Monster Request: Nekharu

Olly

First Post
Sorry to bother you, but I know how good you people are at making monsters, and I would like to put in a request, if I may, for my next campaign.

The campaign is set in a psuedo-Egyptian setting, because I've always thought that the Ancient Egyptians were thoroughly spiffing chaps. Anyway, quite by accident, I came across this link to a wargame by Crocodile Games called War Gods, which features the following creatures: Nekharu, a race of evil vulture-headed creatures.

Instantly, my imagination was inspired. I'd love to use them in my campaign as a race of long-lost necromancer kings from an ancient age, whose empire was brought to its knees by the army of the humans who now dominate. Meanwhile, the Nekharu lurk in the canyons and valleys of the desert, scheming against the humans who usurped their role as the leaders of the world...

All I need now is stats. I'd like them to be native outsiders, around CR 3-4, if possible, but apart from that, you're welcome to go wild.

More information on the Nekharu can be found here: http://www.crocodilegames.com/warbands_details.asp?ID=6

If anybody can fulfil this request, I'd be most grateful.
 

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Here's a start. I used the vulture and dire vulture from Sandstorm for some inspiration.

Nekharu
Medium Outsider (Native)
Hit Dice: 3d8+15 (28 hp)
Initiative: +2
Speed: 30 ft. (6 squares), fly 60 ft. (average)
Armor Class: x (+2 Dex, +x natural), touch x, flat-footed x
Base Attack/Grapple: +3/+x
Attack: Scimitar +4 melee (1d6+1/18-20) or claw +4 melee (x+1)
Full Attack: Scimitar +4 melee (1d6+1/18-20) or 2 claws +4 melee (x+1) and bite -1 melee (x)
Space/Reach: 5 ft./5 ft.
Special Attacks: Cackling cacophany, poison use
Special Qualities: Darkvision 60 ft., low-light vision, outsider traits, resistant to disease, scent
Saves: Fort +8, Ref +5, Will +5
Abilities: Str 12, Dex 14, Con 21, Int 11, Wis 15, Cha 14
Skills: Bluff +8, Diplomacy +6, Disguise +2 (+4 acting), Hide +8, Intimidate +10, Listen +8, Move Silently +8, Sense Motive +8, Spot +12, Survival +12
Feats: 2 (Track is common among vultures)
Environment: Warm deserts
Organization: Solitary or flock (4-20)
Challenge Rating: 3-4
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: +X

Mottled flesh the color of rotted meat clings tightly to the creature's malformed skull, and its head stretches forth on a wizened neck from between hunched shoulders. Its scrawny body is robed in unclean, tattered garments of ashen gray or sooty black, which reek of an unclean stench. Swollen boils and oozing sores are rife on its skin, and it appears as if worms are burrowing through its flesh. Skeletal hands with fingers like talons dangle limply at the end of its arms.

A typical nekharu is 6 feet tall, weighs 175 pounds, and has a wingspan of 12 to 16 feet.

Nekharu speak their own language and ?.

Combat

The Nekharu are cowardly, and will never willingly take part in a fair fight. However, they take great delight in slaughtering helpless victims or outnumbered opponents. To make the odds more favourable, the Nekharu will employ all manner of cunning, duplicitous ruses before a battle. Nothing is too vile for them to consider. They set cunning ambushes, poison their enemies' water supply, use vile sorcery to dishearten and weaken their enemies, and commit even more nefarious treacheries than these.

In battle, the Nekharu fight in large, unruly units with the aim of swarming over their opponents. When they are winning, they begin to cackle and scream with shrill delight; a demented cacophony which causes even strong men to lose their courage and flee in panic. They fight with long-hilted swords with curving, wickedly jagged blades.

Poison Use: Nekharu are never at risk when applying poisons to weapons. The blades of their weapons are often coated with a venomous ichor from a foul jungle plant, which causes even the slightest scratch to fester, killing the victim after days of agonizing pain.

Resistant to Disease (Ex): A nekharu has a cast-iron stomach. It has a +2 bonus on Fortitude saves to resist normal diseases, but not supernatural or magical diseases such as mummy rot.

