The Saurose and three other new races

DracoSansdrake

First Post
Seeing the reprint of the Saurials in a rescent issue of Dragon remended me that I havent yet posted the retouched version of the Saurose or three of the other races I use for my lost worlds campaign.

Saurose- Large Humanoid Sauropod
Tyran- Large Humanoid Tyranosaur
Raptorial- Medium Humanoid Raptor
Dactyl- Medium Humanoid Pterodactyl

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Saurose
Large Monstrous Humanoid
Hit Dice: 5d8+20 (42 hp)
Initiative: +1 (+1 Dex)
Speed: 30 ft
AC: 13 (+1 Dex, -1 size, +3 natural)
Attacks: 2 slams +9 melee, tail lash +4 melee, gore +4 melee
Damage: Slam 1d8+5, tail lash 1d10+2, gore 1d8+2
Face/Reach: 5 ft by 5 ft/10 ft
Special Attacks: Rage
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +5, Will +4
Abilities: Str 21, Dex 12, Con 19, Int 13, Wis 10, Cha 13
Skills: Listen +8, Spot +14, Wilderness lore +14
Feats: Track

Climate/Terrain: Warm forest, hill, plains and marsh
Organization: Solitary, pair, or herd (3-10)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually Lawful Neutral
Advancement: By Class (Monk Prefered)

A male Saurose stands just over 10 feet tall and weighs about 1250 pounds with females being 15% as big. Its body resembles a Lizardfolk, save for the long sauropod-like neck and elephant-like feet. Their eyes are red or gold with black, vertical slit pupils. Its skin is gray-green, striped with dark green and brown swirls. A Saurose smells of wet vegetation.
Saurose speak Draconic and Common. Most (80%) also speak either Sylvan or Elven.

COMBAT
Rage (Ex): 1/day—If a Saurose's mate is attacked, a male saurose will fly into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. The enraged saurose gains +4 Strength, +4 Constitution, and –2 AC. The creature cannot end its rage voluntarily. Female saurose can also fly into a berserk rage if their young are attacked.

Scent (Ex): The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. The creature can pinpoint locations only within 5 feet. This creature can follow tracks by smell with a Wisdom check (DC 10, +2 for every hour the trail is cold).

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TYRAN

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Medium-size Monstrous Humanoid (Reptilian)
Hit Dice: 4d8+8 (26 hp)
Initiative: +4 (Improved Initiative)
Speed: 30 ft
AC: 15 (+5 natural)
Attacks: Bite +9 melee, 2 claws +4 melee
Damage: Bite 2d6+5, claw 1d3+2
Face/Reach: 5 ft by 5 ft/10 ft
Special Attacks: Improved grab
Special Qualities: Darkvision, scent
Saves: Fort +3, Ref +4, Will +4
Abilities: Str 21, Dex 11, Con 15, Int 8, Wis 11, Cha 10
Skills: Listen +8, Spot +12, Wilderness lore +12
Feats: Improved Initiative

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Challenge Rating: 2
Alignment: Usually evil (any)

A male Tyran stands just over 9 feet tall and weighs about 1090 pounds with females being 15% bigger. Its body resembles that of a humanoid tyrannosaur, save for the long arms with the two fingers aranged like that of a pincer; their bodies often have irregular patches of downy feathers. Their eyes are Yellow or Red with black, vertical slit pupils. Its skin is red-green, striped with black and brown stripes. A Tyran smells of wet vegitation as they tend to smear their bodies with compost before a hunt to mask their scent.

Tyrans speak Draconic. Those with average intellegence also speak common or goblin (50% chance of either).

COMBAT
Darkvision: This creature can see in complete darkness, up to 60.
Improved Grab (Ex): When this creature hits with its Bite, it attempts to start a grapple as a free action without provoking an attack of opportunity.
Scent (Ex): The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. The creature can pinpoint locations only within 5 feet. This creature can follow tracks by smell with a Wisdom check (DC 10, +2 for every hour the trail is cold).

