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Centaur-kin, Gnoat
http://www.enworld.org/showthread.php?t=69690&page=37&pp=30
Centaur-kin, Gnoat
Medium Monstrous Humanoid
Hit Dice: 3d8+3 (16 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 15 (+3 Dex, +1 natural, +1 armor), touch 13, flat-footed 12
Base Attack/Grapple: +3/+2
Attack: Spear +2 melee (1d8-1/x3) or rear hooves +2 melee (1d6-1) or shortbow +6 ranged (1d6/x3)
Full Attack: Spear +2 melee (1d8-1/x3) or rear hooves +2 melee (1d6-1) or shortbow +6 ranged (1d6/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Darkvision 60 ft., gnoat traits
Saves: Fort +2, Ref +6, Will +4
Abilities: Str 8, Dex 16, Con 13, Int 10, Wis 13, Cha 11
Skills: Craft (woodworking) +4, Diplomacy +4, Listen +3, Profession (weaver) +3, Sense Motive +5, Spellcraft +2, Survival +3
Feats: Dodge, Negotiator
Environment: Temperate or warm hills or mountains
Organization:: Solitary, entourage (3–12 plus 1 3rd-level illusionist), troop (8–18 plus 1 leader of 2nd–5th level), or clan(100–300 plus 10% noncombatants plus 1-4 1st- to 3rd-level illusionists and 1 chief of 5th-level)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +2
This upper body of this creature looks like a brown-skinned gnome, with short gray hair and neatly-trimmed beard. Its hindquarters are those of a mountain goat with a shaggy gray coat. Its eyes are a deep cobalt blue, and it hooves are black. It wears a patchwork jacket of a myriad of colors, a hat, and carved wooden jewelry.
Gnoats make their homes in cave systems of lower foothills of high moutain ranges, hunting and farming thoughout the warm months in order to stockpile supplies for the winter. During the winter, the gnoats retreat deeper into the mountain caverns, where they turn their attention to their art and magic. Gnoats excel at woodcarving and sculpting stone, and trade their creations with other races for metal, pottery, and cloth. They do not travel far to seek out other races with which to trade, but gladly welcome traveling merchants into their homes after determining that they are not threats. These merchants often become lifelong friends of the gnoats, and visit each spring to trade for the gnoats' winter creations.
Gnoats live in clans of 100 to 300 individuals. Clans are led by a chief, who wears the most elaborately decorated cap and jacket and sports a shield bearing the clan's emblem. He is accompanied by the clan's illuisionists, who dress in stark contrast to the chief, in plain leather tunics and black leather skull caps.
Gnoats are known for their patchwork jackets, which are strongly constructed, conferring the same bonuses and penalties as padded armor. They tend to augment their appearance with wooden pendants and bracelets.
A gnoat is about 5 feet tall and weighs 250-350 pounds. The gnome portions of its body range from tan to deep chestnut skin. Its hair coloration matches that of its goat portion, which is brown, black, or gray. The underside of the hindquarters is usually white or cream-colored. Eye color is nearly always blue, from light and cool to deep cobalt. A rare few have green or brown eyes.
Gnoats speak Common and Gnome.
Combat
Gnoats are not generally violent, but if drawn into battle, they arm themselves with spears, clubs, and shortbows. A gnoat can deliver a kick with its rear hooves, but usually does so only if unarmed.
Gnoats As Characters
A gnoat's favored class is wizard (illusionist). Gnoat clerics worship the same deities as gnomes.
Gnoat characters possess the following racial traits.
Originally appeared in Monstrous Compendium Annual Volume Two (1995).
