Monster Revisions

The Crawling Spleen said:
I'm sorry for asking this question, but I'm very new to these boards. What are "Krusty's rules?" If explaining them would take too long, is there some other thread I can find them in?

Well, aside from the Immortal's Handbook Bestiary, most of the guidelines U_K uses are scattered around the board in the form of advice. Check the Bestiary thread for some info, and I know Version 4 of U_K's CR/ECL/EL guidelines is floating around out there (Possibly version 5) but he is currently working on the infamous "version 6" which he said he may include in one of the the later books (not finished yet) which should be more "user friendly".

Otherwise, most of the guidelines are some changes to Size category ability score modifiers, and some other misc monster creation guidelines. Not to many other major system modifications, but other guidelines that usually make CR and ECL calculations very exact.
 

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Hey the Crawling Spleen! :)

The Crawling Spleen said:
I'm sorry for asking this question, but I'm very new to these boards. What are "Krusty's rules?" If explaining them would take too long, is there some other thread I can find them in?

I think (and I'd only be making an educated guess here) that dante is referring to the first few pages of my epic bestiary volume one wherein I outline appropriate (and in some cases modified) Hit Dice, Movement, Reach, Space, Base Damage among other things for creatures of a certain size. As well as introducing virtual size categories for high density/strength monsters.

He could also be referring to versions 4 or 5 of the Challenge Rating document, which gave some parameters to monster design (like how to assign natural armour*), spell like abilities and so forth.

*Also in the Bestiary under the Abomination entry.
 

dante58701

Banned
Banned
Aye that be true.

And since I love it so much, my ever evolving variation on the Akalich.

Lich King/Queen (Skeletus Rex/Regina)

A lich king/queen is an undead spellcaster, usually a wizard or sorcerer but sometimes a cleric or other spellcaster, who has used it's magical powers to unnaturally extend it's life and has grown so ancient, that it's bones have been fossilized and imbued with incredible physical, spiritual, and supernatural power.

A lich king/queen is a gaunt and skeletal humanoid devoid of flesh. Its eyes have long ago been lost to decay. The macabre processes of becoming an lich king/queen require the base creature to have existed as a lich for at least ten thousand years. Even the least of these creatures was a powerful person in life, so they often are draped in once-grand clothing.

Multiclass fighters or clerics may still bear the armor of a warrior. Like its body, however, the garb of a lich king/queen shows all too well the weight of years. Decay and corruption are its constant companion. It is only the rarest of lich kings/queens, and the most vain, that maintain their flesh and, with it, the semblance of life.

As a rule, these creatures are scheming and, some say, insane. They hunger for ever greater power, long-forgotten knowledge, and the most terrible of arcane secrets. Because the shadow of death does not hang over them, they often conceive plans taking years, decades, or even centuries to come to fruition.

Free to roam distant planes, lich kings/queens seek to discover all the secrets of the multiverse, and beyond, applying themselves to the study of epic spells, the location of unique artifacts, and the keys to release and control imprisoned abominations. Many pursue plans far deeper, which may eventually win them control of vast stretches of the multiverse, or even grant them the sparks of godhood.

Lich kings/queens are the same height they were in life.

Lich kings/queens speak the languages they knew in life and any languages they have learned since then.

Creating a Lich King/Queen

“Lich king/queen” is a template that can be added to any humanoid (referred to hereafter as the base creature) that has become a lich (rather than adding to it, overlapping with this previous template), though it is assumed any such character has been a lich for millennia before becoming an lich king/queen. (Lich kings/queens of other kinds of creatures, such as dragons, exist, but use different templates.)

A lich king/queen has all the base creature’s statistics and special abilities except as noted here.

Size and Type: Size is unchanged, though the lich king/queen may acquire virtual size categories due to it's terrifying physical strength. Type is unchanged.

Hit Dice: A lich king/queen use d20’s for Hit Dice and has maximum hit points per die.

Speed: All movement speeds increased tenfold. A lich king/queen acquires a fly speed equal to three times it's base land speed, with perfect maneuverability.

Armor Class: As the base creature, except, as noted here.

- Deflection Bonus (Ex): A lich king/queen gains a deflection bonus to it's armor class equal to it's Charisma modifier.

- Insight Bonus (Ex): A lich king/queen also gains an insight bonus to it's armor class equal to it's Wisdom modifier.

- Natural Bonus (Ex): A lich king/queen also gains a natural armor bonus equal to it's Hit Dice or the base creature’s natural armor bonus, whichever is better.

