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<blockquote data-quote="Knight Otu" data-source="post: 682238" data-attributes="member: 192"><p><strong>Gaund</strong></p><p><strong>Medium-Size Monstrous Humanoid (Fire, Reptilian)</strong></p><p><strong>Hit Dice:</strong> 4d8+8 (26 hp)</p><p><strong>Initiative:</strong> +3</p><p><strong>Speed:</strong> 40 ft.</p><p><strong>AC:</strong> 14 (+3 Dex, +1 natural), touch 13, flat-footed 11</p><p><strong>Attacks:</strong> 2 claws +6 and bite +1 melee and tail slap +1 melee and ray +7 ranged</p><p><strong>Damage:</strong> Claw 1d4+2, bite 1d6+1, tail slap 1d8+1, ray <em>heat metal</em></p><p><strong>Face/Reach:</strong> 5 ft. by 5 ft./5 ft.</p><p><strong>Special Attacks:</strong> Pinned rake, ray of heating</p><p><strong>Special Qualities:</strong> Blindsight 30 ft, darkvision 90 ft., fear immunity, fire subtype, sonic vulnerability</p><p><strong>Saves:</strong> Fort +3, Ref +7, Will +5</p><p><strong>Abilities:</strong> Str 15, Dex 17, Con 15, Int 8, Wis 12, Cha 8</p><p><strong>Skills:</strong> Jump +10, Listen +10, Spot +10, Tumble +11</p><p><strong>Feats:</strong> Combat Reflexes</p><p><strong>Climate/Terrain:</strong> Warm underground</p><p><strong>Organization:</strong> Solitary, pair or group (1 - 20)</p><p><strong>Challenge Rating:</strong> 4</p><p><strong>Treasure:</strong> Half standard, but quadruple gems.</p><p><strong>Alignment:</strong> Often neutral</p><p><strong>Advancement:</strong> By character class</p><p>Gaunds are reptilian humanoids that are often thought to be mere beasts. Their powerful senses make them hard to surprise.</p><p>Looking like gray-green reptiles, gaunds usually move along on all four legs. Only when they fight or survey their surroundings do they stand on two legs, keeping their balance with their tail. Their heads sport three eyes that glow red as fire. They speak an unique language of clicks and whistles, but also understand draconic.</p><p><strong>Combat</strong></p><p>Gaunds tumble and jump around the battlefield, slamming into their enemies with their natural weapons. Opponents clad in metal armor, or using large metal weapons, will be targeted with a ray of metal heating as soon as possible. No gaund ever uses weapons or armor.</p><p><strong>Pinned Rake (Ex):</strong> A gaund that is being pinned or flanked can make two rake attacks (+6 melee) with its hind legs for 3d4+2 points of damage each.</p><p><strong>Ray of Heating (Su):</strong> A gaund can make a ray attack on any creature within 90 feet of the gaund. As a part of its attack, a gaund can also make a ray attack on the opponent it bit. Those hit by the ray must make a Will save (DC 11) or be affected as by a <em>heat metal</em> spell. This attack originates from the central eye of the gaund.</p><p><strong>Blindsight (Ex):</strong> Using non-visual means, mostly vibration, a gaund can discern objects within 30 feet with this ability. The gaund usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight.</p><p><strong>Fire Subtype:</strong> Gaunds are immune to fire. They take double damage from cold unless a saving throw for half damage is allowed. In that case, it takes half damage on a success and double damage on a failure.</p><p><strong>Sonic Vulnerability:</strong> Gaunds take double damage from sonic unless a saving throw for half damage is allowed. In that case, it takes half damage on a success and double damage on a failure.</p><p><strong>Skills:</strong> Gaunds receive a +4 racial bonus to Listen and Spot checks.</p><p><strong>Society</strong></p><p>Gaunds live in small groups of up to 20 individuals, but occasionally, larger colonies can be found. They primarily make their home in large, dry caves and rarely venture into colder climates or aboveground.</p><p>Gaunds do not use or manufacture tools, but they usually have well-sorted animal herds kept for food. The only thing they regularly gather or hunt for are gems. Some gaund groups have taken to trading with adventurers with those gems in times of need, but most of the time, gaunds are fiercely territorial.</p><p><strong>Characters</strong></p><p>While it is rare for a gaund to take up a character class, it tends to happen. Most of those gaunds advance as barbarians, with the occasional fighter or ranger inbetween. Spellcasting classes are exceedingly rare, but a few clerics exist. Those can choose between the Chaos, Earth and Fire domains. The level adjustment for a gaund is +6.</p><p><strong>Frost Gaund</strong></p><p>A relative of the gaund, the frost gaund lives in cold underground climates. They are mostly identical to normal gaunds, with the following exceptions: They have bluish-grey scales and blue glowing eyes. They have the (cold) subtype. The eye ray causes the effects of <strong>chill metal</strong>.</p><p><strong>Gaund Slime</strong></p><p>The eggs of a gaund are coated in a clear slime with a spicy smell. This slime prevents up to 50 points of acid damage and up to 10 points of fire damage per dose. It can be applied to any object. The slime of frost gaund eggs prevents cold damage istead of fire damage. Market Price 750 gp(?).</p></blockquote><p></p>
