Magus Darkholme
First Post
All right, here is my race of bat-like creatures that I made for my Realms campaigns. I'm still fine tuning it, so any advice or help is appreciated. One thing I'm not sure of is the rend damage, so I just coppied it off the troll. If anyone could tell me how to figure it out I'd appreciate it. Any way, here she is!
KREE
Medium-sized Monstrous Humanoid
Hit dice: 4D8+2 (20hp)
Initiative: +3 (dex)
Speed: 30ft; fly 75ft (poor)
AC: 18 (+3 dex, +5 natural)
Attacks: 2claws+6 melee; bite+4 melee
Damage: Claw 1d6+2; bite 2d4+1
Face/reach: 5ft by 5ft/5ft
Special attacks: Rend, sonic blast
Special qualities: Blindsight, scent
Saves: Fort+2, ref+7, will+6
Abilities: Str-14, dex-16, con-13, int-12, wis-14, cha-14
Skills: Hide+8, listen+5, wilderness lore+7, move silently+7, climb+5
Feats: Multiattack, flyby attack
Climate/terrain: Any warm and temperate mountain, hills, forest or underground
Organization: Pair, brood (2-5), pack (5-20), or clan (20-40)
Challenge rating: 4
Treasure: standard
Alignment: always chaotic neutral
Advancement: 5-8HD (medium-sized), 9-12HD (large)
The kree are a race of bat-like creatures that live in isolated wilderness locations. They are agile hunters who travel the countryside at night in search of prey, which usually consists of game animals (such as deer), but it can also include other humanoids.
Kree look like humans with dark to light brown fur covering the whole of their bodies, and have large bat-like wings sprouting out their backs, from the shoulder blades. There faces are somewhat like that of a bat’s; they have large ears sticking straight up from the top of their heads, black eyes and a fanged mouth. They have only four digits on each hand and foot, which is the only part of their bodies not covered in fur, with two inch black claws that extend from each of them.
Despite being able to see naturally, kree have very poor vision and have trouble discerning objects even at ten feet away. Their blindsight ability more then compensates for the lack of vision though. With it they are able to make out anything, from animal to object, as if they had perfect vision. They lair in dark, secluded caves in the side of mountains or hills, and they sleep here until dusk when they leave their homes to hunt during the night. Even though the kree are nocturnal hunters they are also active in the daytime, they just choose to remain hidden in their homes during the daylight hours. Kree never hunt alone, and form groups that scour the countryside in search of prey. Kree form small clans for protection; the leader of a clan is usually the strongest male. Despite their appearance as savage, the kree are an intelligent race that value their privacy, and are very leery of outsiders wandering in their territory. When their territory is encroached upon, they will attack with out question until the threat has fed or is dead.
Kree speak their own unique language; some have also learned to speak common or elven.
COMBAT
Kree attack by swooping down at their prey and slashing it with their claws. If a creature is proving to be too much of a handful to take down, they will use their sonic blast attack to rip the prey’s flesh. They prefer to attack while flying, but they aren’t shy about fighting while on the ground.
Rend (Ex): If a kree hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+3 points of damage.
Sonic Blast (Su): A kree can loose a sonic blast in a cone up to 40ft long. The blast disrupts the tissue and rends the flesh of the target, dealing 4d6 points of damage. On a successful reflex save (DC 15) the target suffers only half damage.
Blindsight (Ex): Kree can see by emitting high frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this ability and forces the kree to rely on its poor vision instead.

KREE
Medium-sized Monstrous Humanoid
Hit dice: 4D8+2 (20hp)
Initiative: +3 (dex)
Speed: 30ft; fly 75ft (poor)
AC: 18 (+3 dex, +5 natural)
Attacks: 2claws+6 melee; bite+4 melee
Damage: Claw 1d6+2; bite 2d4+1
Face/reach: 5ft by 5ft/5ft
Special attacks: Rend, sonic blast
Special qualities: Blindsight, scent
Saves: Fort+2, ref+7, will+6
Abilities: Str-14, dex-16, con-13, int-12, wis-14, cha-14
Skills: Hide+8, listen+5, wilderness lore+7, move silently+7, climb+5
Feats: Multiattack, flyby attack
Climate/terrain: Any warm and temperate mountain, hills, forest or underground
Organization: Pair, brood (2-5), pack (5-20), or clan (20-40)
Challenge rating: 4
Treasure: standard
Alignment: always chaotic neutral
Advancement: 5-8HD (medium-sized), 9-12HD (large)
The kree are a race of bat-like creatures that live in isolated wilderness locations. They are agile hunters who travel the countryside at night in search of prey, which usually consists of game animals (such as deer), but it can also include other humanoids.
Kree look like humans with dark to light brown fur covering the whole of their bodies, and have large bat-like wings sprouting out their backs, from the shoulder blades. There faces are somewhat like that of a bat’s; they have large ears sticking straight up from the top of their heads, black eyes and a fanged mouth. They have only four digits on each hand and foot, which is the only part of their bodies not covered in fur, with two inch black claws that extend from each of them.
Despite being able to see naturally, kree have very poor vision and have trouble discerning objects even at ten feet away. Their blindsight ability more then compensates for the lack of vision though. With it they are able to make out anything, from animal to object, as if they had perfect vision. They lair in dark, secluded caves in the side of mountains or hills, and they sleep here until dusk when they leave their homes to hunt during the night. Even though the kree are nocturnal hunters they are also active in the daytime, they just choose to remain hidden in their homes during the daylight hours. Kree never hunt alone, and form groups that scour the countryside in search of prey. Kree form small clans for protection; the leader of a clan is usually the strongest male. Despite their appearance as savage, the kree are an intelligent race that value their privacy, and are very leery of outsiders wandering in their territory. When their territory is encroached upon, they will attack with out question until the threat has fed or is dead.
Kree speak their own unique language; some have also learned to speak common or elven.
COMBAT
Kree attack by swooping down at their prey and slashing it with their claws. If a creature is proving to be too much of a handful to take down, they will use their sonic blast attack to rip the prey’s flesh. They prefer to attack while flying, but they aren’t shy about fighting while on the ground.
Rend (Ex): If a kree hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+3 points of damage.
Sonic Blast (Su): A kree can loose a sonic blast in a cone up to 40ft long. The blast disrupts the tissue and rends the flesh of the target, dealing 4d6 points of damage. On a successful reflex save (DC 15) the target suffers only half damage.
Blindsight (Ex): Kree can see by emitting high frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this ability and forces the kree to rely on its poor vision instead.
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