Attack: A lich king/queen has a touch attack that it can use once per round. If the base creature can use weapons, the lich king/queen retains this ability. A creature with natural weapons retains those natural weapons. A lich king/queen fighting without weapons uses either it's touch attack or it's primary natural weapon (if it has any). A lich king/queen armed with a weapon uses it's touch attack or a weapon, as it desires. A lich king/queen gains an insight bonus to attack rolls equal to it's Wisdom modifier. A lich king/queen's natural weapons are treated as epic and evil aligned for the purpose of overcoming damage reduction.

Full Attack: A lich king/queen fighting without weapons uses either it's touch attack (see above) or it's natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as it's primary attack along with a touch as a natural secondary attack, provided it has a way to make that attack (either a free hand or a natural weapon that it can use as a secondary attack).

Damage: A lich king/queen without natural weapons has a touch attack that uses negative energy to deal 2d20 points of damage for every Hit Dice of the lich king/queen (no save) to living creatures. The lich king/queen adds it's Charisma modifier to the damage. A lich king/queen with natural weapons can use it's touch attack or its natural weaponry, as it prefers. If it chooses the latter, the touch attack deals 2d20 points of additional damage for every Hit Dice of the lich king/queen (no save) on one natural weapon attack. If the lich king/queen elects to do so, it may also divide this additional damage amongst several natural weapon attacks.

Special Attacks: A lich king/queen retains all the base creatures special attacks and also gains those described below. Save DCs are equal to 10 + 1/2 the lich king/queen's Hit Dice + the lich king/queen's Charisma modifier unless otherwise noted.

- Dread Aura (Su): A lich king/queen is shrouded in an aura of death, fear, and weakness. Any creature within a radius equal to 100 ft. + 10 ft./Hit Dice, is affected as if by a symbol of death, symbol of fear, and a symbol of weakness, however there are no hit point limits for these effects. All targets must make a Fortitude save every round they are within the area to avoid the effect. A lich king/queen need not be seen for the effect to occur, nor need the lich king/queen's victims even be aware of the lich king/queen's presence. A lich king/queen can elect to change the trigger, as a free action each round, although it is typically designed to target the lich king/queens enemies.

- Overshadow (Su): As a standard action, a lich king/queen can sacrifice one of it's captured immortal spirits to wrap a shroud of death around a single opponent. This attack deals damage equal to the lich king/queen's own full hit point total (no save) and has a range of 100 ft. + 10 ft./Hit Dice.

- Spell-like Abilities: At will - alter self, animate dead, astral projection, create greater undead, create undead, death knell, destruction, enervation, greater dispel magic, greater teleport, harm, plane shift, slay living, summon monster I–IX, telekinesis, weird; 3/day - greater planar ally, wail of the banshee, wish; 1/day - ruin; 1/week - momento mori. The save DCs are Charisma-based.

- Spells: Same as the base creature.

- Stasis Touch (Su): As temporal stasis except it is a supernatural ability. Any creature touched by a lich king/queen must make a Fortitude save or be placed in suspended animation. Anyone placed in suspended animation by the lich king/queen seems dead, though a successful Spot check (DC 40) or Heal check (DC 30) reveals that the victim is still alive. Furthermore, although completely incapacitated mentally, physically, spiritually, and temporally the victim remains completely and horrifyingly aware of it's surroundings and the passage of time, though it is incapable of doing anything about it.

- Trap the Soul (Su): A lich king/queen can trap the souls/spirits of up to twenty-four living creatures per day. A lich king/queen can trap even immortal souls/spirits. To use this power, it selects any target within 1,500 feet. The target is allowed a Fortitude save. If the target makes it's save half it's levels are drained (this does not count as a use of trap the soul). If the target fails it's save, it's soul/spirit is trapped within one of the lich king/queen's 24 phylacteric ribs. The soulless/spiritless body collapses in a mass of corruption and molders in a single round, reduced to dust. If left to it's own devices, the lich king/queen slowly devours mortal souls/spirits and souls/spirits of weaker than demi-deity stature over 24 hours—at the end of that time the soul/spirit is completely absorbed, and the victim is forever gone. If the lich king/queen is overcome before the soul/spirit is eaten, crushing the rib releases the soul, after which time it is free to seek the afterlife or be returned to it's body by the use of either resurrection, true resurrection, clone, or miracle. A potential victim protected by a death ward spell is not immune to trap the soul, but receives a +5 bonus on its Fortitude saving throw and is unaffected by the level loss on a successful save. Those souls/spirits of capture immortals of demi-deity or above are used to fuel the lich king/queen's overshadow and rejuvenation abilities.

