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<blockquote data-quote="BOZ" data-source="post: 50343" data-attributes="member: 1241"><p><strong>LOXO</strong></p><p></p><p>Large Monstrous Humanoid</p><p>Hit Dice: 4d8+20 (38 hp)</p><p>Initiative: +3 (-1 Dex, Improved Initiative)</p><p>Speed: 30 ft.</p><p>AC: 14 (-1 size, -1 Dex, +6 natural)</p><p>Attacks: Dagger or club or heavy mace +10/+5 melee, 2 shurikens +5 ranged; or 2 thrown clubs +2; or 2 slams +10 melee</p><p>Damage: Dagger 1d4+7; club 1d6+7; heavy mace 1d8+7; shuriken 1; thrown club 1d6; slam 2d6+7</p><p>Face/Reach: 5 ft. by 5 ft./5 ft.</p><p>Special Attacks: Berserker Rage, Trample</p><p>Saves: Fort +6 , Ref +3 , Will +5</p><p>Abilities: Str 25, Dex 8, Con 20, Int 12, Wis 14, Cha 12</p><p>Skills: Appraise +4, Craft (cobbling) +4, Craft (gemcutting) +4, Craft (weaponsmithing) +5, Intimidate +4, Intuit Direction +5, Knowledge (nature) +4, Listen +7, Perform (epic, trumpet) +4, Search +6, Wilderness Lore +6</p><p>Feats: Improved Initiative, Multidexterity, Power Attack</p><p></p><p>Climate/Terrain: Temperate and warm plains</p><p>Organization: Solitary, family (2-16), band (6-24 males), herd (10-60, plus 1 5th level fighter-lieutenant per 10 loxo and 1 7th level fighter-chief)</p><p>Challenge Rating: 3</p><p>Treasure: Standard</p><p>Alignment: Usually neutral</p><p>Advancement: By character class</p><p></p><p>A loxo appears to be a humanoid elephant. It skin is bluish-gray and wrinkled, with rough hair sparsely covering it. It has thick round limbs, flat feet, and short stubby fingers. Large ears grace the sides of its head, and tusks protrude from its face.</p><p> Its most striking features are the two trunks which grow from the center of its face. Each trunk is about two feet long and has three finger-like digits at the end.</p><p> These creatures wear simple, rustic clothing, favoring cloth with patterns, such as circles and diamonds. They usually shun armor and shields.</p><p> Loxoth eat a great amount of grass and other plant matter (as much 100 pounds per day) and work hard to protect and preserve their grazing lands.</p><p> Loxoth speak their own language, and most of them have learned Common and Dwarf. Loxoth may live as long as 200 years.</p><p></p><p> COMBAT</p><p>Loxoth are normally peaceful, though the males defend their territory with great tenacity. They prefer melee combat to long-range combat, but use few missile weapons, including throwing clubs and shuriken. Preferred melee weapons are dirks (crude daggers), clubs, and heavy iron maces. They fight two-handed with two weapons with no penalty.</p><p> If threatened, half of the loxo males remains to defend the females and young, while the other half charges into a counter-attack. They use their trunks to throw shuriken, and can do so in the same round in which they make a melee attack. Their trunks are much more dexterous than their hands, and they receive a +5 bonus when attacking with shurikens this way. Loxoth usually only use their slam attack if they are caught unarmed, or if they go into a berseker rage. If charging medium-sized or smaller opponents, the loxoth may choose to make a trampling attack.</p><p> Trample (Ex): Loxoth cause 2d8 points of damage with a trample, and opponents can attempt a Reflex save for half damage (DC 19).</p><p> Berserker Rage (Ex): If a male loxo's family is threatened, there is a non-cumulative 10% chance per round that he may enter a berserker-like rage. This rage works the same way as a barbarian's rage ability, and lasts until the danger to the loxo's family has passed. A berserk loxo never attacks another loxo, unless said loxo is the one threatening his family.</p><p> If a loxo sees his family die or be killed, he almost always "goes rogue". He enters (or continues) the berserk state, attacking any non-loxo he encounters, and threatening any loxo who approaches. He remains in this state, losing 1d6 hit points per day until he dies from exhaustion.</p><p> Skills: Loxo ears are very sensitive, giving them a +4 bonus to Listen checks. Loxo use their trunks for fine craftwork, and gain a +6 to all Craft skills when using their trunks.</p><p></p><p> SOCIETY</p><p>In loxo society, family is the most important thing. Loxoth are semi-nomadic, traveling the grasslands in small clan-like herds. Each herd consists of 1-6 small family units, as well as a band of unattached males seeking mates. Each family unit consists of one male, 1-3 females, and 3-12 young. When a herd becomes too large to support itself, it splits into two parts, with the younger leader taking his herd into a new territory. </p><p> Male loxoth are dominant in their society both politically and militarily. Males often have as many mates as they can defend from other males. Loxoth mate during any time of the year, but take only mates who share their ancestry. After an 18-month gestation, the female gives birth to one or two calves.