Skills: A nekharu has a +4 racial bonus on Spot and Survival checks.
 
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Nekharu
Medium Outsider (Evil, Native)
Hit Dice:4d8 (18 hp)
Initiative: +0
Speed: 40 ft
Armor Class: 13 (+3 natural), touch 10, flat-footed 13
Base Attack/Grapple: +4/+3
Attack: Bite +3 (1d4-1)
Full Attack: Bite +3 (1d4-1)
Space/Reach: 5 ft/5 ft
Special Attacks: Spells, Spell-like abilities
Special Qualities: Darkvision 60ft, Resistance to fire 5, SR 14
Saves: Fort +3, Ref +4, Will +6
Abilities: Str 8, Dex 11, Con 9, Int 13, Wis 14, Cha 6
Skills: Spot +9, Listen +9, Knowledge (arcana) +8, Knowledge (religion) +8, Move silently +7, Knowledge (local)+5, Knowledge (the planes) +4 Bluff +5, Spellcraft +10, Concentration +6
Feats: Improved toughness, Spell focus (necromancy)
Organization: Usually in the company of 2-8 undead servants of 1-2 HD
Advancement: By class.
Challenge Rating: 4
Treasure: Double standard
Alignment: Always Neutral Evil

Nekharus speak their own language and Common.

Spells
A Nekharu casts spells as a 4th-level cleric, with access to spells from the Death and Evil domains.
Typical Clerical Spells Prepared (5/4+1/3+1; save DC 12 + spell level)

0—Light, Read magic, Detect magic, Detect poison, Virtue
1st—Command, Cure light wounds, Obscuring mist, Cause fear, Protection from good
2nd—Aid, Hold person, Owl's wisdom, Death knell

Spell-like abilities: 1/day: Inflict moderate wounds, 1/week: Animate dead. CL 4th
 

Nekharu
Medium-sized Outsider (Native)

Hit Dice: 4d8+16 (32 hit points)
Initiative: +2.
Speed: 30 feet (6 squares).
Armour Class: 16 (+2 Dexterity, +2 natural, +2 studded leather), touch 12, flat-footed 14.
Base Attack/Grapple: +4/+6.
Attack: Scimitar +6 melee (1d6+3/18-20) or claw +6 melee (1d6+2).
Full Attack: Scimitar +6 melee (1d6+3/18-20) or 2 claws +6 melee (1d6+2) and bite +4 melee (1d6+2).
Space/Reach: 5 feet by 5 feet.
Special Attacks: Cackling cacophony, poison use, spell-like abilities.
Special Qualities: Outsider traits, darkvision 60 feet, death throes.
Saves: Fortitude +8, Reflex +6, Will +6.
Abilities: Strength 14, Dexterity 14, Constitution 19, Intelligence 18, Wisdom 14, Charisma 8.
Skills: Appraise +11, Bluff +6, Concentration +11, Craft [alchemy] +11, Intimidate +6, Knowledge [arcana] +11, Knowledge [the Planes] +11, Knowledge [religion] +11, Sense Motive +9, Spellcraft +11, Survival +9.
Feats: Ability Focus [cackling cacophony], Multiattack.
Environment: Warm deserts.
Organization: Solitary, pair, trio or coven (4-5).
Challenge Rating: 5.
Treasure: Standard.
Alignment: Usually neutral evil.
Advancement: By character class.
Level Adjustment:

The nekharu are the misbegotten children of the goddess Nekhebet, a vile and evil race who consider themselves the true rulers of the ancient desert kingdom of Nekhara, usurped from them by the upstart race of men.

In their black hearts burns a spiteful malice which has horribly twisted the entirety of their being, both body and soul. Mottled flesh, the colour of rotten meat clings tightly to their malformed skulls and their heads stretch forth on wizened necks from between hunched shoulders. They robe their scrawny bodies in tattered garments of ashen grey and sooty black and their robes reek of an unclean stench. The nekharu have no time for beauty – they are entirely absorbed in their hatred. The survivors of the brain-burning fevers and bone-eating infections bear the horrible scars of their survival. Swollen boils and oozing sores are fire on their diseased skin. Below it, atrophied muscles twitch incessantly, appearing as if worms are burrowing through their flesh. Skeletal hands with fingers like talons dangle limply at the ends of their long arms. Their hands are like those of a stranger, clawed hands intended to clench a throat and throttle it to death.