Special Qualities: A lich king/queen retains all the base creatures special attacks and also gains those described below.

- Damage Reduction (Ex): A lich king/queen gains damage reduction equal to its Hit Dice (rounded down to the nearest multiple of 5).

- Immunities (Ex): A lich king/queen is immune to acid, cold, electricity, and fire damage.

- Immunity to Magic (Ex): A lich king/queen is immune to all spells, spell-like abilities, and supernatural effects except as follows (though it can use spells, spell-like abilities, and supernatural effects on itself without hindrance):

- A dispel evil spell deals 1 point of damage per spell level to the lich king/queen.

- Holy smite affects the lich king/queen normally.

- A shatter spell affects the lich king/queen as if it were a crystalline creature, but deals only half normal damage (then apply sonic resistance).

- Phylactery Transference (Su): Any items kept in close proximity (within 1 foot per Hit Dice) of a lich king/queen's phylactery transfer all their benefits to the lich king/queen regardless of the distance between the lich king/queen and it's phylactery. The standard limits on types of items utilized simultaneously still apply.

- Phylactery/Phylacteric Ribs (Ex): A lich king/queen has a phylactery in which it stores it's life force. If the lich king/queen's phylactery is not destroyed after a lich king/queen is destroyed, the lich king/queen reappears 1d10 days after it's apparent destruction. A lich king/queen also has twenty-four phylacteric ribs, each of which acts like a phylactery in its own right. If each phylacteric rib is not destroyed after a lich king/queen is destroyed, the lich king/queen reappears 1d10 days after its apparent destruction. As each phylacteric rib is part of the lich king/queen's natural form, should it's phylactery, or even one rib, survive, each of it's phylacteric ribs will reappear as part of the lich king/queen when the lich king/queen reappears. This makes lich kings/queens notoriously difficult to permanently destroy. A lich king/queen must recreate it's actual phylactery in the event it is destroyed, although it is unlikely to bother with such trivialities. Each phylacteric rib allows the lich king/queen to use its most devastating ability, Trap the Soul (see above), as well as all abilities reliant upon it's Trap the Soul ability.

- Phylacteric Transference (Su): Any items kept in close proximity (within 1 foot per Hit Dice) to the lich king's/queen's phylactery transfer all their benefits to the lich king/queen regardless of the distance between the lich king/queen and it's phylactery. Standard limits on types of items apply.

- Rejuvenation (Ex): When a lich king/queen is destroyed, it immediately rejuvenates to full hit points, by sacrificing one of the immortal souls/spirits trapped within it's phylacteric ribs. Typically a lich king/queen will have 2d12 captured immortal souls/spirits within it's phylacteric ribs when encountered. Only the souls/spirits of true immortals (demi-deities and above) can bestow the ability to rejuvenate upon the lich king/queen.

- Sonic Resistance (Ex): A lich king/queen has sonic resistance 100.

- Turn Resistance (Ex): A lich king/queen has turn resistance +100.

- Undead Traits: Immune to poison, sleep, paralysis, stunning, disease, death, effects, necromantic effects, mind-affecting effects, and any effect requiring a Fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. Negative energy heals. Not at risk of death from massive damage, but destroyed at 0 hit points or less. Darkvision 60 ft. Cannot be raised; resurrection works only if creature is willing.

Saves: Same as the base creature.

Abilities: A lich king/queen gains +50 to Strength, Dexterity, Intelligence, Wisdom, and Charisma. As an undead creature a lich king/queen has no Constitution score.

Skills: Lich kings/queens receive a +100 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.

- Maven (Ex): A lich king gains maximum skill ranks in all skills it knows.

- Omnicompetent (Ex): A lich king/queen knows all skills.

Feats: A lich king/queen gains the Eschew Materials, Quicken Spell, Silent Spell, and Still Spell feats for free.

Epic Feats: A lich king/queen gains the Blinding Speed, Ignore Material Components, and Tenacious Magic feats for free.

Environment: Negative Energy or Negative Quasi-Elemental Plane.

Organization: Solitary.

Challenge Rating: Same as the base creature +50.

Treasure: Quadruple standard.

Alignment: Any evil.

