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Monsters of Chult (now with the great taste of linnorm!)
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<blockquote data-quote="demiurge1138" data-source="post: 720286" data-attributes="member: 7451"><p>I've been a bit on the busy side today. Can you tell?</p><p></p><p>Durkden</p><p>Medium-sized Monstrous Humanoid</p><p>Hit Dice: 3d8+9 (22 hp)</p><p>Initiative: +1 (Dex)</p><p>Speed: 40 ft</p><p>AC: 17 (+1 Dex, +6 natural)</p><p>Attacks: Bite +8 melee, 2 claws +6 melee</p><p>Damage: Bite 1d8+5, claw 1d4+2</p><p>Face/Reach: 5ft by 5ft/5ft</p><p>Special Attacks: Improved grab, strangle</p><p>Special Qualities: Darkvision 120ft, scent</p><p>Saves: Fort +6, Ref +4, Will +3</p><p>Abilities: Str 20, Dex 12, Con 16, Int 5, Wis 14, Cha 10</p><p>Skills: Hide +5, Move Silently +5, Spot +5, Wilderness Lore +5</p><p>Feats: Multiattack</p><p>Climate/Terrain: Warm and temperate plains and hills</p><p>Organization: Solitary, pair or pack (5-8)</p><p>CR: 4</p><p>Treasure: Standard coins, standard goods, no items</p><p>Alignment: Usually chaotic evil</p><p>Advancement: By character class</p><p>ECL: +7</p><p></p><p>The saber-tooth feature has appeared in multiple organisms throughout the ages. However, the durkden is probably the most alarming; it is a saber-toothed humanoid.</p><p></p><p>A durkden stands about 6 feet tall with a slight hunch. Its body is mostly human, excepting its short, wiry brown fur and sharp claws. The most distinctive feature is its mouth; the lower jaw swings wide to allow for foot-long razor sharp incisors. They are only barely intelligent, but it is more than enough to allow them to plan careful ambushes. They speak their own guttural language, and a few speak Goblin or Orc.</p><p></p><p>Combat</p><p>Durkdens are rarely found alone, and so hunt their prey (usually herd animals, deer or travelers) in small packs. They prefer to strike from ambush. Once prey is seized, its throat is held by a durkden until it can no longer breathe.</p><p></p><p>Improved Grab (Ex): When a durkden hits its prey with a bite attack, it may choose to make a grapple check as a free action without receiving an attack of opportunity (grapple check +13, including a +5 racial bonus to grapple checks). If it gets a hold, it may conduct the grapple normally, or it may hold the victim with only its jaws at a –20 penalty. In either instance, it deals automatic bite damage each turn and begin to strangle its foe.</p><p></p><p>Strangle (Ex): After grappling a foe, the durkden begins to shear through the victim’s throat while crushing its windpipe. Every round, the held victim must make a Constitution check (DC 10+damage dealt) or begin to suffocate. If the victim fails his save, he immediately drops to 0 hit points, falling unconscious. On the second round, he drops to –1 hit points, and on the third round he dies. </p><p></p><p>Durkden Society</p><p>Durkden have very little society to speak of; their packs are run by the strongest individual, who leads hunts and chooses a mate first, but little else. They often collect shiny objects, such as coins or gems, and present them to their leader. They worship Malar in dark ceremonies, often culminating in the sacrifice of one of their own.</p><p></p><p>In the Realms</p><p>Durkden are found throughout the lightly forested areas of the Chultan peninsula, as well as in Halruaa, the Shaar and Lurien. It is believed by some that they were once men, cursed by Malar for worshiping a living saber-toothed cat as a god instead of himself. He turned them into grotesque parodies of the false god they worshiped, and let them roam the south of Faerün, spreading chaos and terror.</p><p></p><p>Durkden Characters</p><p>Most durkden characters are barbarians, and that is their favored class. Some of them are fighters, and leaders of large packs are often clerics of Malar.</p><p></p><p>Demiurge out.</p></blockquote><p></p>
[QUOTE="demiurge1138, post: 720286, member: 7451"] I've been a bit on the busy side today. Can you tell? Durkden Medium-sized Monstrous Humanoid Hit Dice: 3d8+9 (22 hp) Initiative: +1 (Dex) Speed: 40 ft AC: 17 (+1 Dex, +6 natural) Attacks: Bite +8 melee, 2 claws +6 melee Damage: Bite 1d8+5, claw 1d4+2 Face/Reach: 5ft by 5ft/5ft Special Attacks: Improved grab, strangle Special Qualities: Darkvision 120ft, scent Saves: Fort +6, Ref +4, Will +3 Abilities: Str 20, Dex 12, Con 16, Int 5, Wis 14, Cha 10 Skills: Hide +5, Move Silently +5, Spot +5, Wilderness Lore +5 Feats: Multiattack Climate/Terrain: Warm and temperate plains and hills Organization: Solitary, pair or pack (5-8) CR: 4 Treasure: Standard coins, standard goods, no items Alignment: Usually chaotic evil Advancement: By character class ECL: +7 The saber-tooth feature has appeared in multiple organisms throughout the ages. However, the durkden is probably the most alarming; it is a saber-toothed humanoid. A durkden stands about 6 feet tall with a slight hunch. Its body is mostly human, excepting its short, wiry brown fur and sharp claws. The most distinctive feature is its mouth; the lower jaw swings wide to allow for foot-long razor sharp incisors. They are only barely intelligent, but it is more than enough to allow them to plan careful ambushes. They speak their own guttural language, and a few speak Goblin or Orc. Combat Durkdens are rarely found alone, and so hunt their prey (usually herd animals, deer or travelers) in small packs. They prefer to strike from ambush. Once prey is seized, its throat is held by a durkden until it can no longer breathe. Improved Grab (Ex): When a durkden hits its prey with a bite attack, it may choose to make a grapple check as a free action without receiving an attack of opportunity (grapple check +13, including a +5 racial bonus to grapple checks). If it gets a hold, it may conduct the grapple normally, or it may hold the victim with only its jaws at a –20 penalty. In either instance, it deals automatic bite damage each turn and begin to strangle its foe. Strangle (Ex): After grappling a foe, the durkden begins to shear through the victim’s throat while crushing its windpipe. Every round, the held victim must make a Constitution check (DC 10+damage dealt) or begin to suffocate. If the victim fails his save, he immediately drops to 0 hit points, falling unconscious. On the second round, he drops to –1 hit points, and on the third round he dies. Durkden Society Durkden have very little society to speak of; their packs are run by the strongest individual, who leads hunts and chooses a mate first, but little else. They often collect shiny objects, such as coins or gems, and present them to their leader. They worship Malar in dark ceremonies, often culminating in the sacrifice of one of their own. In the Realms Durkden are found throughout the lightly forested areas of the Chultan peninsula, as well as in Halruaa, the Shaar and Lurien. It is believed by some that they were once men, cursed by Malar for worshiping a living saber-toothed cat as a god instead of himself. He turned them into grotesque parodies of the false god they worshiped, and let them roam the south of Faerün, spreading chaos and terror. Durkden Characters Most durkden characters are barbarians, and that is their favored class. Some of them are fighters, and leaders of large packs are often clerics of Malar. Demiurge out. [/QUOTE]
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