shivamuffin
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Desert Skirdge: ( Rahdi Sythar ) Wherever there are vast stretches of yellow waste, there are the skirdge. The Desert Skirdge are basically lizard men that have adapted to the parched deserts of the Near East. They are quick, fearless, ruthless, and greatly feared by the people of the desert. The beasts attack with overwhelming numbers, primarily for the flesh of camels and horses ( These foul creatures feed only upon the soft parts of their prey ). Skirdge will at times negotiate with caravans...Offering safe passage in return for camels, horses, goats, and occasionally the sick and wounded amongst the humanoids in the caravan. They discard most treasure, although they prize magic, and appear to have little use for water.
Medium-Size Humanoid (Desert dwelling, Reptilian)
Hit Dice: 3d8+2 (19 hp)
Initiative: +8 ( +4 Improved Initiative, +4Dex )
Speed: 60 ft.
AC: 19 (+5 natural, +4 dex) or 21 (+5 natural, +2_large shield)
Attacks: 2 claws +4 melee (or bone scimitar +2 melee), bite +4 melee; or javelin +4 ranged
Damage: Claw 1d4+1, bone scimitar 1d8+1, bite 1d6, or javelin 1d6+1
Special Qualities: Skirdge excrete a mild contact toxin when enraged. Skirdge poison DC 13 0/3d6 con. ( See Below ) Skirdge, despite their reptillian appearance are warm blooded creatures, more related to avians than reptiles.
Face/Reach: 5 ft. by 5 ft./5 ft.
Saves: Fort +5, Ref +7, Will +1
Abilities: Str 12, Dex 18, Con 18, Int 10, Wis 12, Cha 10
Skills: Balance +8, Jump +7, climb +6
Feats: Multiattack, improved initiative
Climate/Terrain: tropical desert
Organization: Gang (2-3), band (6-10 plus 50% noncombatants ( captives ) 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: 4
Treasure: 50% gems; 50% goods; 50% items
Roll for items, and disperse any usable magics to leaders first. Skirdge will use magic items if they have them.
Alignment: Lawful Evil
Advancement: By character class. Ranger, Warrior, and Sorcerer being the most common classes chosen. No clerics have ever been encountered
Skirdge speak Draconic.
Combat
Skills: Thanks to their tails, Skirdge receive a +4 racial bonus to Jump, climb, and Balance checks (the numbers in the statistics block do not reflect check penalties for large shields).
Immune to poisons, and mind affecting spells.
( Skirdge poison is extremely difficult to extract, since it is realeased through the skin. An alchemy check at DC 30 and a modest lab is required to extract and " package " the poison. If done properly, skirdge poison will last 2-4 weeks in a container and 1 day as a coating for a weapon. One skirdge will provide d4 ounces of usable poison.
Skirdge poison will sell for 800 gold per ounce on the open market.
Medium-Size Humanoid (Desert dwelling, Reptilian)
Hit Dice: 3d8+2 (19 hp)
Initiative: +8 ( +4 Improved Initiative, +4Dex )
Speed: 60 ft.
AC: 19 (+5 natural, +4 dex) or 21 (+5 natural, +2_large shield)
Attacks: 2 claws +4 melee (or bone scimitar +2 melee), bite +4 melee; or javelin +4 ranged
Damage: Claw 1d4+1, bone scimitar 1d8+1, bite 1d6, or javelin 1d6+1
Special Qualities: Skirdge excrete a mild contact toxin when enraged. Skirdge poison DC 13 0/3d6 con. ( See Below ) Skirdge, despite their reptillian appearance are warm blooded creatures, more related to avians than reptiles.
Face/Reach: 5 ft. by 5 ft./5 ft.
Saves: Fort +5, Ref +7, Will +1
Abilities: Str 12, Dex 18, Con 18, Int 10, Wis 12, Cha 10
Skills: Balance +8, Jump +7, climb +6
Feats: Multiattack, improved initiative
Climate/Terrain: tropical desert
Organization: Gang (2-3), band (6-10 plus 50% noncombatants ( captives ) 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: 4
Treasure: 50% gems; 50% goods; 50% items
Roll for items, and disperse any usable magics to leaders first. Skirdge will use magic items if they have them.
Alignment: Lawful Evil
Advancement: By character class. Ranger, Warrior, and Sorcerer being the most common classes chosen. No clerics have ever been encountered
Skirdge speak Draconic.
Combat
Skills: Thanks to their tails, Skirdge receive a +4 racial bonus to Jump, climb, and Balance checks (the numbers in the statistics block do not reflect check penalties for large shields).
Immune to poisons, and mind affecting spells.
( Skirdge poison is extremely difficult to extract, since it is realeased through the skin. An alchemy check at DC 30 and a modest lab is required to extract and " package " the poison. If done properly, skirdge poison will last 2-4 weeks in a container and 1 day as a coating for a weapon. One skirdge will provide d4 ounces of usable poison.
Skirdge poison will sell for 800 gold per ounce on the open market.