Advancement: Same as the base creature.

Level Adjustment: Same as the base creature +75.
 
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Hey dante mate! :)

Just wanted to chime in and say I love the name Skeletus Rex! Very cool.

Okay, I am pressed for time tonight, but I'll comment more on your post tomorrow. ;)

Okay, I have looked over it. A few points of note:

1. Given its physicality (retaining its body) shouldn't it be weaker than the demilich? I think the whole concept teeters on this point.

2. I like the idea of Phylacteric Ribs (incidently I recently saw a movie "Zipang" where an incarcerated ninja leader ripped out one of his own ribs which was actually had a hidden knife and used it to escape his cell!) but Phylacteric Ribs AND Rejuvenation! :eek:
 
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Dante

Pretty cool. Love the fluff.

I think it's a tad "deadly" for the fluff as described. I kind of picture it fitting something between Lich and Demilich, or possibly paralleling Demilich as an alternative.

Lich is what, a +4-6 CR? I was hoping for more of a +10-20 CR. Pretty cool, but essentially summed up as "corporeal Akalich".
 

dante58701

Banned
Banned
It's definitely a corporeal akalich variation. Im unsure if the challenge rating or level adjustment are high enough.

It is in dire need of much better fluff. Im actually curious to see what others come up with.
 
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dante58701

Banned
Banned
Revision of the goatman...anyone have a revised goat?

Ibixian (Goatman)
Medium Monstrous Humanoid
Hit Dice: 3d8+3 (15 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 14 (+1 natural, +3 studded leather), touch 10, flat-footed 14
Base Attack/Grapple: +3/+5
Attack: Greataxe +5 melee (1d12+3/x3)
Full Attack: Greataxe +5 melee (1d12+3/x3) and head butt +0 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved charge, knockback, powerful charge, trample
Special Qualities: Darkvision 60 ft., lowlight vision, scent
Saves: Fort +2, Ref +3, Will +2
Abilities: Str 15, Dex 11, Con 13, Int 8, Wis 8, Cha 10
Skills: Balance +, Climb +, Intimidate +, Jump +, Listen +, Spot +, Survival +
Feats: Alertness, Weapon Focus (greataxe)
Environment: Cold mountains
Organization: Solitary or herd (21-30)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually neutral
Advancement: 4–7 HD (Large); 8–9 HD (Huge)
Level Adjustment: +1

An amalgam of goat and man, this creature has horns, claws, fur, and legs that end in hooves.

Ibixians are powerfully built, intelligent, humanoid goats.

Ibixians are physically focused creatures who favor a barbarian lifestyle.

Ibixians choose leaders by combat, and the strongest and most aggressive lead the pack.

Ibixians are bigger than most humans, standing about 6 to 6-1/2 feet tall and weighing about 250 pounds.

Ibixian speak Ibixian, their own language.

Combat

Ibixians enjoy melee combat. They often start fights for the sheer pleasure of fighting.

Improved Charge (Ex) An ibixian can charge if it moves in a straight line for a single movement. In other words, it can move freely as a move-equivalent action and then charge as it's second action.

Knockback (Ex) When an ibixian successfully makes a gore attack with a charge, it may knockback its target. Treat the knockback as a bullrush, except that the ibixian does not provoke an attack of opportunity for initiating the bullrush, the ibixian does not move together with the target, and the target always is moved the maximum amount determined by the bullrush attack. The ibixian also gets a +2 circumstance bonus on the bullrush since it occurs at the end of a charge. The size rules apply as normal to a knockback; since a ibixian is Medium, it can only knockback Medium creatures or smaller.

Powerful Charge (Ex): An ibixian typically begins a battle by charging at an opponent. In addition to the normal benefits and hazards of a charge this allows an ibixian to make a single gore attack with a +2 attack bonus that deals 2d6+2 points of damage.

Trample (Ex): As a full-round action, an ibixian can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. The creature merely has to move over opponents in its path; any creature whose space is completely covered by the trampling ibixian is subject to the trample attack. Trampled opponents can attempt attacks of opportunity, but these take a -4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt a Reflex save (DC 13) to take half damage. A trampling ibixian can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature. The save DC is Strength-based.

Skills: Ibixians have a +4 racial bonus on Balance, Climb, Intimidate, and Jump checks.
 

dante58701

Banned
Banned
Are the challenge rating and level adjustment right?

