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Ferret's 3.5 creature repository (3rd edition revision complete)
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<blockquote data-quote="Ferret" data-source="post: 1396188" data-attributes="member: 4052"><p>I changed this 'from very evil creature for smashing to', 'Possible PC or NPC that can reak havoc'. I'd say a high CR though.</p><p></p><p>Yurisi.</p><p></p><p>Large monstrous humanoid (aquatic, amphibious)</p><p>Hit Dice: 3d10+9 (35hp)</p><p>Initiative: +3 (Dex)</p><p>Speed: 30 ft., 30ft. swim, 20ft. burrow</p><p>AC: 12 (-1 size, +1 Dex, +6 natural)</p><p>Base attack/Grapple: +3/+10</p><p>Attack: Bite +5 melee (1d8+3) or claw +5 melee (1d6+3) or Greatsword melee +3 (2d6 +3) and Longsword melee +3 (1d8 +1) or Tail slap +5 melee (1d8 +3)</p><p>Full attack: Bite melee +5 (1d8+3), 2 claws +0 melee (1d6 +3); or Bite +5 melee (1d8 +3) , Greatsword +0 melee (2d6 +3); or Greatsword +3 (2d6 +3) and Longsword +3 (1d8 +3); or Bite +5 melee (1d8+3) and Tail slap +5 melee (1d8 +3).</p><p>Face/Reach: 10./ 5 ft.</p><p>Special Attacks: Improved grab, rend, tactics</p><p>Special Qualities: Vibrationsense 60ft</p><p>Saves: Fort +12, Ref +12, Will +9</p><p>Abilities: Str 16, Dex 12, Con 14, Int 10, Wis 17, Cha 12</p><p>Feats: Duel strike, Two weapon fighting</p><p>Skills: Spot +3, Listen +3, Bluff +6, Diplomacy +3, Sense motive +3</p><p></p><p>Environment: Coastal areas.</p><p>Organization: Troop (8-16) </p><p>Challenge Rating: 4</p><p>Treasure: Standard (stash) </p><p>Alignment: Always lawful evil</p><p>Advancement: By class</p><p></p><p>A Dog-faced, spiny creature stands before you, the body is covered in sparse hair that sprouts from in between the leathery armour plates. It swings a large weighted tail, and clacks its beaky jaw.</p><p></p><p>Yurisi are militant amphibious creatures, resembling some sort of cross breed between Ankylosaurus and a bear.</p><p></p><p>They are mainly an underground race, but not in the same way as Drow may be, they burrow and make lairs in the hard sand deep under beaches, then when creatures wander on to there territory, they strike, pulling them down and suffocating them in the sand. Not all Yurisi live in the sand, the larger, or elder of the species live in the water, or sometimes in outlets in the underdark. Another place that they dwell is underwater; groups of Yurisi can take down whole galleys in a matter of minutes. The Yurisi’s armoured shell has small opening that act as gills, some of this air can be kept in pockets to be used as a buoyancy aid.</p><p></p><p>Combat</p><p>Being an extremely ‘social’ race, they prefer to attack in groups, flanking, distracting and backstabbing.</p><p></p><p>Improved Grab (Ex): To use this ability, the Yurisi must hit a Medium-size or smaller opponent with its bite attack. If it gets a hold, the Yurisi grabs the opponent with its claws and drags it deep underground, attempting to rend it and let it suffocate. Yurisi can still rend underground.</p><p></p><p>Rend (Ex): If a Yurisi hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage.</p><p>Vibration sense(Ex): Not only can Yurisi sense those within 60ft on land it also retains this ability whilst submerged.</p><p></p><p>Tactics (Ex): Due to extensive team training the Yurisi gain certain benefits when working together, when ever flanking an opponent they may distract it and make it incur an AoO, all Yurisi are taught this trick as all are given formal millitant training.</p><p></p><p>And so ends this chapter in my 3.5 monster collection.</p></blockquote><p></p>
[QUOTE="Ferret, post: 1396188, member: 4052"] I changed this 'from very evil creature for smashing to', 'Possible PC or NPC that can reak havoc'. I'd say a high CR though. Yurisi. Large monstrous humanoid (aquatic, amphibious) Hit Dice: 3d10+9 (35hp) Initiative: +3 (Dex) Speed: 30 ft., 30ft. swim, 20ft. burrow AC: 12 (-1 size, +1 Dex, +6 natural) Base attack/Grapple: +3/+10 Attack: Bite +5 melee (1d8+3) or claw +5 melee (1d6+3) or Greatsword melee +3 (2d6 +3) and Longsword melee +3 (1d8 +1) or Tail slap +5 melee (1d8 +3) Full attack: Bite melee +5 (1d8+3), 2 claws +0 melee (1d6 +3); or Bite +5 melee (1d8 +3) , Greatsword +0 melee (2d6 +3); or Greatsword +3 (2d6 +3) and Longsword +3 (1d8 +3); or Bite +5 melee (1d8+3) and Tail slap +5 melee (1d8 +3). Face/Reach: 10./ 5 ft. Special Attacks: Improved grab, rend, tactics Special Qualities: Vibrationsense 60ft Saves: Fort +12, Ref +12, Will +9 Abilities: Str 16, Dex 12, Con 14, Int 10, Wis 17, Cha 12 Feats: Duel strike, Two weapon fighting Skills: Spot +3, Listen +3, Bluff +6, Diplomacy +3, Sense motive +3 Environment: Coastal areas. Organization: Troop (8-16) Challenge Rating: 4 Treasure: Standard (stash) Alignment: Always lawful evil Advancement: By class A Dog-faced, spiny creature stands before you, the body is covered in sparse hair that sprouts from in between the leathery armour plates. It swings a large weighted tail, and clacks its beaky jaw. Yurisi are militant amphibious creatures, resembling some sort of cross breed between Ankylosaurus and a bear. They are mainly an underground race, but not in the same way as Drow may be, they burrow and make lairs in the hard sand deep under beaches, then when creatures wander on to there territory, they strike, pulling them down and suffocating them in the sand. Not all Yurisi live in the sand, the larger, or elder of the species live in the water, or sometimes in outlets in the underdark. Another place that they dwell is underwater; groups of Yurisi can take down whole galleys in a matter of minutes. The Yurisi’s armoured shell has small opening that act as gills, some of this air can be kept in pockets to be used as a buoyancy aid. Combat Being an extremely ‘social’ race, they prefer to attack in groups, flanking, distracting and backstabbing. Improved Grab (Ex): To use this ability, the Yurisi must hit a Medium-size or smaller opponent with its bite attack. If it gets a hold, the Yurisi grabs the opponent with its claws and drags it deep underground, attempting to rend it and let it suffocate. Yurisi can still rend underground. Rend (Ex): If a Yurisi hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage. Vibration sense(Ex): Not only can Yurisi sense those within 60ft on land it also retains this ability whilst submerged. Tactics (Ex): Due to extensive team training the Yurisi gain certain benefits when working together, when ever flanking an opponent they may distract it and make it incur an AoO, all Yurisi are taught this trick as all are given formal millitant training. And so ends this chapter in my 3.5 monster collection. [/QUOTE]
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