Coming from a jagged beak, the voice of a nekharu is a croaking squawk, laden with scorn and contempt. They exult in the pain and misery of others, even those of their own race and their laugh is a gleeful malicious cackling. To the nekharu, nothing is above their contempt. At every opportunity, whether by word or by deed, they seek to defile all things held as sacred.

The nekharu are arrogant and tyrannical with those weaker than themselves. They make impossible demands of their slaves, and are nefarious for torturing those slow to obey. In the presence of greater strength, they are no longer imperious. Instead, they cower and grovel, squawking fervent promises of unending devotion and servitude. Yet in their treacherous souls they harbour an all-consuming hatred of whomever has mastered them. With devious intrigues and villainous plots, they forever connive to bring about their master's ruin and usurp his position. For their own gain, if they are certain of success, the nekharu will betray any pledge or oath. They know no remorse and have no conscience. They know nothing of loyalty and duty, honor and virtue. No deed is too wicked for the nekharu. In truth, the more wicked the deed, the more it is relished.

Nekharu speak their own language, and their tongue is fraught with profane obscenities and blasphemous maledictions. Scholarly creatures, they speak numerous other tongues, favouring Infernal, Abyssal, Celestial and Draconic, since the majority of magical texts tend to be written in these languages.

Combat
The nekharu are cowardly and never partake of a fair fight. However, they take great delight in slaughtering helpless victims or outnumbered opponents. To make the odds more favourable, the nekharu will employ all manner of cunning, duplicitous ruses before a battle. Nothing is too vile for them to consider. They set cunning ambushes, poison their enemies' water supply, use vile sorcery to dishearten and weaken their enemies, and commit even more nefarious treacheries than these.

The time after a battle gives the nekharu the greatest pleasure. Dagger in hand, the warriors skulk through the corpses of the slaughtered. They slice open the dead, tearing from gaping chests vital organs, which they sell to their malevolent spellcasters for their black magic rites. When the living are found, the nekharu gather around the fallen warrior as a flock of vultures, cackling insanely. Those fallen warriors, who seem as though they will recover, are taken prisoner and serve the nekharu as slaves for the rest of their miserable days. Those beyond recovery are tortured and tormented until finally they die.

Cackling Cacophany (Su): When they are winning a battle, nekharu begin to cackle and scream with shrill delight; a demented cacophony which causes even strong men to lose their courage and flee in panic. All creatures within 60 feet of a cackling nekharu must succeed on a DC 12 Will save or become panicked for 2d4 rounds. This is a sonic, mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to the same nekharu's cackling cacophany for 24 hours. The save DC is Charisma-based.

Poison Use: Nekharu are never at risk when applying poisons to weapons. The blades of their weapons are often coated with a venomous ichor from a foul jungle plant, which causes even the slightest scratch to fester, killing the victim after days of agonizing pain.

Spell-like Abilities: Three times a day, a nekharu can cast animate dead, burning hands (DC 16) and ray of enfeeblement.

Caster Level 6th. The save is Intelligence-based.

Death Throes (Ex): When a nekharu is reduced to 0 or fewer hit points, it vaporises and disintegrates; exploding into a shower of heated, black sand. Any creature, except an nekharu, within 10 feet must make a successful Reflex save to avoid becoming blinded for 1d3 rounds. All equipment carried by the nekharu is destroyed, and cannot be recovered. This save is Dexterity-based.

Society
The society of the nekharu is one of domination and submission, masters and slaves. It has no laws. The mighty impose their will on the weak, and take whatever they desire. There is only one way to rise through the ranks of the nekharu - murder one's current master, claim his place and hold it against all adversaries... and to the suspicious nekharu, all living souls are potential adversaries.

Nekharu have no friends and few allies. Each nekharu is so consumed by his lust for power that only the most foolish trusts him. The average nekharu is so twisted by spite and covetousness that he or she would never trust another. They forever seek to garner some kind of advantage over their fellows, hoping to gain power over them.

