Part 3 : Combat Statistics
Attacks : Humanoids have no natural weapons. They attack with manufactured weapons. Monstrous Humanoids can use manufactured weapons, and can have natural attacks of your choosing, or may have none.
(The tall, thin creature has no claws or horns, and humanlike teeth, so I'll give it no natural weapons - only manufactured weapon attacks. I decide that most of them carry a shortbow and short sword.)
Damage :
General Damage Guidelines (these are only guidelines):
Size Bite Claw Gore
Small 1d4-1d6 1d3-1d4 1d4-1d6
Medium 1d6-1d8 1d4-1d6 1d6-1d8
Large 1d8 - 2d6 1d6-1d8 1d8-2d6
Remember to adjust the damage for Strength (determined later).
Large creatures can wield Huge weapons, which deal extra damage. Otherwise, weapon damage is normal.
(No natural attacks; both weapons deal 1d6).
Face/ Reach: Small or Medium - 5 ft. by 5 ft./ 5 ft.; Large 5 ft. by 5 ft./10 ft., unless the creature has a long body (like a yuan-ti), in which case it is 10 ft. by 5 ft./5 ft.
(My creature's Medium, so I give it 5 ft. by 5 ft./5 ft.)
Special Attacks : Your Choice.
(I want it to have an alien effect, so I give it this power :
Magic Disruption (Sp):
Once per day, the creature can put up a field of alien power which disrupts mortal magic. This extends in a 30'long cone, 30' wide at the end. Its duration is six rounds. It is in all other ways identical to an anti-magic shell spell (caster level 10th).)
Special Qualities : Your Choice.
(In fitting with the above anti-magic effect, I give it SR 11. It's also steeped in arcane mathematics, so I'll give it:
Numerical Divination (Su):
By concentrating on a particular type of object, in a full-round action, the creature learns the number of objects of that type within a 60-foot radius. )