</p><p> A loxo lieutenant is called a fithik. Each herd, no matter what the size, has a chief, called a lox-fithik. Half of all herds have a tunnuk, or wizard, and she uses her spells as needed to protect her tribe.</p><p> Some loxoth are artisans and work with wood, metal, and ivory from the tusks of their dead. (Loxo tusks are worth up to 250 gold pieces each, but loxoth view stealing, buying, or trading them as the highest crime among their kind.) They make weapons like dirks and blunt weapons with their hands, but they use their more dexterous trunks for finer work. Their ivory is always used to carve religious figurines and kept as family heirlooms. They also make jewelry and shape and sharpen shurikens with their trunks. Loxoth can only produce very crude metalwork with their clumsy hands, or very fine metalwork with their trunks, with nothing in between; swords are beyond their ability to craft.</p><p></p><p> CHARACTERS</p><p>A loxo's favored class is fighter. Half of all herds have a tunnuk, or wizard. Only females may become a tunnuk, and each herd can trace its ancestry to the tunnuk who acted as the spelljammer for its ship.</p><p></p><p> IN THE REALMS </p><p>According to loxo historians, the loxoth used spelljamming ships to settle on the planet Toril nearly three generations ago, or about 240 years ago. Their settlement was rather small, however. They settled in the Shaar, with a few of the more adventurous herds traveling to the Hordelands. The natives accepted them without a fight, allowing them to settle peacefully. However, loxoth are very distrustful of strangers. </p><p> There are only a few dozen tribes of loxo throughout the Realms. Each herd is descended from passengers of a single ship, and they remember that ship in their songs and stories. All descendants from a given ship use the same pattern in their clothing. All herds descended from a given ship remain friendly to one another.</p><p> Loxoth use their fine artwork for trade. Those who settled in the Shaar trade with the dwarves of the Great Rift and offer them fine jewelry and occasional spellcasting in return for raw materials. </p><p></p><p>The loxo first appeared in MC11, Forgotten Realms Monstrous Compendium Appendix II (1991, David "Zeb" Cook)</p></blockquote><p></p>
[QUOTE="BOZ, post: 50343, member: 1241"] [b]LOXO[/b] Large Monstrous Humanoid Hit Dice: 4d8+20 (38 hp) Initiative: +3 (-1 Dex, Improved Initiative) Speed: 30 ft. AC: 14 (-1 size, -1 Dex, +6 natural) Attacks: Dagger or club or heavy mace +10/+5 melee, 2 shurikens +5 ranged; or 2 thrown clubs +2; or 2 slams +10 melee Damage: Dagger 1d4+7; club 1d6+7; heavy mace 1d8+7; shuriken 1; thrown club 1d6; slam 2d6+7 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Berserker Rage, Trample Saves: Fort +6 , Ref +3 , Will +5 Abilities: Str 25, Dex 8, Con 20, Int 12, Wis 14, Cha 12 Skills: Appraise +4, Craft (cobbling) +4, Craft (gemcutting) +4, Craft (weaponsmithing) +5, Intimidate +4, Intuit Direction +5, Knowledge (nature) +4, Listen +7, Perform (epic, trumpet) +4, Search +6, Wilderness Lore +6 Feats: Improved Initiative, Multidexterity, Power Attack Climate/Terrain: Temperate and warm plains Organization: Solitary, family (2-16), band (6-24 males), herd (10-60, plus 1 5th level fighter-lieutenant per 10 loxo and 1 7th level fighter-chief) Challenge Rating: 3 Treasure: Standard Alignment: Usually neutral Advancement: By character class A loxo appears to be a humanoid elephant. It skin is bluish-gray and wrinkled, with rough hair sparsely covering it. It has thick round limbs, flat feet, and short stubby fingers. Large ears grace the sides of its head, and tusks protrude from its face. Its most striking features are the two trunks which grow from the center of its face. Each trunk is about two feet long and has three finger-like digits at the end. These creatures wear simple, rustic clothing, favoring cloth with patterns, such as circles and diamonds. They usually shun armor and shields. Loxoth eat a great amount of grass and other plant matter (as much 100 pounds per day) and work hard to protect and preserve their grazing lands. Loxoth speak their own language, and most of them have learned Common and Dwarf. Loxoth may live as long as 200 years. COMBAT Loxoth are normally peaceful, though the males defend their territory with great tenacity. They prefer melee combat to long-range combat, but use few missile