Kitairn (
Mercenaries)
Medium Humanoid (Kitairn)
Hit Dice: 3d8+6 (19 hit points)
Initiative: +3
Speed: 30 feet
Armor Class: 18 (+3 Dex, +1 dodge, +4 natural), touch AC 14, flat-footed AC 14
BAB/Grapple: +2/+5
Attack: Sickle +5 melee (1d6+3, slashing, 20 x2) or claw +5 melee (1d4+3, piercing and slashing, 20 x2) or bite +5 melee (1d6+3, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: 2 sickles +5/+5 melee (1d6+3/1d6+3, slashing, 20 x2) or 2 claws +5 melee (1d4+3, piercing and slashing, 20 x2) and bite +3 melee (1d6+1, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Absolute ambidexterity, pounce
Special Qualities: None
Saves: Fortitude +3, Reflex +6, Will +2
Abilities: Str 17, Int 12, Wis 12, Dex 17, Con 14, Cha 10
Skills: Balance +4, Climb +4, Hide +4, Jump +4, Listen +2, Spot +2, Tumble +4
Feats: Dodge, Multiattack
Environment: Any land and underground
Organization: Solitary or gang (2 - 5)
Challenge Rating: 2
Treasure: None
Alignment: Usually neutral
Advancement: 4 - 6 Hit Dice (Medium)
Kitairns are exceptionally strong and agile hunters, humanoid in shape, but with the instincts, appearance and ferocity of predatory cats. An uneasy and dangerous mix of these two different forms of life, kitairns are covered with a leathery hide brightly colored and spotted like aleopard and they will prey on any warm-blooded creature that offers enough flesh for a meal. They also go about on two legs, are obviously intelligent, and have hands that can grasp weapons and tools (albeit with short, sharp retractable claws on the undersides of their fingers).
Whenever they come into contact with settled races, kitairns are a menace. They are more than a match for anyone they catch alone and unwary, such as travelers, stragglers, outcasts, and farmers at the edges of their fields. They use their agility to leap from cover, and they are relentless and remorseless predators when hungry.
Settled peoples therefore understand them as a threat and try to hunt them down. Because of their intelligence, their heightened feline senses, and their capacity for stealth, kitairns are also employed as trackers and hunters themselves. They prefer to work alone as bounty hunters, but they have been known to allow themselves to serve in subordinate positions.
Kitairns are largely solitary and always hunt alone. In fact, they are so solitary that they do not seem to breed very much, for their population desnity never gets very high whenever they occur - which is fortunate for other intelligent races that share the same territory.
Kitairns speak a primitive language of their own, but they can be taught a rudimentary understanding of one of the other common languages.
Combat
Kitairns prefer to use compact slashing weapons like kamas or sickles, which allow them to strike in short motions while retaining the freedom of motion to bite as well. They are ambidextrous, and cannot only fight with either hand, but they can wield weapons in both at once. If they break or drop their melee weapons, they will unsheathe their claws and fight with the.
Absolute Ambidexterity (Ex): Kitairns can strike as naturally with a weapon in each hand as they can with both claws. They suffer no penalty for fighting with two weapons. They may also attack with one weapon and one claw with no penalty.
Pounce (Ex): Kitairns like to initiate combat by leaping at their foes. A kitairn can make a full attack action as part of a charge action or partial charge action.
Home Three Worlds Monsters
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