |
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Challenge Rating: 3 |
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Treasure: Standard |
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Alignment: Usually lawful evil |
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Advancement: By character class |
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Aartuk live for war, and prefer strong opponents in times of battle. They have been known to let captured opponents go if they discover a more worthy adversary. Aartuk warriors slain in battle are cremated and their ashes kept as a reminder of the brave warriors that fought for the aartuk way of life. |
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An aartuk stands about 6 feet tall and has a star-shaped body covered in flexible bark that has the texture of leather. It uses three of its five appendages for locomotion. A snake-like tongue protrudes from its central stump. |
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COMBAT |
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An aartuk attacks an opponent by shooting rock-like pellets from its head stalk or lashing out with its tongue. |
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Improved Grab (Ex): To use this ability, the aartuk must hit an opponent of up to Medium-size with its tongue attack. If it gets a hold, it pulls its opponent 10 feet closer each round and constricts when the opponent is reeled in to its body. |
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An opponent can escape with a successful Escape Artist check (DC 12) or Strength check (DC 12). A single attack with a slashing weapon that deals at least 10 points of damage severs the tongue (AC 20). |
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Constrict (Ex): An opponent reeled in to an aartuk’s mouth takes 1d8+1 points of crushing damage each round the hold is maintained. |
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Favored Enemy (Ex): Similar to the ranger’s favored enemy skill, the aartuk is the sworn enemy of beholders. They gain a +1 bonus to Bluff, Listen, Sense Motive, Spot, and Wilderness Lore checks when used against beholders. They also gain this bonus to damage rolls against beholders. For every 5 HD or class levels, this bonus increases by +1. |
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Disease (Ex): By grasping an opponent with its tongue for three consecutive rounds, the aartuk can infect the creature with the aartuk virus (Fortitude save DC 11; incubation period 1 day; damage 1d6 temporary Constitution [when damaged creature must make another Fortitude save or lose 1 point permanently]; at Con 0, the creature’s body turns into a jelly-like mass and one month later, a fully grown aartuk emerges from the embryo). A remove disease spell cast before a creature dies halts the infection. If successful, the creature must immediately succeed at another Fortitude save (DC 11) or die. |
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This virus is the method used by the aartuk race for reproduction. |
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Plant: Immune to mind-influencing affects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits. |
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Blindsight (Ex): Aartuks can ascertain all foes within 30 feet using sound, vibration, and scent. |
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Skills: Aartuk receive skills as though they were monstrous humanoids. *They receive a +4 racial bonus to Hide checks made in forested areas. |
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Feats: Aartuks receive feats as though they were monstrous humanoids. |
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Aartuk Characters |
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The favored class of an aartuk is Fighter. Only aartuk clerics can advance to become Elder Aartuk, however. Aartuk clerics have access to two of the following domains: Destruction, Plant, and War. Arcane magic is extremely rare among the aartuks, but wizards and sorcerers are not unheard of. |