http://www.enworld.org/showthread.php?t=69690&page=37&pp=30
Centaur-kin, Gnoat
Medium Monstrous Humanoid
Hit Dice: 3d8+3 (16 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 15 (+3 Dex, +1 natural, +1 armor), touch 13, flat-footed 12
Base Attack/Grapple: +3/+2
Attack: Spear +2 melee (1d8-1/x3) or rear hooves +2 melee (1d6-1) or shortbow +6 ranged (1d6/x3)
Full Attack: Spear +2 melee (1d8-1/x3) or rear hooves +2 melee (1d6-1) or shortbow +6 ranged (1d6/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Darkvision 60 ft., gnoat traits
Saves: Fort +2, Ref +6, Will +4
Abilities: Str 8, Dex 16, Con 13, Int 10, Wis 13, Cha 11
Skills: Craft (woodworking) +4, Diplomacy +4, Listen +3, Profession (weaver) +3, Sense Motive +5, Spellcraft +2, Survival +3
Feats: Dodge, Negotiator
Environment: Temperate or warm hills or mountains
Organization:: Solitary, entourage (3–12 plus 1 3rd-level illusionist), troop (8–18 plus 1 leader of 2nd–5th level), or clan(100–300 plus 10% noncombatants plus 1-4 1st- to 3rd-level illusionists and 1 chief of 5th-level)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +2
This upper body of this creature looks like a brown-skinned gnome, with short gray hair and neatly-trimmed beard. Its hindquarters are those of a mountain goat with a shaggy gray coat. Its eyes are a deep cobalt blue, and it hooves are black. It wears a patchwork jacket of a myriad of colors, a hat, and carved wooden jewelry.
Gnoats make their homes in cave systems of lower foothills of high moutain ranges, hunting and farming thoughout the warm months in order to stockpile supplies for the winter. During the winter, the gnoats retreat deeper into the mountain caverns, where they turn their attention to their art and magic. Gnoats excel at woodcarving and sculpting stone, and trade their creations with other races for metal, pottery, and cloth. They do not travel far to seek out other races with which to trade, but gladly welcome traveling merchants into their homes after determining that they are not threats. These merchants often become lifelong friends of the gnoats, and visit each spring to trade for the gnoats' winter creations.
Gnoats live in clans of 100 to 300 individuals. Clans are led by a chief, who wears the most elaborately decorated cap and jacket and sports a shield bearing the clan's emblem. He is accompanied by the clan's illuisionists, who dress in stark contrast to the chief, in plain leather tunics and black leather skull caps.
Gnoats are known for their patchwork jackets, which are strongly constructed, conferring the same bonuses and penalties as padded armor. They tend to augment their appearance with wooden pendants and bracelets.
A gnoat is about 5 feet tall and weighs 250-350 pounds. The gnome portions of its body range from tan to deep chestnut skin. Its hair coloration matches that of its goat portion, which is brown, black, or gray. The underside of the hindquarters is usually white or cream-colored. Eye color is nearly always blue, from light and cool to deep cobalt. A rare few have green or brown eyes.
Gnoats speak Common and Gnome.
Combat
Gnoats are not generally violent, but if drawn into battle, they arm themselves with spears, clubs, and shortbows. A gnoat can deliver a kick with its rear hooves, but usually does so only if unarmed.
Gnoats As Characters
A gnoat's favored class is wizard (illusionist). Gnoat clerics worship the same deities as gnomes.
Gnoat characters possess the following racial traits.
- -2 Strength, +6 Dexterity, +2 Constitution, +2 Wisdom.
- Medium size.
- Space/Reach: 5 feet/5 feet.
- A gnoat's base land speed is 40 feet.
- Darkvision out to 60 feet.
- Racial Hit Dice: A gnoat begins with three levels of monstrous humanoid, which provide 3d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +1, Ref +3, and Will +3.
- Racial Skills: A gnoat's monstrous humanoid levels give it skill points equal to 6 x (2 + Int modifier). Its class skills are Craft (woodworking), Diplomacy, Profession (weaver), Sense Motive, Spellcraft, and Survival.
- Racial Feats: A gnoat's monstrous humanoid levels give it two feats.
- Weapon Familiarity: Gnoats may treat gnome hooked hammers as martial weapons rather than exotic weapons.
- +2 racial bonus on saving throws against illusions.
- Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnoats. This adjustment stacks with those from similar effects, such as the Spell Focus feat.
- +1 racial bonus on attack rolls against kobolds and goblinoids (including goblins, hobgoblins, and bugbears).
- +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants).
- +2 racial bonus on Listen checks.
- +2 racial bonus on Craft (woodworking) checks.
- +1 natural armor bonus.
- Natural Weapons: Rear hooves (1d6).
- Spell-Like Abilities: 1/day—speak with animals (burrowing mammal only, duration 1 minute). A gnoat with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + gnoat's Cha modifier + spell level.
- Automatic Languages: Common, Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, Orc.
- Favored Class: Wizard (illusionist).
- Level adjustment +2.
Originally appeared in Monstrous Compendium Annual Volume Two (1995).
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