My next project (#4)!

cool, how's this?

Medium Monstrous Humanoid (Cold)
Hit Dice: 3d8+6 (19 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 17 (+2 Dex, +5 natural), touch 12, flat-footed 15
Base Attack/Grapple: +3/+6
Attack: Slam +6 melee (1d4+3) or shortspear +5 ranged (1d6+3)
Full Attack: 2 slams +6 melee (1d4+3) and bite +1 melee (1d4+1) or shortspear +5 ranged (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Stench
Special Qualities: Darkvision 60 ft., immunity to cold, scent, vulnerability to fire
Saves: Fort +3, Ref +5, Will +4
Abilities: Str 16, Dex 15, Con 15, Int 6, Wis 12, Cha 6
Skills: Climb +4, Hide +3, Jump +11, Listen +5, Spot +5
Feat: Alertness, Power Attack

Environment: Cold mountains
Organization: Solitary, band (2-10), or clan (10-40)
Challenge Rating: 2
Treasure: 50% coins; 50 % goods; 50 % items
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +2

HAIRY are shaggy, primitive, naked humanoids that may be related to the yeti. They resemble prehistoric humans but are more bestial and apelike, with large, sloping heads. Their bodies are covered in thick snow-white fur. The fur is coated with an oily, fatty substance excreted through the pores, which protects them from cold. HAIRY can see clearly even in heavy snowstorms due to a second transparent eyelid that protects the eye from blowing winds and heavy snow. HAIRY never wear clothing, although they do sometimes wear necklaces and bracelets of tooth and horn. HAIRY communicate through grunts, hooting, and yelling, as well as a body language similar to that of apes.

Combat
HAIRY attack with their claws and bite, but occasionally use stone spears in combat. They are fierce creatures and very territorial, attacking any living creature that wanders into the area. HAIRY use their knowledge of the land to their advantage during combat by creating avalanches, burrowing under snow and attacking from surprise, and using snow-covered pits to trap their prey. They prefer to drive intruders off rather than kill them.
Stench (Ex): A HAIRY's body secretes a foul-smelling oil. All living creatures within 10 feet of a HAIRY (except other HAIRY) must succeed on a DC 13 Fortitude save or become sickened for 10 rounds. A creature that makes a successful save is immune to that HAIRY's stench for 24 hours. The save DC is Constitution-based.

HAIRY Society
HAIRYs are nomadic creatures that band together in clans for protection, hunting, and social reasons. During the day, adults hunt for food, which consists of fruits, berries, nuts, insects, and game (goat, sheep, rodents, and the like). Though they do eat meat, HAIRY do not hunt or eat humans or humanoids. HAIRY are extremely superstitious and fear metal and clothing and those that use and wear them. No HAIRY ever wields or wears items of cloth or metal. HAIRY clans worship a snow-god to whom they offer sacrifices for protection and guidance. Each clan has a large stone idol of this snow god that is often located in the very heart of the clan or near the clan leader's cave.
 

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Looks good to me... although I didn't notice the speed 50ft. That might bump it to a +3 LA. It's your call, though. It's either a fairly strong +2 or a fairly weak +3.

Demiurge out.
 

i'll stick with +2 LA.

NEXT (to last)!

#77
LA? It has balanced ability scores (I think), natural armor, three attacks per round, but its multiple personalities are definitely a setback.

Needs another feat.