weapons, including throwing clubs and shuriken. Preferred melee weapons are dirks (crude daggers), clubs, and heavy iron maces. They fight two-handed with two weapons with no penalty. If threatened, half of the loxo males remains to defend the females and young, while the other half charges into a counter-attack. They use their trunks to throw shuriken, and can do so in the same round in which they make a melee attack. Their trunks are much more dexterous than their hands, and they receive a +5 bonus when attacking with shurikens this way. Loxoth usually only use their slam attack if they are caught unarmed, or if they go into a berseker rage. If charging medium-sized or smaller opponents, the loxoth may choose to make a trampling attack. Trample (Ex): Loxoth cause 2d8 points of damage with a trample, and opponents can attempt a Reflex save for half damage (DC 19). Berserker Rage (Ex): If a male loxo's family is threatened, there is a non-cumulative 10% chance per round that he may enter a berserker-like rage. This rage works the same way as a barbarian's rage ability, and lasts until the danger to the loxo's family has passed. A berserk loxo never attacks another loxo, unless said loxo is the one threatening his family. If a loxo sees his family die or be killed, he almost always "goes rogue". He enters (or continues) the berserk state, attacking any non-loxo he encounters, and threatening any loxo who approaches. He remains in this state, losing 1d6 hit points per day until he dies from exhaustion. Skills: Loxo ears are very sensitive, giving them a +4 bonus to Listen checks. Loxo use their trunks for fine craftwork, and gain a +6 to all Craft skills when using their trunks. SOCIETY In loxo society, family is the most important thing. Loxoth are semi-nomadic, traveling the grasslands in small clan-like herds. Each herd consists of 1-6 small family units, as well as a band of unattached males seeking mates. Each family unit consists of one male, 1-3 females, and 3-12 young. When a herd becomes too large to support itself, it splits into two parts, with the younger leader taking his herd into a new territory. Male loxoth are dominant in their society both politically and militarily. Males often have as many mates as they can defend from other males. Loxoth mate during any time of the year, but take only mates who share their ancestry. After an 18-month gestation, the female gives birth to one or two calves. A loxo lieutenant is called a fithik. Each herd, no matter what the size, has a chief, called a lox-fithik. Half of all herds have a tunnuk, or wizard, and she uses her spells as needed to protect her tribe. Some loxoth are artisans and work with wood, metal, and ivory from the tusks of their dead. (Loxo tusks are worth up to 250 gold pieces each, but loxoth view stealing, buying, or trading them as the highest crime among their kind.) They make weapons like dirks and blunt weapons with their hands, but they use their more dexterous trunks for finer work. Their ivory is always used to carve religious figurines and kept as family heirlooms. They also make jewelry and shape and sharpen shurikens with their trunks. Loxoth can only produce very crude metalwork with their clumsy hands, or very fine metalwork with their trunks, with nothing in between; swords are beyond their ability to craft. CHARACTERS A loxo's favored class is fighter. Half of all herds have a tunnuk, or wizard. Only females may become a tunnuk, and each herd can trace its ancestry to the tunnuk who acted as the spelljammer for its ship. IN THE REALMS According to loxo historians, the loxoth used spelljamming ships to settle on the planet Toril nearly three generations ago, or about 240 years ago. Their settlement was rather small, however. They settled in the Shaar, with a few of the more adventurous herds traveling to the Hordelands. The natives accepted them without a fight, allowing them to settle peacefully. However, loxoth are very distrustful of strangers. There are only a few dozen tribes of loxo throughout the Realms. Each herd is descended from passengers of a single ship, and they remember that ship in their songs and stories. All descendants from a given ship use the same pattern in their clothing. All herds descended from a given ship remain friendly to one another. Loxoth use their fine artwork for trade. Those who settled in the Shaar trade with the dwarves of the Great Rift and offer them fine jewelry and occasional spellcasting in return for raw materials. The loxo first appeared in MC11, Forgotten Realms Monstrous Compendium Appendix II (1991, David "Zeb" Cook) [/QUOTE]
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