Necrohazard
First Post
These two creatures are for my home brew campaign, they are from the same race within a two cast system. Greater and lesser........in looks they would fall into the tauric group human/scorpion, with human arms and hands and the scorpion claws in its proper place.
I just want to see what people think so far and maybe catch something I have not done quite as it should be, so here they are. Thanks to all those who help.
Red-Nepa
Large Monstrous Humanoid
Hit Dice: 10d6+30 (85)
Initiative: -1
Speed: 60ft. (12 squares)
Armor Class: 15 (-1 size, -1 Dex, +7 natural) touch 8, flat-footed 15;
Base Attack/Grapple: +10/+20;
Attack: Claw +15 melee (2d6+6);
Full Attack: Large Club +15/+10 melee (1d8+6), 2 claws +15 melee (2d6+3) and stinger +15 melee (1d6+3 plus poison) or 2 claws +15 melee (2d6+6) and stinger +15 melee (1d6+3 pluse poison);
Space/Reach: 10 ft./5ft;
Special Attack: Constrict 2d6+6, Improved Grab, Poison, Pounce, Rake;
Special Qualities: Darkvision 90ft., Fast Healing 4, Spell Resistance 19, Tremorsense 60ft.;
Saves: Fort +10, Ref +6, Will +4;
Abilities: Str 23, Dex 8, Con 17, Int 6, Wis 13, Cha 10;
Skills: Climb 15, Hide 1, Spot 11;
Feats: Improved Multiattack, Involuntary Rage (B) , Multiattack, Multigrab, Power Attack;
Environment: Any land and underground;
Organization: Gang (2-5) plus 1 gold-nepa if under command
Challenge Rating: 10;
Treasure: Standard
Alignment: Usually Neutral Evil;
Advancement: By Character Class;
Level Adjustment: +6;
Combat
Constrict (Ex): A red-nepa deals automatic claw damage on a successful grapple check.
Improved Grab (Ex): To us this ability, a red-nepa must hit with a claw attack. A red-nepa uses its Strength modifier for grapple checks.
Poison (Ex) A red-nepa has a poisonous sting. The save DCs are Constitution-based. The indicated damage is is initial and secondary damage. Fort DC 18, Damage 1d4, Con.
Pounce (Ex): If a red-nepa leaps upon a foe during the first round of combat, it can make a full attack even though it has already moved.
Rake (Ex): A red-nepa that gets a hold can make two rake attacks at its full melee attack bonus with its hind legs 2 claws +15 melee (1d6+3). If the red-nepa pounces on an opponent, it also can rake.
Skills: A red-nepa has a +4 racial bonus on Climb, Hide and Spot checks.
Gold-Nepa
Huge Monstrous Humanoid
Hit Dice: 12d8+36 (90)
Initiative: +0
Speed: 50 ft. (10 squares)
Armor Class: 20 (-2 size, +12 natural) touch 8, flat-footed 20;
Base Attack/Grapple: +12/+26;
Attack: Huge Club +16 melee (2d6+6);
Full Attack: Huge Club +16/+11/+6 melee (2d6+6), 2 claws +16 melee (1d8+3) and stinger +16 melee (2d4+3 plus poison) or 2 claws +16 melee (1d8+6) and stinger +16 melee (2d4+3 plus poison);
Space/Reach: 15ft./10ft.
Special Attack: Constrict 1d8+3, Improved Grab, Poison;
Special Qualities: Darkvision 60ft., Spell Resistance 21, Tremorsense 60ft.;
Saves: Fort +11, Ref +8, Will +4;
Abilities: Str 23, Dex 10, Con 16, Int 10, Wis 11, Cha 11;
Skills: Climb 10, Hide 11, Spot 19;
Feats: Cleave, Great Cleave, Improved Multiattack, Multiattack, Multigrab, Power Attack;
Environment: Warm deserts;
Organization: Solitary or gang (2-5) of red-nepa if commanding
Challenge Rating: 10
Treasure: Standard
Alignment: Usually Neutral Evil;
Advancement: By Character Class;
Level Adjustment: +4;
Combat
Constrict (Ex): A golden-nepa deals automatic claw damage on a successful grapple check.
Improved Grab (Ex): To use this ability, a golden-nepa must hit with a claw attack. A golden-nepa uses its Strength modifier for grapple checks.
Poison (Ex): A golden-nepa has a poison sting. The save DCs are Constitution-based. The indicated damage is initial and secondary damage. Fort DC 19, Damage 1d6, Con;
Skills: A golden-nepa has a +4 racial bonus on Climb, Hide, and Spot checks.