From THE DREAD CODEX...my personal favorite as a template...THE RED JESTER. It gets a lot of use, though Im sure the challenge rating and level adjustment are way off.

Red Jester

This hideous and rotting humanoid is arrayed in brightly colored clothes, floppy shoes, and a bright red jester’s cap complete with jingling bells. The monster has a never-changing smirk or smile on its rotting visage.

Red jesters are thought to be the remains of court jesters put to death for telling bad puns, making fun of the local ruler, or dying in an untimely manner (which could be attributed to one or both of the first two). Another tale speaks of the red jesters as being the court jesters of a god of undeath, sent to the Material Plane to “entertain” those the deity has taken a liking to. The actual truth to their origin remains a mystery.

While they can be encountered from the coldest to the warmest regions of the world and on any type of terrain, a red jester is generally encountered near civilized areas. Though it is undead now, the creature still delights in entertaining living creatures through its humor.

Red jesters speak Common and at least two other languages and often engage in humor during combat, spilling bad puns and riddles at their opponents. Some red jesters, in an effort to disguise their undead nature, don masks or wear heavy makeup.

Combat

A red jester opens combat using its fear cackle attempting to affect as many opponents as possible. Those that resist its effects are assailed with its magical playing cards and mace. During the entire combat, the red jester talks, laughs, and tells jokes and riddles.

Creating a Red Jester

“Red Jester” is an acquired template that can be added to any living creature that was formerly a bard of at least 15th level (referred to hereafter as the base creature).

A red jester uses all the base creature’s statistics and special abilities except as noted here.

Size and Type: Size is unchanged. The creature’s type changes to undead with the appropriate augmented subtype. Do not recalculate base attack bonuses, saves, or skill points.

Hit Dice: Increase all current and future Hit Dice to d12s.

Speed: Same as the base creature.

Armor Class: The red jester’s natural armor bonus improves by +10 over that of the base creature.

Attack: The red jester retains all the base creature’s attacks, and its weapon and armor proficiencies. These attacks retain the same primary or secondary status they had for the base creature. If the base creature possesses at least one mouth but has no natural attack with it, the red jester gains a bite attack with each mouth. The bite attack is primary if the base creature has no natural attacks; otherwise it is secondary. If the base creature possesses at least one arm but has no natural attacks with it, the red jester gains a secondary claw attack with each such limb. If the base creature possesses at least one head but has no natural attack with it, the red jester gains a secondary gore attack with each such head. The red jester can also wield any light mace as a +2 light mace of merriment (see it's Merriment special attack below).

Damage: If the red jester gained bite or claw attacks from the application of this template, the base damage for each is as given on the following table.

Size Bite Base Damage Claw Base Damage Gore Base Damage
Fine 1 1 (on crit.) 1
Diminutive 1d2 1 1d2
Tiny 1d3 1d2 1d3
Small 1d4 1d3 1d4
Medium 1d6 1d4 1d6
Large 1d8 1d6 1d8
Huge 2d6 1d8 2d6
Gargantuan 2d8 2d6 2d8
Colossal 4d6 2d8 4d6

Special Attacks: The red jester retains all the base creature’s special attacks and gains those described here.

- Fear Cackle (Su): A red jester can unleash a fear-inducing cackle as a free action. Anyone within 60 feet that hears it must succeed a Will save or become panicked for 2d4 rounds. Whether or not the save is successful, an affected creature is immune to the same red jester’s fear cackle for one day. The save DC is Charisma-based.

- Jester’s Deck (Su): The red jester uses a deck of playing cards in combat that functions as a deck of many things (see the DMG for details). Once per round, as a standard action, the red jester can draw a single card and throw it at an opponent to a range of 20 feet. This requires a successful ranged touch attack. If successful, the card takes effect that round and affects the target just as if he had drawn a card from the deck of many things. A red jester can draw the same card more than once. The playing cards only function in the hands of a red jester. To anyone else, they are merely normal playing cards.

- Merriment (Su): If a red jester strikes an opponent with a light mace, the creature must succeed on a Will save or fall to the ground laughing for 1d3 rounds. The opponent is not helpless, but cannot take any action. A mace of merriment functions only in the hands of a red jester. In the hands of any other creature it functions as a masterwork light mace.

Special Qualities: The dread ghoul retains all the base creature’s special qualities and gains those described here.

- Damage Reduction (Ex): A red jester has damage reduction 10/magic.

- Spell Resistance (Ex): A red jester has spell resistance equal to it's Hit Dice +10.

