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<blockquote data-quote="BOZ" data-source="post: 50334" data-attributes="member: 1241"><p><strong>FACHAN</strong></p><p></p><p>Small Aberration</p><p>Hit Dice: 4d8 (18 hp)</p><p>Initiative: +7 (Dex)</p><p>Speed: 230 ft., swim 380</p><p>AC: 23 (+1 size, +7 Dex, +5 natural)</p><p>Attacks: Bite +4 melee, club + melee</p><p>Damage: Bite 1d4+1 and poison, club 1d6+1</p><p>Face/Reach: 5 ft. by 5 ft./5 ft</p><p>Special Attacks: Head butt, poison</p><p>Saves: Fort +1, Ref +7, Will +4</p><p>Abilities: Str 12, Dex 23, Con 10, Int 6, Wis 11, Cha 8</p><p>Skills: Balance +10, Listen +4, Jump +7, Spot +4, Swim +7, Tumble +10</p><p>Feats: Dodge</p><p></p><p>Climate/Terrain: Any marsh</p><p>Organization: Solitary, band (2-12), tribe (4-48)</p><p>Challenge Rating: 3</p><p>Treasure: Standard</p><p>Alignment: Usually neutral evil</p><p>Advancement: 5-8 HD (Small), 9-12 HD (Medium-Size)</p><p></p><p>The fachan is physically one of the Realms' most unusual creatures. The fachan stands 2'-4' tall, and has one leg, one foot, one arm protruding from the center of its chest, and one eye in the center of its face. Fachan skin varies from a dark gray-brown hue to a mottled green, but the hair of the fachan is always blue-black. Despite these changes, they also share many physical attributes with ogres and orcs.</p><p> A fachan moves with a hopping gait upon its foot, its six toes spread equidistantly around the round foot pad for balance. Despite initial appearances of an ungainly and awkward body, fachan are quite agile and fast. They can leap a 10-foot span easily and can hurtle a 6-foot barrier from a standstill. All fachan can leap upright and stand erect from a prone position before taking their actions for a round.</p><p></p><p> COMBAT</p><p>Fachans prefer to take enemies by surprise to put immediate fear into their opponents. They are rarely surprised because of their fantastically keen hearing, which usually gives them the opportunity to prepare ambushes and surprises for their opponents.</p><p> A fachan can wield any weapon with his arm except for two-handed weapons (including bows and polearms). A fachan generally wields clubs and flails, though axes and swords are becoming more common. Fachan can wield weapons against their foes, or simply bite opponents with their rotting, muck-encrusted teeth. Once an opponent is downed from its paralytic poison, the fachan can push him under any available water surface to quickly drown their prey.</p><p> Fachan often lay in ambush partially submerged in marshes and swamps. When an opponent is within 7 feet of the fachan's location, it launches itself at its target by its strong, powerful leg. The fachan has an exceptionally hard skull, and this leaping sets its target up for its "head butt" attack.</p><p> Head Butt (Ex): This attack causes 1d6+1 damage if the opponent fails his Reflex save (DC 18). In addition, the opponent will be stunned for that round and every round thereafter until he makes a successful Fort save (DC 12).</p><p> Poison (Ex): Fachan spittle: Injury, Fort Save DC 12. Initial damage: none; secondary damage: paralyzed for 1d4 rounds.</p><p> Skills: Fachans receive a +4 racial bonus to Listen checks because of their keen hearing. Their unusual anatomy also gives them a +4 racial bonus to Jump checks.</p><p></p><p> SOCIETY</p><p>The fachan are shunned by most civilized races because of their penchant for humanoid flesh. The fachan are cruel beings, more apt to toy with their prey than kill it quickly and cleanly.</p><p> The fachan live in swamps, marshes, and wetlands, their lairs equivalent to the partially-submerged beaver lodges. Lodges are constructed in circular patterns. Each clutch may have as many as six lodges. An average tribe is always at the center of the circle, and is the largest of the lodges for that tribe. Though they average 20 feet in diameter, the fachan lodges are difficult to locate. A Search check (DC 20) is needed to locate a lodge within 50 feet.</p><p> The fachan's legendary leaping ability and dexterity can be magically rejuvenated from its footpad. Properly treated and enchanted, the footpads of two fachan can be made into boots of striding and springing. The hearing organs of a fachan can be instrumental in creating potions of clairaudience.</p><p></p><p>IN THE REALMS</p><p>Fachan have never been found further north than the swamps west of the Osraun mountains of Turmish, but they are becoming more common in the swamps near Halruaa and Durpar. The largest collection of fachan in the Known Realms is a group of tribes in the Spider Swamps near Calimshan. There are rumors of even larger numbers and greater varieties of fachan in Chult or the lands further south across the Great Sea.</p><p> The orcs have a legend that Gruumsh "blessed" the orc races so that they would bear certain offspring that were "half the beings their parents were yet more than they were as well." The fachan's faces bear striking similarities to the depictions of Gruumsh, supporting the legend. To this end, fachan are sometimes known as "Gruumsh-kin."</p><p></p><p>The fachan first appeared in MC11, Forgotten Realms Monstrous Compendium Appendix II (1991, David "Zeb" Cook)</p></blockquote><p></p>