Large Humanoid (THREE-HEAD)
HitDice: 3d8+6(19hp)
Initiative: -1 (Dex)
Speed: 20 ft.
AC: 17 (-1 size,-1 Dex, +6 natural, +3 hide)
Attacks: 3 clubs +5 melee, or3 slams +5 melee
Damage: Club ld6+4 or slam ld4+4
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Superior three-weapon fighting
Special Qualities: Multiple personalities, low-light vision
Saves: Fort +2,Ref-l, Will-1
Abilities: Str 16, Dex 9, Con 15, Int 8, Wis 9,Cha 12
Skills: Climb+4, Hide+0, Listen+4, Search +4, Spot +5
Feat: Power Attack
Climate/Terrain: Any land and underground
Organization: Solitary or clan (3-30)
Challenge Rating: 2
Treasure: Standard
Alignment: Any chaotic
Advancement: By character class
THREE-HEADs are a bizarre humanoid race that is among the rarest of intelligent races. They are so rare, in fact, that most people believe their existence to be only legend. At first sight, many adventurers assume that THREE-HEADs are a race of three-headed ettins or trolls. THREE-HEADs each have three heads, three arms, and three legs. They have ashen skin, pale and sickly-looking, but otherwise THREE-HEADs resemble very homely humans. Adventurers who have actually seen these strange creatures claim that the middle head of an THREE-HEAD is a different sex from the other two. This is not true, however, and is in fact merely a side effect of the bizarre biology of these creatures. THREE-HEADs are very primitive and clothe themselves in unfinished animal hides, weave bones and sticks into their hair, and utilize only the crudest of tools and weapons.
COMBAT
THREE-HEADs attack with savage brutality as if in an animalistic rage.
Superior Three-Weapon Fighting (Ex): Because each of its three heads controls an arm, the THREE-HEAD does not suffer an attack penalty for attacking with three weapons.
Multiple Personalities (Ex): The three heads of an THREE-HEAD rarely get along with each other. Due to this division of personalities, there is a 15% chance in any given situation that the three heads will get into an argument. An THREE-HEAD engaged in an argument with itself has a -2 penalty to attacks, AC, and Reflex saves. In a non-combat situation, an THREE-HEAD can be coerced into a self-argument with an opposed Charisma check versus its Wisdom modifier.
Skills: An THREE-HEAD?s three heads grant it a +4 racial bonus to Listen, Search, and Spot checks. An THREE-HEAD cannot be flanked.
THREE-HEAD SOCIETY
THREE-HEADs have a very primitive social system: simply put, the strongest male of any THREE-HEAD tribe is the leader. Any adult male THREE-HEAD has the right to challenge the tribal leader in a non-lethal ritual combat ? usually a wrestling match or other test of strength. If the challenger loses, he is banished from the tribe for a period of one full year. His immediate family is also banished with him: THREE-HEADs cannot tolerate weakness. Should the leader be deposed, he becomes an elder of the tribe and acts as an advisor to the new leader.
Female THREE-HEADs usually give birth to only a single child. If twins are born to an THREE-HEAD couple, this is seen as an ill omen: thus, one child is slain by the tribal shaman as a sacrifice to their god. The shaman casts bones or sticks to determine which child is to be the sacrifice. Because THREE-HEAD society is strongly male-dominated, if one twin is male and the other female, it will always be the female child that is sacrificed.
THREE-HEAD CHARACTERS
The favored class of an THREE-HEAD is barbarian, and all THREE-HEAD chieftains are barbarians. Female THREE-HEADs have been known to become adepts, but this is rare; nearly all classed members of both sexes of this unusual race are barbarians.
 

Why aren't these guys giants?

Weapon Focus (club). Simple, yet effective. And change the damage. The club should be sized up, and 1d4 seems really weak for a Large creature.

And the LA should be +3, I think. The superior multiweapon fighting is really, really good.

Demiurge out.
 

re: giant type, you got me. ;) but i'm not messing with it.

how is that "multiple personality" thing? we don't see anything with that, like ettins, so not sure if it's right on?

i think the skill bonuses might have to be changed to be more like all-around vision.
 

The multiple personality seems to be unique (I'm getting Monty Python and the Holy Grail flashbacks). You might want to replace the percentile roll with a Will save, but that might be somewhat more or less disasterous (depending on the DC).

And all-around vision seems to be the logical replacement for the skills line.

Demiurge out.
 

Looking at the ettin, it seems fairly clear that the THREE-HEAD was based largely on that as far as its combat capabilities go. However, the ettin (and hydra) doesn't have the "can't be flanked" part. Know of any multi-headed creature that does?


How about this? Even a DC 10 will save increases the odds of failure considerably.

Multiple Personalities (Ex): The three heads of an THREE-HEAD often disagree with one another. Due to this division of personalities, an THREE-HEAD must succeed on a DC 10 Will save to make a decision on anything, or it will fall into argument with itself. An THREE-HEAD engaged in an argument with itself suffers a -2 penalty to attacks rolls, AC, and Reflex saves. In a non-combat situation, an THREE-HEAD can be coerced into an argument with itself by making a successful opposed Charisma check.
 

The multiple personalities looks good.

And no, multiheaded creatures generally don't have immunity to flanking. That's usually reserved for creatures with eyes all around their bodies. Drop the all-around vision and just give them the Listen, Search and Spot bonuses.

Demiurge out.
 

i'm going to agree with you there. do you think the DC 10 will save is too much, when they have a -1 mod?

how about the "in a non-combat situation" part? that used to say "In a non-combat situation, an THREE-HEAD can be coerced into a self-argument with an opposed Charisma check versus its Wisdom modifier."
 

I think the new non-combat works. And I might lower the DC a bit, to maybe 7 or 8. Otherwise, they'll be arguing with themselves more often than not.

Demiurge out.
 

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