- Turn Immunity (Ex): A red jester cannot be turned, rebuked, or commanded.

- Unassailable Mind (Ex): Anyone targeting a red jester with a thought detection, mind control, or telepathic ability must succeed on a DC 20 Will save or suffer the effects of an insanity spell (caster level 15th). The save DC is Charisma-based.

- Undead Traits: Immune to poison, sleep, paralysis, stunning, disease, death, effects, necromantic effects, mind-affecting effects, and any effect requiring a Fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. Negative energy heals. Not at risk of death from massive damage, but destroyed at 0 hit points or less. Darkvision 60 ft. Cannot be raised; resurrection works only if creature is willing.

Abilities: Increase from the base creature as follows: Str +4, Dex +8, Int +4, Wis +4, Cha +6. As an undead creature, a red jester has no Constitution score.

Skills: A red jester gains Balance, Hide, Listen, Move Silently, Perform (act), Perform (comedy), Perform (oratory), and Spot as class skills. A red jester has a +4 racial bonus on Perform (comedy) checks.

Feats: A red jester gains Ability Focus (fear cackle), Alertness, Dodge, Improved Initiative, Mobility, and Weapon Finesse as a bonus feats if the base creature did not already have them.

Environment: Any.

Organization: Solitary.

Challenge Rating: +10

Alignment: Usually chaotic neutral.

Level Adjustment:+15
 

dante58701

Banned
Banned
More lizardly lizardfolk...

I got really bored with the hack'n'slash lizardfolk and decided to fix the problem by making them slightly tougher (barely noticeable) and more lizard-like. Complete with monstrous humanoid typing (which they should be anyways), lowlight vision, scent, and tremorsense (which all lizard type things should have...lizards are very sensitive to vibrations).


Lizardfolk
Medium Monstrous Humanoid (Reptilian)
Hit Dice: 3d8+3+3 (18 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 12 (+2 natural) or 14 (+2 natural, +2 heavy shield), touch 10, flat-footed 12 or 14
Base Attack/Grapple: +3/+4
Attack: Claw +4 melee (1d4+1) or club +4 melee (1d6+1) or javelin +3 ranged (1d6+1)
Full Attack: 2 claws +4 melee (1d4+1) and bite +2 melee (1d6); or club +4 melee (1d6+1) and bite +2 melee (1d6); or javelin +3 ranged (1d6+1)
Special Attacks:—
Special Qualities: Darkvision 60 ft., hold breath, lowlight vision, scent, tremorsense 30 ft.
Space/Reach: 5 ft./5 ft.
Saves: Fort +2, Ref +3, Will +3
Abilities: Str 13, Dex 10, Con 13, Int 9, Wis 10, Cha 10
Skills: Balance +4, Jump +5, Swim +3
Feats:Multiattack, Toughness
Environment: Temperate marshes
Organization: Gang (2–3), band (6–10 plus 50% noncombatants plus 1 leader of 3rd–6th level), or tribe (30–60 plus 2 lieutenants of 3rd–6th level and 1 leader of 4th–10th level)
Challenge Rating: 2
Treasure: 50% coins; 50% goods; 50% items
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +1

This tall humanoid looks like a cross between a powerfully built human and a lizard. It has clawed hands, a long tail, and toothy jaws.

Lizardfolk are primitive reptilian humanoids that can be very dangerous if provoked.

Although they are omnivores, lizardfolk prefer meat; popular lore holds that lizardfolk prefer humanoid flesh, but this charge is largely unfounded (though some tribes do eat captives or slain foes). Some more advanced tribes build huts and use a variety of weapons and shields; leaders of these tribes may have equipment stolen from or obtained in trade with other intelligent creatures.

A lizardfolk is usually 6 to 7 feet tall with green, gray, or brown scales. Its tail is used for balance and is 3 to 4 feet long. A lizardfolk can weigh from 200 to 250 pounds.

Lizardfolk speak Draconic.

Combat

Lizardfolk fight as unorganized individuals. They prefer frontal assaults and massed rushes, sometimes trying to force foes into the water, where the lizardfolk have an advantage. If outnumbered or if their territory is being invaded, they set snares, plan ambushes, and make raids to hinder enemy supplies. Advanced tribes use more sophisticated tactics and have better traps and ambushes.

Hold Breath (Ex): A lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning (see page 304 of the Dungeon Master’s Guide).

