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<blockquote data-quote="Obly99" data-source="post: 9394278" data-attributes="member: 7035194"><p style="text-align: center"><strong><span style="font-size: 26px">Gatorfolk CR 4</span></strong></p><p></p><p>N Medium monstrous humanoid</p><p></p><p><strong>Init</strong> +1; <strong>Senses</strong> darkvision 30 ft., low-light vision, murksight, scent; Perception +13</p><p></p><p><strong>Aura</strong> frightful presence (DC 14, 15 ft.)</p><p></p><p>DEFENSE</p><p></p><p><strong>AC</strong> 17, touch 11, flat-footed 16 (+1 Dex, +6 natural)</p><p></p><p><strong>hp</strong> 42 (5d10+15) fast healing 1</p><p></p><p><strong>Fort</strong> +4, <strong>Ref</strong> +5, <strong>Will</strong> +7</p><p></p><p><strong>Defensive Abilities</strong> ferocity; <strong>DR</strong> 5/magic; <strong>Immune</strong> disease; <strong>Resistance</strong> acid 10, fire 10; <strong>SR</strong> 10</p><p></p><p><strong>Weakness</strong> vulnerable to cold</p><p></p><p>OFFENSE</p><p></p><p><strong>Speed</strong> 20 ft., swim 30 ft.; sprint</p><p></p><p><strong>Melee</strong> bite +8 (1d8+3 plus grab), tail slap +3 (1d6+1)</p><p></p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft. (10 with tail slap)</p><p></p><p><strong>Special Attacks</strong> death dive (1d8+3), death roll (1d8+3), lunging bite</p><p></p><p>STATISTICS</p><p></p><p><strong>Str </strong>17, <strong>Dex</strong> 12, <strong>Con</strong> 16, <strong>Int</strong> 13, <strong>Wis</strong> 16, <strong>Cha</strong> 15</p><p></p><p><strong>Base Atk</strong> +5; <strong>CMB</strong> +8 (+12 grapple); <strong>CMD</strong> 19</p><p></p><p><strong>Feats</strong> Alertness, Intimidating Prowess, Power Attack</p><p></p><p><strong>Skills</strong> Intimidate +13, Perception +13, Sense Motive +11, Stealth +9 (+15 in water), Survival +10, Swim +15; <strong>Racial Modifiers</strong> +6 Stealth in water</p><p></p><p><strong>Languages</strong> Boggard, Gatorfolk</p><p></p><p><strong>SQ</strong> crocodile empathy +7, hold breath, marshwight, powerful build, swamp strider</p><p></p><p>ECOLOGY</p><p></p><p><strong>Environment</strong> warm marshes</p><p></p><p><strong>Organization</strong> solitary, pair, hunting squad (1d2+2) or village (3d4 plus 1d6 elite hunters of 2nd level, one shaman of 3rd level, one King Crocodile, and 4d6 children and elderly people non-combatants)</p><p></p><p><strong>Treasure</strong> incidental</p><p></p><p><strong>Crocodile Empathy (Ex)</strong></p><p>This ability functions as the druid’s wild empathy ability using the gatorfolk HD as its druid level, save that a gatorfolk can only use this ability on crocodilians.</p><p></p><p><strong>Death Dive (Ex)</strong></p><p>When grappling a foe of its size or smaller, a gatorfolk in water can perform a deadly dive upon making a successful grapple check. As it clings to its foe, it uses the force of its powerful tail to propel it downward in the water, allowing it to use both the move and damage actions as part of its grapple attempt. If successful, the gatorfolk maintains its grapple. A gatorfolk cannot use death dive and death roll at the same time.</p><p></p><p><strong>Death Roll (Ex)</strong></p><p>When grappling a foe of its size or smaller, a gatorfolk can perform a death roll upon making a successful grapple check. As it clings to its foe, it tucks in its legs and rolls rapidly, twisting and wrenching its victim. The gatorfolk inflicts its bite damage and knocks the creature prone. If successful, the gatorfolk maintains its grapple.</p><p></p><p><strong>Marshwight (Ex)</strong></p><p>A gatorfolk cannot be tracked in a marsh environment (as if under a constant extraordinary <em>pass without trace</em>). A gatorfolk may choose to leave a trail if so desired.