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Monster Request: Nekharu
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<blockquote data-quote="Shade" data-source="post: 2760001" data-attributes="member: 287"><p>Here's a start. I used the vulture and dire vulture from Sandstorm for some inspiration.</p><p></p><p>Nekharu </p><p>Medium Outsider (Native)</p><p>Hit Dice: 3d8+15 (28 hp)</p><p>Initiative: +2</p><p>Speed: 30 ft. (6 squares), fly 60 ft. (average)</p><p>Armor Class: x (+2 Dex, +x natural), touch x, flat-footed x</p><p>Base Attack/Grapple: +3/+x</p><p>Attack: Scimitar +4 melee (1d6+1/18-20) or claw +4 melee (x+1) </p><p>Full Attack: Scimitar +4 melee (1d6+1/18-20) or 2 claws +4 melee (x+1) and bite -1 melee (x)</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: Cackling cacophany, poison use</p><p>Special Qualities: Darkvision 60 ft., low-light vision, outsider traits, resistant to disease, scent</p><p>Saves: Fort +8, Ref +5, Will +5</p><p>Abilities: Str 12, Dex 14, Con 21, Int 11, Wis 15, Cha 14</p><p>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</p><p>Feats: 2 (Track is common among vultures)</p><p>Environment: Warm deserts</p><p>Organization: Solitary or flock (4-20)</p><p>Challenge Rating: 3-4</p><p>Treasure: Standard</p><p>Alignment: Usually neutral evil</p><p>Advancement: By character class</p><p>Level Adjustment: +X</p><p></p><p><em>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. </em> </p><p></p><p>A typical nekharu is 6 feet tall, weighs 175 pounds, and has a wingspan of 12 to 16 feet.</p><p></p><p>Nekharu speak their own language and ?.</p><p></p><p>Combat </p><p></p><p>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.</p><p></p><p>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. </p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Skills: A nekharu has a +4 racial bonus on Spot and Survival checks.</p></blockquote><p></p>
[QUOTE="Shade, post: 2760001, member: 287"] 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 [I]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. [/I] 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. [/QUOTE]
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