In the presence of their betters, the nekharu are fawning, always feeding their pride, allaying their doubts and attempting to gain their trust. But when the moment is ripe, the nekharu will not hesitate to treacherously turn on them. It may not happen for decades, but it will happen eventually.
 
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Here's how I was envisioning the cackling cacophany:

Cackling Cacophany (Su): When they are winning a battle, nekharu begin to cackle and scream with shrill delight; a demented cacophony which causes even strong men to lose their courage and flee in panic. All creatures within 60 feet of a cackling nekharu must succeed on a DC X will save or become panicked for 2d4 rounds. This is a sonic, mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to the same nekharu’s bay for 24 hours. The save DC is Charisma-based.
 

Shade said:
Here's how I was envisioning the cackling cacophany:

Cackling Cacophany (Su): When they are winning a battle, nekharu begin to cackle and scream with shrill delight; a demented cacophony which causes even strong men to lose their courage and flee in panic. All creatures within 60 feet of a cackling nekharu must succeed on a DC X will save or become panicked for 2d4 rounds. This is a sonic, mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to the same nekharu’s bay for 24 hours. The save DC is Charisma-based.

I like it. It gives them a nice, unique flavour, so that they can stand amongst the other 'cunning planners' of the monster world and be noticed. :D
 

Why not have two types? The poison/ scimitar ones are the melee brutes, and the cleric kinds are the caster elite who hold sway over the brutes?
 

SidusLupus said:
Why not have two types? The poison/ scimitar ones are the melee brutes, and the cleric kinds are the caster elite who hold sway over the brutes?

While I can see the validity of that idea, I'd quite like the nekharu to become a new race of evil masterminds that could stand between the drow and the illithids in order of their threat to the player characters. I don't much like the idea of a caste system amongst them, and having two sets of stat blocks when I can simply add class levels to differentiate their abilities.

But thanks for your idea, all the same. ;)
 

Shade said:
Here's how I was envisioning the cackling cacophany:

Cackling Cacophany (Su): When they are winning a battle, nekharu begin to cackle and scream with shrill delight; a demented cacophony which causes even strong men to lose their courage and flee in panic. All creatures within 60 feet of a cackling nekharu must succeed on a DC X will save or become panicked for 2d4 rounds. This is a sonic, mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to the same nekharu’s bay for 24 hours. The save DC is Charisma-based.

Not wanting to rush you or anything, Shade, since I appreciate you have other things to be doing, but I'm just wondering if you could help me to fill in the blanks for this ability. It's a really cool little touch and I'd like to incorporate it into my design sometime soon, to set my mind at ease.

Whenever you're ready, buddy. ;)
 

Olly said:
Not wanting to rush you or anything, Shade, since I appreciate you have other things to be doing, but I'm just wondering if you could help me to fill in the blanks for this ability. It's a really cool little touch and I'd like to incorporate it into my design sometime soon, to set my mind at ease.

Whenever you're ready, buddy. ;)

Sorry, Olly...I didn't realize you were waiting on me.

Attack: Scimitar +6 melee (1d6+3/18-20) or claw +6 melee (1d6+2)
Full Attack: Scimitar +6 melee (1d6+3/18-20) or 2 claws +6 melee (1d6+2) and bite +1 melee (1d6)

Cackling Cacophany (Su): When they are winning a battle, nekharu begin to cackle and scream with shrill delight; a demented cacophony which causes even strong men to lose their courage and flee in panic. All creatures within 60 feet of a cackling nekharu must succeed on a DC 11 will save or become panicked for 2d4 rounds. This is a sonic, mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to the same nekharu’s bay for 24 hours. The save DC is Charisma-based.

Since it suffers a Charisma penalty, you might want to swap out one of the feats for Ability Focus (cackling cacophany) to offset the penalty. This would increase the DC to 12. You could probably lose Improved Natural Attack (claw), as 1d6 is well within the reasonable range for a Medium creature's claw damage.

Also, it doesn't qualify for Multiweapon Fighting, as the prereqs require 3 or more arms. Multiattack, however, would work, and would raise the bite attack modifier to +4.
 

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