</p><p></p><p><strong>Hold Breath (Ex)</strong></p><p>A gatorfolk can hold its breath for a number of minutes equal to 6 times its Constitution score before it risks drowning.</p><p></p><p><strong>Lunging Bite (Ex)</strong></p><p>Once per minute, a gatorfolk can extend the reach of its bite attack by 5 feet without taking the normal penalties to AC associated with the Lunge feat.</p><p>This extended reach applies only to the gatorfolk’s bite attack and lasts until the start of the creature’s next turn.</p><p></p><p><strong>Murksight (Ex)</strong></p><p>A gatorfolk can see through murky water as if it was perfectly clear, up to its normal range of vision.</p><p></p><p><strong>Powerful Build (Ex)</strong></p><p>The physical stature of a gatorfolk lets them function in many ways as if they were one size category larger. Whenever a gatorfolk is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), a gatorfolk is treated as one size larger if doing so is advantageous to him. A gatorfolk is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as grab or swallow whole) can affect him. A gatorfolk can use weapons designed for a creature one size larger without penalty. However, their space and reach remain those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.</p><p></p><p><strong>Sprint (Ex)</strong></p><p>Once per minute a gatorfolk may sprint, increasing its land speed to 40 feet for 1 round.</p><p></p><p><strong>Swamp Strider (Ex)</strong></p><p>A gatorfolk suffers no penalty to speed or on Acrobatics or Stealth checks in bogs and undergrowth.</p><p></p><p>Gatorfolk are a race of monstrous humanoids that inhabit warm swamps. Extremely xenophobic, they do not tolerate anyone who is not one of them in the territory they consider theirs unless it is for matters of extreme importance and even then the "guests" are watched on sight and are asked to leave as soon as possible. They are sworn enemies of the Boggard and the battles between the two races only end when one side is totally annihilated.</p><p></p><p><strong>Variant Gatorfolk</strong></p><p><strong></strong></p><p><strong>King Crocodile (CR 6):</strong> Treat them as gatorfolk, but apply the Advanced and Giant templates and the snap bite special attack of a deinosuchus.</p><p></p><p><a href="https://fribly.com/2012/12/27/the-fantasy-art-of-alexander-alexandrov/" target="_blank">Link image</a></p></blockquote><p></p>
[QUOTE="Obly99, post: 9394278, member: 7035194"] [CENTER][B][SIZE=7]Gatorfolk CR 4[/SIZE][/B][/CENTER] N Medium monstrous humanoid [B]Init[/B] +1; [B]Senses[/B] darkvision 30 ft., low-light vision, murksight, scent; Perception +13 [B]Aura[/B] frightful presence (DC 14, 15 ft.) DEFENSE [B]AC[/B] 17, touch 11, flat-footed 16 (+1 Dex, +6 natural) [B]hp[/B] 42 (5d10+15) fast healing 1 [B]Fort[/B] +4, [B]Ref[/B] +5, [B]Will[/B] +7 [B]Defensive Abilities[/B] ferocity; [B]DR[/B] 5/magic; [B]Immune[/B] disease; [B]Resistance[/B] acid 10, fire 10; [B]SR[/B] 10 [B]Weakness[/B] vulnerable to cold OFFENSE [B]Speed[/B] 20 ft., swim 30 ft.; sprint [B]Melee[/B] bite +8 (1d8+3 plus grab), tail slap +3 (1d6+1) [B]Space[/B] 5 ft.; [B]Reach[/B] 5 ft. (10 with tail slap) [B]Special Attacks[/B] death dive (1d8+3), death roll (1d8+3), lunging bite STATISTICS [B]Str [/B]17, [B]Dex[/B] 12, [B]Con[/B] 16, [B]Int[/B] 13, [B]Wis[/B] 16, [B]Cha[/B] 15 [B]Base Atk[/B] +5; [B]CMB[/B] +8 (+12 grapple); [B]CMD[/B] 19 [B]Feats[/B] Alertness, Intimidating Prowess, Power Attack [B]Skills[/B] Intimidate +13, Perception +13, Sense Motive +11, Stealth +9 (+15 in water), Survival +10, Swim +15; [B]Racial Modifiers[/B] +6 Stealth in water [B]Languages[/B] Boggard, Gatorfolk [B]SQ[/B] crocodile