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Horrors of the Far Realms
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<blockquote data-quote="Kitsunekaboom" data-source="post: 943273" data-attributes="member: 8301"><p>Ur’thak’rel (Cat + Pseudonatural + Psionic)</p><p>Tiny Outsider</p><p>Hit Dice: ½d8 (3)</p><p>Initiative: +2 (Dex)</p><p>Speed: 30 Ft</p><p>AC: 14 (+2 Size, +2 Dex)</p><p>Attacks: 2 Claws +4 melee, Bite -1</p><p>Damage: Claw 1d2-4, Bite 1d3-4</p><p>Face/Reach: 2 ½Ft. By 2 ½/0ft</p><p>Special Attacks: Psionics, True Strike</p><p>Special Qualities: Alternate Form, Energy Resistance, SR: 2, Telepathy</p><p>Saves: Fort: +2, Ref: +4, Will: +1</p><p>Abilities: Str:3, Dex:15, Con:10, Int:2, Wis:12, Cha:7</p><p>Skills: Balance +10, Climb +5, Hide +17*, Listen +4, Move Silently +9, Spot +4</p><p>Feats: Weapon Finesse (Claw, Bite)</p><p>Climate/Terrain: Any land</p><p>Organization: Solitary or Swarm (2-100)</p><p>Challenge Rating: 1</p><p>Treasure: None</p><p>Alignment: Always Neutral</p><p>Advancement: Nil</p><p></p><p>The Ur’thak’rel are the Far Realms equivilent of vermin. In their “natural” form they look like a large red eye with fangs, and four clawed tentacles. These creatures are only vaguely intelligent, and tend to latch onto ships and travelers passing through the Far Realms. </p><p></p><p>As long as there are no travelers they just float around the far realms, catching other vermin, and generally live a lazy existance. </p><p></p><p>When these things arrive on the Prime, or any other plane they can survive, they multiply rapidly, and within days there can be hundreds. They reproduce by budding, so even one on any part of the Prime is a danger. </p><p></p><p>Combat</p><p></p><p>Alternate Form (Su): At will an Ur’thak’rel can take the form of a grotesque, tentacled mass, but all its abilities remain unchanged despite its alien appearance. Changing shape is a standard action. Other creatures receive a –1 morale penalty against pseudonatural creatures in this alternate form.</p><p></p><p>Energy Resistance (Ex): An Ur’thak’rel ignores the first 5 points of acid and electrical damage dealt to it each round.</p><p></p><p>Psionics (Sp): At will - Fly. This ability is as the powers manifested by an 1st-level psion.</p><p>Attack/Defense Modes (Sp): At will – ego whip /empty mind</p><p></p><p>Telepathy (Su): An Ur’thak’rel can communicate telepathically with any creature witin 100 feet that has a language.</p><p></p><p>True Strike (Su): An Ur’thak’rel may once per day make a normal attack with a +20 insight modifier on a single attack roll. The creature is not affected by the miss chance that applies to attacks against concealed targets.</p><p></p><p>Skills: An Ur’thak’rel recieves a +4 racial bonus to Hide and Move Silently checks and a +8 racial bonus to Balance checks. They use their Dexterity modifier for Climb checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.</p></blockquote><p></p>
[QUOTE="Kitsunekaboom, post: 943273, member: 8301"] Ur’thak’rel (Cat + Pseudonatural + Psionic) Tiny Outsider Hit Dice: ½d8 (3) Initiative: +2 (Dex) Speed: 30 Ft AC: 14 (+2 Size, +2 Dex) Attacks: 2 Claws +4 melee, Bite -1 Damage: Claw 1d2-4, Bite 1d3-4 Face/Reach: 2 ½Ft. By 2 ½/0ft Special Attacks: Psionics, True Strike Special Qualities: Alternate Form, Energy Resistance, SR: 2, Telepathy Saves: Fort: +2, Ref: +4, Will: +1 Abilities: Str:3, Dex:15, Con:10, Int:2, Wis:12, Cha:7 Skills: Balance +10, Climb +5, Hide +17*, Listen +4, Move Silently +9, Spot +4 Feats: Weapon Finesse (Claw, Bite) Climate/Terrain: Any land Organization: Solitary or Swarm (2-100) Challenge Rating: 1 Treasure: None Alignment: Always Neutral Advancement: Nil The Ur’thak’rel are the Far Realms equivilent of vermin. In their “natural” form they look like a large red eye with fangs, and four clawed tentacles. These creatures are only vaguely intelligent, and tend to latch onto ships and travelers passing through the Far Realms. As long as there are no travelers they just float around the far realms, catching other vermin, and generally live a lazy existance. When these things arrive on the Prime, or any other plane they can survive, they multiply rapidly, and within days there can be hundreds. They reproduce by budding, so even one on any part of the Prime is a danger. Combat Alternate Form (Su): At will an Ur’thak’rel can take the form of a grotesque, tentacled mass, but all its abilities remain unchanged despite its alien appearance. Changing shape is a standard action. Other creatures receive a –1 morale penalty against pseudonatural creatures in this alternate form. Energy Resistance (Ex): An Ur’thak’rel ignores the first 5 points of acid and electrical damage dealt to it each round. Psionics (Sp): At will - Fly. This ability is as the powers manifested by an 1st-level psion. Attack/Defense Modes (Sp): At will – ego whip /empty mind Telepathy (Su): An Ur’thak’rel can communicate telepathically with any creature witin 100 feet that has a language. True Strike (Su): An Ur’thak’rel may once per day make a normal attack with a +20 insight modifier on a single attack roll. The creature is not affected by the miss chance that applies to attacks against concealed targets. Skills: An Ur’thak’rel recieves a +4 racial bonus to Hide and Move Silently checks and a +8 racial bonus to Balance checks. They use their Dexterity modifier for Climb checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8. [/QUOTE]
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