[QUOTE="Knight Otu, post: 682238, member: 192"] [b]Gaund Medium-Size Monstrous Humanoid (Fire, Reptilian) Hit Dice:[/b] 4d8+8 (26 hp) [b]Initiative:[/b] +3 [b]Speed:[/b] 40 ft. [b]AC:[/b] 14 (+3 Dex, +1 natural), touch 13, flat-footed 11 [b]Attacks:[/b] 2 claws +6 and bite +1 melee and tail slap +1 melee and ray +7 ranged [b]Damage:[/b] Claw 1d4+2, bite 1d6+1, tail slap 1d8+1, ray [i]heat metal[/i] [b]Face/Reach:[/b] 5 ft. by 5 ft./5 ft. [b]Special Attacks:[/b] Pinned rake, ray of heating [b]Special Qualities:[/b] Blindsight 30 ft, darkvision 90 ft., fear immunity, fire subtype, sonic vulnerability [b]Saves:[/b] Fort +3, Ref +7, Will +5 [b]Abilities:[/b] Str 15, Dex 17, Con 15, Int 8, Wis 12, Cha 8 [b]Skills:[/b] Jump +10, Listen +10, Spot +10, Tumble +11 [b]Feats:[/b] Combat Reflexes [b]Climate/Terrain:[/b] Warm underground [b]Organization:[/b] Solitary, pair or group (1 - 20) [b]Challenge Rating:[/b] 4 [b]Treasure:[/b] Half standard, but quadruple gems. [b]Alignment:[/b] Often neutral [b]Advancement:[/b] By character class Gaunds are reptilian humanoids that are often thought to be mere beasts. Their powerful senses make them hard to surprise. Looking like gray-green reptiles, gaunds usually move along on all four legs. Only when they fight or survey their surroundings do they stand on two legs, keeping their balance with their tail. Their heads sport three eyes that glow red as fire. They speak an unique language of clicks and whistles, but also understand draconic. [b]Combat[/b] Gaunds tumble and jump around the battlefield, slamming into their enemies with their natural weapons. Opponents clad in metal armor, or using large metal weapons, will be targeted with a ray of metal heating as soon as possible. No gaund ever uses weapons or armor. [b]Pinned Rake (Ex):[/b] A gaund that is being pinned or flanked can make two rake attacks (+6 melee) with its hind legs for 3d4+2 points of damage each. [b]Ray of Heating (Su):[/b] A gaund can make a ray attack on any creature within 90 feet of the gaund. As a part of its attack, a gaund can also make a ray attack on the opponent it bit. Those hit by the ray must make a Will save (DC 11) or be affected as by a [i]heat metal[/i] spell. This attack originates from the central eye of the gaund. [b]Blindsight (Ex):[/b] Using non-visual means, mostly vibration, a gaund can discern objects within 30 feet with this ability. The gaund usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight. [b]Fire Subtype:[/b] Gaunds are immune to fire. They take double damage from cold unless a saving throw for half damage is allowed. In that case, it takes half damage on a success and double damage on a failure. [b]Sonic Vulnerability:[/b] Gaunds take double damage from sonic unless a saving throw for half damage is allowed. In that case, it takes half damage on a success and double damage on a failure. [b]Skills:[/b] Gaunds receive a +4 racial bonus to Listen and Spot checks. [b]Society[/b] Gaunds live in small groups of up to 20 individuals, but occasionally, larger colonies can be found. They primarily make their home in large, dry caves and rarely venture into colder climates or aboveground. Gaunds do not use or manufacture tools, but they usually have well-sorted animal herds kept for food. The only thing they regularly gather or hunt for are gems. Some gaund groups have taken to trading with adventurers with those gems in times of need, but most of the time, gaunds are fiercely territorial. [b]Characters[/b] While it is rare for a gaund to take up a character class, it tends to happen. Most of those gaunds advance as barbarians, with the occasional fighter or ranger inbetween. Spellcasting classes are exceedingly rare, but a few clerics exist. Those can choose between the Chaos, Earth and Fire domains. The level adjustment for a gaund is +6. [b]Frost Gaund[/b] A relative of the gaund, the frost gaund lives in cold underground climates. They are mostly identical to normal gaunds, with the following exceptions: They have bluish-grey scales and blue glowing eyes. They have the (cold) subtype. The eye ray causes the effects of [b]chill metal[/b]. [b]Gaund Slime[/b] The eggs of a gaund are coated in a clear slime with a spicy smell. This slime prevents up to 50 points of acid damage and up to 10 points of fire damage per dose. It can be applied to any object. The slime of frost gaund eggs prevents cold damage istead of fire damage. Market Price 750 gp(?). [/QUOTE]
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