demiurge1138
Inventor of Super-Toast
If you wanted to know, their names are Jerry and Sylvia.
Mole Person
From the movie The Mole People
Medium Monstrous Humanoid
Hit Dice: 2d8+2 (11 hp)
Initiative: +0
Speed: 30ft (6 squares), burrow 10ft
Armor Class: 15 (+5 natural), touch 10, flat-footed 15
Base Attack/Grapple: +2/+5
Attack: Claw +6 melee (1d6+3)
Full Attack: 2 claws +6 melee (1d6+3)
Space/Reach: 5ft/5ft
Special Attacks: Rend 2d6+4
Special Qualities: Darkvision 120ft, light blindness, low-light vision
Saves: Fort +2, Ref +3, Will +3
Abilities: Str 16, Dex 10, Con 15, Int 8, Wis 10, Cha 8
Skills: Listen +3, Spot +4*
Feats: Weapon Focus (claw)
Environment: Underground
Organization: Pair, squad (3-8) or colony (20-80 plus 50% non-combatants)
Challenge Rating: 1
Treasure: Half standard
Alignment: Usually lawful neutral
Advancement: By character class
Level Adjustment: +2
You see a teeming mass of humanoids, each of them lumpy and hunchbacked, with bulging red eyes, beak-like mouths and massive claws well suited for digging through earth or cleaving through flesh.
The mole people are a subterranean race commonly exploited by evil underground humanoids such as drow and derro.
A mole person would probably stand about 7 feet tall if they could stand fully erect, but their perpetual stoop lowers their height to about 6 feet. They are peaceful creatures by nature, feeding on mushrooms and using their claws only for burrowing and defense, but they are often enslaved and used as soldiers.
Combat
Mole people have a very simple strategy when fighting; slash at it until it stops moving. If presented with bright light, they will usually flee.
Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight, or a daylight spell) blinds a mole person for 1 round. On subsequent rounds, they are dazzled while operating in bright light.
Rend (Ex): A mole person that hits an opponent with both claws latches on and tears the flesh, dealing an extra 2d6+4 points of damage.
Skills: The keen eyes of a mole person grant them a +8 bonus to all Spot checks made with darkvision or low-light vision.
I post the mole people specifically for two reasons; firstly, I love these guys. Secondly, should their CR be one higher? They don't have much hit-point or AC wise, but the rend is pretty powerful for a CR 1.
What do you think, sirs?
Demiurge out.
Mole Person
From the movie The Mole People
Medium Monstrous Humanoid
Hit Dice: 2d8+2 (11 hp)
Initiative: +0
Speed: 30ft (6 squares), burrow 10ft
Armor Class: 15 (+5 natural), touch 10, flat-footed 15
Base Attack/Grapple: +2/+5
Attack: Claw +6 melee (1d6+3)
Full Attack: 2 claws +6 melee (1d6+3)
Space/Reach: 5ft/5ft
Special Attacks: Rend 2d6+4
Special Qualities: Darkvision 120ft, light blindness, low-light vision
Saves: Fort +2, Ref +3, Will +3
Abilities: Str 16, Dex 10, Con 15, Int 8, Wis 10, Cha 8
Skills: Listen +3, Spot +4*
Feats: Weapon Focus (claw)
Environment: Underground
Organization: Pair, squad (3-8) or colony (20-80 plus 50% non-combatants)
Challenge Rating: 1
Treasure: Half standard
Alignment: Usually lawful neutral
Advancement: By character class
Level Adjustment: +2
You see a teeming mass of humanoids, each of them lumpy and hunchbacked, with bulging red eyes, beak-like mouths and massive claws well suited for digging through earth or cleaving through flesh.
The mole people are a subterranean race commonly exploited by evil underground humanoids such as drow and derro.
A mole person would probably stand about 7 feet tall if they could stand fully erect, but their perpetual stoop lowers their height to about 6 feet. They are peaceful creatures by nature, feeding on mushrooms and using their claws only for burrowing and defense, but they are often enslaved and used as soldiers.
Combat
Mole people have a very simple strategy when fighting; slash at it until it stops moving. If presented with bright light, they will usually flee.
Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight, or a daylight spell) blinds a mole person for 1 round. On subsequent rounds, they are dazzled while operating in bright light.
Rend (Ex): A mole person that hits an opponent with both claws latches on and tears the flesh, dealing an extra 2d6+4 points of damage.
Skills: The keen eyes of a mole person grant them a +8 bonus to all Spot checks made with darkvision or low-light vision.
I post the mole people specifically for two reasons; firstly, I love these guys. Secondly, should their CR be one higher? They don't have much hit-point or AC wise, but the rend is pretty powerful for a CR 1.
What do you think, sirs?
Demiurge out.