Just need to get the discription up on them but in general think of cenatars but men
Sorry its been so long but life will do that to you, and thank all of you that helped me fine tune the race of the nepa.
I just want to see what people think so far and maybe catch something I have not done quite as it should be, so here they are. Thanks to all those who help.
Red-Nepa
Large Monstrous Humanoid
Hit Dice: 10d6+30 (85)
Initiative: -1
Speed: 60ft. (12 squares)
Armor Class: 15 (-1 size, -1 Dex, +7 natural) touch 8, flat-footed 15;
Base Attack/Grapple: +10/+20;
Attack: Claw +15 melee (2d6+6);
Full Attack: Large Club +15/+10 melee (1d8+6), 2 claws +15 melee (2d6+3) and stinger +15 melee (1d6+3 plus poison) or 2 claws +15 melee (2d6+6) and stinger +15 melee (1d6+3 pluse poison);
Space/Reach: 10 ft./5ft;
Special Attack: Constrict 2d6+6, Improved Grab, Poison, Pounce, Rake;
Special Qualities: Darkvision 90ft., Fast Healing 4, Spell Resistance 19, Tremorsense 60ft.;
Saves: Fort +10, Ref +6, Will +4;
Abilities: Str 23, Dex 8, Con 17, Int 6, Wis 13, Cha 10;
Skills: Climb 15, Hide 1, Spot 11;
Feats: Improved Multiattack, Involuntary Rage (B) , Multiattack, Multigrab, Power Attack;
Environment: Any land and underground;
Organization: Gang (2-5) plus 1 gold-nepa if under command
Challenge Rating: 10;
Treasure: Standard
Alignment: Usually Neutral Evil;
Advancement: By Character Class;
Level Adjustment: +6;
Combat
Constrict (Ex): A red-nepa deals automatic claw damage on a successful grapple check.
Improved Grab (Ex): To us this ability, a red-nepa must hit with a claw attack. A red-nepa uses its Strength modifier for grapple checks.
Poison (Ex) A red-nepa has a poisonous sting. The save DCs are Constitution-based. The indicated damage is is initial and secondary damage. Fort DC 18, Damage 1d4, Con.
Pounce (Ex): If a red-nepa leaps upon a foe during the first round of combat, it can make a full attack even though it has already moved.
Rake (Ex): A red-nepa that gets a hold can make two rake attacks at its full melee attack bonus with its hind legs 2 claws +15 melee (1d6+3). If the red-nepa pounces on an opponent, it also can rake.
Skills: A red-nepa has a +4 racial bonus on Climb, Hide and Spot checks.
Gold-Nepa
Huge Monstrous Humanoid
Hit Dice: 12d8+36 (90)
Initiative: +0
Speed: 50 ft. (10 squares)
Armor Class: 20 (-2 size, +12 natural) touch 8, flat-footed 20;
Base Attack/Grapple: +12/+26;
Attack: Huge Club +16 melee (2d6+6);
Full Attack: Huge Club +16/+11/+6 melee (2d6+6), 2 claws +16 melee (1d8+3) and stinger +16 melee (2d4+3 plus poison) or 2 claws +16 melee (1d8+6) and stinger +16 melee (2d4+3 plus poison);
Space/Reach: 15ft./10ft.
Special Attack: Constrict 1d8+3, Improved Grab, Poison;
Special Qualities: Darkvision 60ft., Spell Resistance 21, Tremorsense 60ft.;
Saves: Fort +11, Ref +8, Will +4;
Abilities: Str 23, Dex 10, Con 16, Int 10, Wis 11, Cha 11;
Skills: Climb 10, Hide 11, Spot 19;
Feats: Cleave, Great Cleave, Improved Multiattack, Multiattack, Multigrab, Power Attack;
Environment: Warm deserts;
Organization: Solitary or gang (2-5) of red-nepa if commanding
Challenge Rating: 10
Treasure: Standard
Alignment: Usually Neutral Evil;
Advancement: By Character Class;
Level Adjustment: +4;
Combat
Constrict (Ex): A golden-nepa deals automatic claw damage on a successful grapple check.
Improved Grab (Ex): To use this ability, a golden-nepa must hit with a claw attack. A golden-nepa uses its Strength modifier for grapple checks.
Poison (Ex): A golden-nepa has a poison sting. The save DCs are Constitution-based. The indicated damage is initial and secondary damage. Fort DC 19, Damage 1d6, Con;
Skills: A golden-nepa has a +4 racial bonus on Climb, Hide, and Spot checks.
Just need to get the discription up on them but in general think of cenatars but men
Sorry its been so long but life will do that to you, and thank all of you that helped me fine tune the race of the nepa.
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