[QUOTE="BOZ, post: 50334, member: 1241"] [b]FACHAN[/b] Small Aberration Hit Dice: 4d8 (18 hp) Initiative: +7 (Dex) Speed: 230 ft., swim 380 AC: 23 (+1 size, +7 Dex, +5 natural) Attacks: Bite +4 melee, club + melee Damage: Bite 1d4+1 and poison, club 1d6+1 Face/Reach: 5 ft. by 5 ft./5 ft Special Attacks: Head butt, poison Saves: Fort +1, Ref +7, Will +4 Abilities: Str 12, Dex 23, Con 10, Int 6, Wis 11, Cha 8 Skills: Balance +10, Listen +4, Jump +7, Spot +4, Swim +7, Tumble +10 Feats: Dodge Climate/Terrain: Any marsh Organization: Solitary, band (2-12), tribe (4-48) Challenge Rating: 3 Treasure: Standard Alignment: Usually neutral evil Advancement: 5-8 HD (Small), 9-12 HD (Medium-Size) The fachan is physically one of the Realms' most unusual creatures. The fachan stands 2'-4' tall, and has one leg, one foot, one arm protruding from the center of its chest, and one eye in the center of its face. Fachan skin varies from a dark gray-brown hue to a mottled green, but the hair of the fachan is always blue-black. Despite these changes, they also share many physical attributes with ogres and orcs. A fachan moves with a hopping gait upon its foot, its six toes spread equidistantly around the round foot pad for balance. Despite initial appearances of an ungainly and awkward body, fachan are quite agile and fast. They can leap a 10-foot span easily and can hurtle a 6-foot barrier from a standstill. All fachan can leap upright and stand erect from a prone position before taking their actions for a round. COMBAT Fachans prefer to take enemies by surprise to put immediate fear into their opponents. They are rarely surprised because of their fantastically keen hearing, which usually gives them the opportunity to prepare ambushes and surprises for their opponents. A fachan can wield any weapon with his arm except for two-handed weapons (including bows and polearms). A fachan generally wields clubs and flails, though axes and swords are becoming more common. Fachan can wield weapons against their foes, or simply bite opponents with their rotting, muck-encrusted teeth. Once an opponent is downed from its paralytic poison, the fachan can push him under any available water surface to quickly drown their prey. Fachan often lay in ambush partially submerged in marshes and swamps. When an opponent is within 7 feet of the fachan's location, it launches itself at its target by its strong, powerful leg. The fachan has an exceptionally hard skull, and this leaping sets its target up for its "head butt" attack. Head Butt (Ex): This attack causes 1d6+1 damage if the opponent fails his Reflex save (DC 18). In addition, the opponent will be stunned for that round and every round thereafter until he makes a successful Fort save (DC 12). Poison (Ex): Fachan spittle: Injury, Fort Save DC 12. Initial damage: none; secondary damage: paralyzed for 1d4 rounds. Skills: Fachans receive a +4 racial bonus to Listen checks because of their keen hearing. Their unusual anatomy also gives them a +4 racial bonus to Jump checks. SOCIETY The fachan are shunned by most civilized races because of their penchant for humanoid flesh. The fachan are cruel beings, more apt to toy with their prey than kill it quickly and cleanly. The fachan live in swamps, marshes, and wetlands, their lairs equivalent to the partially-submerged beaver lodges. Lodges are constructed in circular patterns. Each clutch may have as many as six lodges. An average tribe is always at the center of the circle, and is the largest of the lodges for that tribe. Though they average 20 feet in diameter, the fachan lodges are difficult to locate. A Search check (DC 20) is needed to locate a lodge within 50 feet. The fachan's legendary leaping ability and dexterity can be magically rejuvenated from its footpad. Properly treated and enchanted, the footpads of two fachan can be made into boots of striding and springing. The hearing organs of a fachan can be instrumental in creating potions of clairaudience. IN THE REALMS Fachan have never been found further north than the swamps west of the Osraun mountains of Turmish, but they are becoming more common in the swamps near Halruaa and Durpar. The largest collection of fachan in the Known Realms is a group of tribes in the Spider Swamps near Calimshan. There are rumors of even larger numbers and greater varieties of fachan in Chult or the lands further south across the Great Sea. The orcs have a legend that Gruumsh "blessed" the orc races so that they would bear certain offspring that were "half the beings their parents were yet more than they were as well." The fachan's faces bear striking similarities to the depictions of Gruumsh, supporting the legend. To this end, fachan are sometimes known as "Gruumsh-kin." The fachan first appeared in MC11, Forgotten Realms Monstrous Compendium Appendix II (1991, David "Zeb" Cook) [/QUOTE]
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