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RAPTORIAL

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Medium-size Monstrous Humanoid
Hit Dice: 2d8+2 (11 hp)
Initiative: +3 (+3 Dex)
Speed: 40 ft
AC: 15 (+3 Dex, +2 natural)
Attacks: Bite +2 melee, 2 claws -3 melee, rake -3 melee
Damage: Bite 1d4, claw 1d6, rake 1d8
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Rage, improved grab
Special Qualities: Low-light vision, darkvision
Saves: Fort +1, Ref +6, Will +3
Abilities: Str 11, Dex 16, Con 13, Int 13, Wis 11, Cha 10
Skills: Listen +6, Spot +7, Wilderness lore +5, Jump +10
Feats: Track

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Climate/Terrain: Warm forest, hill, plains and marsh
Challenge Rating: 2
Treasure: Standard
Alignment: Usually neutral evil

A male raptorial stands just under 6 feet tall and weighs about 120 pounds with females being 25% as big. Its body resembles a Lizardfolk, save for the longer muzzle and a recurved sickle-claw on each foot. Raptorial often have a coat of downy feathers which they keep well groomed. Their eyes are red or gold with black, vertical slit pupils. Its skin is Red or sandy brown, striped with dark brown or black. A raptorial usually smells of fresh blood.

Raptorials speak Draconic and Goblin. Many (75%) also speak Common.

COMBAT
Darkvision: This creature can see in complete darkness, up to 60 ft.
Improved Grab (Ex): When this creature hits with its claws, it attempts to start a grapple as a free action without provoking an attack of opportunity.

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Dactyl
Medium-size Monstrous Humanoid
Hit Dice: 2d8+2 (11 hp)
Initiative: +2 (+2 Dex)
Speed: 30 ft, Fly 40' (poor)
AC: 15 (+2 Dex, +3 natural)
Attacks: Bite +2 melee, 2 wings -3 melee
Damage: Bite 1d4, wing 1d6
Face/Reach: 5 ft by 5 ft/5 ft
Special Qualities: Keen senses
Saves: Fort +1, Ref +5, Will +3
Abilities: Str 10, Dex 14, Con 13, Int 10, Wis 10, Cha 12
Skills: Listen +5; Search +5; Spot +5; Swim +5
Feats: Hover

Climate/Terrain: Any Coastal Cliff
Organization: Solitary; Mated Pair (2 w/t 1D4 young); Group (2-4); Rookery (10-40 + 75% young + 1D20 Pterodactyls)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually Neutral Good
Advancement: By Class (Bard Prefered)

A male Dactyl stands just over 5 feet tall and weighs about 70 pounds with females being 25% as big. Its body resembles a Lizardfolk, save for the long, willowy wings and the Pterodactyl-like head and tail. Their eyes are blue or green with black, vertical slit pupils. Its skin is sky blue or blue-green, striped with dark green or brown stripes. A dactyl smells of sea foam.
Dactyls speak Draconic and Common. Some (25%) sometimes learn to speak Aquan or Auran (Even chance for each).

COMBAT

Darkvision (Ex): A Dactyl can see up to 60' in darkness, tho not magical darkness such as that created by a darkness spell.
Keen Senses (Ex): A Dactyl sees four times as well as a human in low light conditions and twice as well in normal light.

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Critiques are welcomed.

Soon to be converted-

>Delphin- Medium Humanoid Icthyosaurs
>Sea Tooth- Medium Humanoid Elasmosaurs
>Waterborn- Medium Humanoid Hadrosaurs
>Screamers- Medium bipedal lizards with an eerie call
>Lostlund Kaiju- The Kaiju that the primitive races worship
>Komodo Dragons- Huge lizards with a diseased bite and an aggressive temperment
>Riding Drake- Large Dragons with Atrophied wings, used in place of horses
 

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