Skills: Because of their tails, lizardfolk have a +4 racial bonus on Balance, Jump, and Swim checks. The skill modifiers given in the statistics block include a –2 armor check penalty (–4 on Swim checks) for carrying a heavy shield.

Or for those preferring something more like the original...the meatgrinder version.

Lizardfolk
Medium Monstrous Humanoid (Reptilian)
Hit Dice: 3d8+3+3 (18 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 12 (+2 natural) or 14 (+2 natural, +2 heavy shield), touch 10, flat-footed 12 or 14
Base Attack/Grapple: +3/+4
Attack: Claw +4 melee (1d4+1) or club +4 melee (1d6+1) or javelin +3 ranged (1d6+1)
Full Attack: 2 claws +4 melee (1d4+1) and bite +2 melee (1d6); or club +4 melee (1d6+1) and bite +2 melee (1d6); or javelin +3 ranged (1d6+1)
Special Attacks:—
Special Qualities: Darkvision 60 ft., hold breath, lowlight vision
Space/Reach: 5 ft./5 ft.
Saves: Fort +2, Ref +3, Will +3
Abilities: Str 13, Dex 10, Con 13, Int 9, Wis 10, Cha 10
Skills: Balance +4, Jump +5, Swim +3
Feats:Multiattack, Toughness
Environment: Temperate marshes
Organization: Gang (2–3), band (6–10 plus 50% noncombatants plus 1 leader of 3rd–6th level), or tribe (30–60 plus 2 lieutenants of 3rd–6th level and 1 leader of 4th–10th level)
Challenge Rating: 2
Treasure: 50% coins; 50% goods; 50% items
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +1

This tall humanoid looks like a cross between a powerfully built human and a lizard. It has clawed hands, a long tail, and toothy jaws.

Lizardfolk are primitive reptilian humanoids that can be very dangerous if provoked.

Although they are omnivores, lizardfolk prefer meat; popular lore holds that lizardfolk prefer humanoid flesh, but this charge is largely unfounded (though some tribes do eat captives or slain foes). Some more advanced tribes build huts and use a variety of weapons and shields; leaders of these tribes may have equipment stolen from or obtained in trade with other intelligent creatures.

A lizardfolk is usually 6 to 7 feet tall with green, gray, or brown scales. Its tail is used for balance and is 3 to 4 feet long. A lizardfolk can weigh from 200 to 250 pounds.

Lizardfolk speak Draconic.

Combat

Lizardfolk fight as unorganized individuals. They prefer frontal assaults and massed rushes, sometimes trying to force foes into the water, where the lizardfolk have an advantage. If outnumbered or if their territory is being invaded, they set snares, plan ambushes, and make raids to hinder enemy supplies. Advanced tribes use more sophisticated tactics and have better traps and ambushes.

Hold Breath (Ex): A lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning (see page 304 of the Dungeon Master’s Guide).

Skills: Because of their tails, lizardfolk have a +4 racial bonus on Balance, Jump, and Swim checks. The skill modifiers given in the statistics block include a –2 armor check penalty (–4 on Swim checks) for carrying a heavy shield.
 
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dante58701

Banned
Banned
Sahuagin
Medium Monstrous Humanoid (Aquatic)
Hit Dice: 3d8+3+3 (18 hp)
Initiative: +1 (+1 Dexterity)
Speed: 30 ft. (6 squares), swim 60 ft.
Armor Class: 13 (+1 Dexterity, +2 natural), touch 11, flat-footed 12
Base Attack/Grapple: +3/+5
Attack: Talon +5 melee (1d4+2) or trident +5 melee (1d8+3) or heavy crossbow +4 ranged (1d10/19–20)
Full Attack: Trident +5 melee (1d8+3) and bite +3 melee (1d6+1); or 2 talons +5 melee (1d4+2) and bite +3 melee (1d6+1); or heavy crossbow +4 ranged (1d10/19–20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blood frenzy, rake 1d4+1
Special Qualities: Blindsense 30 ft., darkvision 60 ft., freshwater sensitivity, light blindness, speak with sharks, water dependent
Saves: Fort +4, Ref +4, Will +4
Abilities: Str 14, Dex 13, Con 12, Int 14, Wis 13, Cha 9
Skills: Handle Animal +4*, Hide +6*, Listen +6*, Profession (hunter) +3*, Ride +3, Spot +6*, Survival +3*
Feats: Great Fortitude, Multiattack B, Toughness
Environment:Warm aquatic
Organization: Solitary, pair, team (5–8), patrol (11–20 plus 1 3rd-level lieutenant and 1–2 sharks), band (20–80 plus 100% noncombatants plus 1 3rd-level lieutenant and 1 4th-level chieftain per 20 adults plus 1–2 sharks), or tribe (70–160 plus 100% noncombatants plus 1 3rd-level lieutenant per 20 adults, 1 4th-level chieftain per 40 adults, 9 4th-level guards, 1–4 underpriestesses of 3rd–6th level, 1 7th-level priestess, and 1 baron of 6th–8th level plus 5–8 sharks)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually lawful evil
Advancement: 4-7 HD (Large), 8–15 HD (Huge), or by character class
Level Adjustment: +2 (+3 if four-armed)