empathy +7, hold breath, marshwight, powerful build, swamp strider ECOLOGY [B]Environment[/B] warm marshes [B]Organization[/B] solitary, pair, hunting squad (1d2+2) or village (3d4 plus 1d6 elite hunters of 2nd level, one shaman of 3rd level, one King Crocodile, and 4d6 children and elderly people non-combatants) [B]Treasure[/B] incidental [B]Crocodile Empathy (Ex)[/B] This ability functions as the druid’s wild empathy ability using the gatorfolk HD as its druid level, save that a gatorfolk can only use this ability on crocodilians. [B]Death Dive (Ex)[/B] When grappling a foe of its size or smaller, a gatorfolk in water can perform a deadly dive upon making a successful grapple check. As it clings to its foe, it uses the force of its powerful tail to propel it downward in the water, allowing it to use both the move and damage actions as part of its grapple attempt. If successful, the gatorfolk maintains its grapple. A gatorfolk cannot use death dive and death roll at the same time. [B]Death Roll (Ex)[/B] When grappling a foe of its size or smaller, a gatorfolk can perform a death roll upon making a successful grapple check. As it clings to its foe, it tucks in its legs and rolls rapidly, twisting and wrenching its victim. The gatorfolk inflicts its bite damage and knocks the creature prone. If successful, the gatorfolk maintains its grapple. [B]Marshwight (Ex)[/B] A gatorfolk cannot be tracked in a marsh environment (as if under a constant extraordinary [I]pass without trace[/I]). A gatorfolk may choose to leave a trail if so desired. [B]Hold Breath (Ex)[/B] A gatorfolk can hold its breath for a number of minutes equal to 6 times its Constitution score before it risks drowning. [B]Lunging Bite (Ex)[/B] Once per minute, a gatorfolk can extend the reach of its bite attack by 5 feet without taking the normal penalties to AC associated with the Lunge feat. This extended reach applies only to the gatorfolk’s bite attack and lasts until the start of the creature’s next turn. [B]Murksight (Ex)[/B] A gatorfolk can see through murky water as if it was perfectly clear, up to its normal range of vision. [B]Powerful Build (Ex)[/B] The physical stature of a gatorfolk lets them function in many ways as if they were one size category larger. Whenever a gatorfolk is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), a gatorfolk is treated as one size larger if doing so is advantageous to him. A gatorfolk is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as grab or swallow whole) can affect him. A gatorfolk can use weapons designed for a creature one size larger without penalty. However, their space and reach remain those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category. [B]Sprint (Ex)[/B] Once per minute a gatorfolk may sprint, increasing its land speed to 40 feet for 1 round. [B]Swamp Strider (Ex)[/B] A gatorfolk suffers no penalty to speed or on Acrobatics or Stealth checks in bogs and undergrowth. Gatorfolk are a race of monstrous humanoids that inhabit warm swamps. Extremely xenophobic, they do not tolerate anyone who is not one of them in the territory they consider theirs unless it is for matters of extreme importance and even then the "guests" are watched on sight and are asked to leave as soon as possible. They are sworn enemies of the Boggard and the battles between the two races only end when one side is totally annihilated. [B]Variant Gatorfolk King Crocodile (CR 6):[/B] Treat them as gatorfolk, but apply the Advanced and Giant templates and the snap bite special attack of a deinosuchus. [URL='https://fribly.com/2012/12/27/the-fantasy-art-of-alexander-alexandrov/']Link image[/URL] [/QUOTE]
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