Monday, January 3, 2011

General Rules: Monsters - Tren

Tren (adapted from Serpent Kingdoms)
Medium Humanoid (Aquatic, Reptilian)

Hit Dice: 4d8+8 (26 hit points)
Initiative: +5
Speed: 30 feet, swim 40 feet
Armor Class: 22 (+1 Dex, +8 natural, +1 dodge, +2 armor), touch AC 12, flat-footed AC 20
BAB/Grapple: +3/+5
Attack: Greatsword +5 melee (2d6+3, slashing, 19-20 x2) or claw +5 melee (1d4+2, piercing and slashing, 20 x2) or longbow +4 ranged (1d8, piercing, 20 x3, 100 feet x10)
Full Attack: Greatsword +5 melee (2d6+3, slashing, 19-20 x2) and bite +3 melee (1d6+1, bludgeoning, piercing, and slashing, 20 x2) or 2 claws +5 melee (1d4+2, piercing and slashing, 20 x2) and bite +3 melee (1d6+1, bludgeoning, piercing, and slashing, 20 x2) or longbow +4 ranged (1d8, piercing, 20 x3, 100 feet x10)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Stench
Special Qualities: Darkvision 60 feet, hold breath
Saves: Fortitude +6, Reflex +2, Will +1
Abilities: Str 15, Int 7, Wis 10, Dex 13, Con 14, Cha 10
Skills: Hide +3 (+7 in rocky or subterranean environments), Move Silently +4, Spot +2, Swim +10
Feats: Dodge, Improved Initiative, Multiattack
Environment: Temperate aquatic and marshes
Organization: Solitary, pair, gang (3 - 5), band (6 - 10 plus 50% noncombatants and 1 leader of 3rd - 6th level), or tribe (30 - 60 plus 50% noncombatants plus 2 lieutenants of 3rd - 6th level and 1 leader of 4th - 10th level)
Challenge Rating: 3
Treasure: 50% coins; standard goods, 50% items
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +3

Trens are a powerful crossbreed of lizardfolk and troglodytes. The results are stronger than the typical specimen of either race. Trens prefer to live underground in environments that are dark, cold, and wet, often in the same settlements as troglodytes or lizardfolk. A tren is a lizardlike creature about the same height as a human. It has muscular limbs and walks erect, trailing a long slender tail behind it. Its lizardlike head features a wide jaw and a mouth filled with razor sharp teeth.

Trens speak Sûlic.

Combat
Trens prefer to wear light armor and use steel weapons. Their melee weapon of choice is the greatsword, though most also carry longbows for striking from a distance. Though they prefer melee combat to ranged, they typically attack in organized formations, adjusting their tactics to their environment. Because they almost never possess magic, one or two archers normally stay behind the fighters to distract spellcasters.

Hold Breath (Ex): A tren can hold its breath for a number of rounds equal to 4 x its Constitution score before it risks drowning (see page 304 of the Dungeon Master's Guide).

Stench (Ex): When a tren is angry or frightened, it secretes an oily, musklike chemical that nearly every form of animal finds offensive. Every living creature except other trens and troglodytes within 30 feet of a tren must succeed at a DC 14 Fortitude save or be sickened for 10 rounds. A creature subject to stench from multiple trens must make only one saving throw, though a separate save is necessary is necessary for any troglodyte stench present. A creature that successfully saves cannot be affected by the same tren's stench for 24 hours. A delay poison or neutralize poison spell removes the effect. Creatures immune to poison are unaffected and a creature resistant to poison receives its normal bonus on the saving throw.

Skills: The scales of a tren can change color, allowing it to blend in with its surroundings like a chameleon and conferring a +4 racial bonus on Hide checks. In rocky or subterranean environments, this bonus improves to +8.

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