This humanoid has scaly skin with webbed fingers and toes, and sharp fangs fill its mouth. It has a long tail ending in a curved fin, and it has fins on its arms, back, and head. Its great, staring eyes are deep black.

Sahuagin are marine predators superbly adapted to undersea hunting. Also known as sea devils, these beings dwell in coastal waters, forming organized groups that raid shore communities.

Most sahuagin feature green coloration, darker along the back and lighter on the belly. Many have dark stripes, bands, or spots, but these tend to fade with age. An adult male sahuagin stands roughly 6 feet tall and weighs about 200 pounds.

Sahuagin are the natural enemy of aquatic elves. The two cannot coexist peacefully: Wars between them are prolonged, bloody affairs that sometimes interfere with shipping and maritime trade. Sahuagin have an only slightly less vehement hatred for tritons.

Sahuagin speak their own language, Sahuagin. Thanks to their high Intelligence scores, most sahuagin also speak two bonus languages, usually Aquan and one other language.

Combat

Sahuagin are savage fighters, asking for and giving no quarter. When swimming, a sahuagin tears with its feet as it strikes with its talons or a weapon. About half of any group of sahuagin are also armed with nets.

When sahuagin raid surface dwellers’ communities, they venture ashore on dark, moonless nights to slaughter the inhabitants and livestock for food. They attack ships by swarming up from all sides, leaving a portion of their forces in the water as reinforcements or to deal with opponents the raiders throw into the sea.

Blindsense (Ex): A sahuagin can locate creatures underwater within a 30-foot radius. This ability works only when the sahuagin is underwater.

Blood Frenzy: Once per day a sahuagin that takes damage in combat can fly into a frenzy in the following round, clawing and biting madly until either it or its opponent is dead. It gains +2 Constitution and +2 Strength, and takes a –2 penalty to Armor Class. A sahuagin cannot end its frenzy voluntarily.

Freshwater Sensitivity (Ex): A sahuagin fully immersed in fresh water must succeed on a DC 15 Fortitude save or become fatigued. Even on a success, it must repeat the save attempt every 10 minutes it remains immersed.

Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds sahuagin for round. On subsequent rounds, they are dazzled while operating in bright light.

Rake (Ex): Attack bonus +3 melee, damage 1d4+1. A sahuagin also gains two rake attacks when it attacks while swimming.

Speak with Sharks (Ex): Sahuagin can communicate telepathically with sharks up to 150 feet away. The communication is limited to fairly simple concepts such as “food,” “danger,” and “enemy.” Sahuagin can use the Handle Animal skill to befriend and train sharks.

Water Dependent (Ex): Sahuagin can survive out of the water for 1 hour per 2 points of Constitution (after that, refer to the drowning rules on page 304 of the Dungeon Master ’s Guide).

Skills: A sahuagin has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

*Underwater, a sahuagin has a +4 racial bonus on Hide, Listen, and Spot checks.

*A sahuagin has a +4 racial bonus on Survival and Profession (hunter) checks within 50 miles of its home.

*A sahuagin has a +4 racial bonus on Handle Animal checks when working with sharks.

Sahuagin Mutants

About one in two hundred sahuagin has four arms. Such creatures can make four claw attacks or use extra weapons, in addition to the claw and bite attacks.

If a community of aquatic elves is located within 100 miles of a sahuagin community, about one in one hundred sahuagin looks just like an aquatic elf. These creatures, called malenti, have a swim speed of 40 feet, can remain out of water for 1 hour per point of Constitution, and have freshwater sensitivity and light sensitivity (dazzled in bright light). Malenti have no natural attacks. They are otherwise identical with sahuagin.
 
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