Showing posts with label Goblinoid. Show all posts
Showing posts with label Goblinoid. Show all posts

Tuesday, January 4, 2011

General Rules: Monsters - Muzotek (Drone)

Muzotek (Goblin Drone) (adapted from the Monster Manual II)
Small Aberration (Goblinoid)

Hit Dice: 5d8-5 (18 hit points)
Initiative: +3
Speed: 30 feet, climb 20 feet
Armor Class: 18 (+1 size, +3 Dexterity, +1 Dodge, +3 natural)
BAB/Grapple: +3/-3
Attack: Bite +7 melee (1d6-2 plus poison, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +7 melee (1d6-2 plus poison, bludgeoning, piercing, and slashing, 20 x2) and 2 claws -3 melee (1d3-2, piercing and slashing, 20 x2) or light crossbow +7 ranged (1d8, piercing, 19-20 x2, 80 feet x10)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Enslave, poison
Special Qualities: Darkvision 60 feet, immune to mind-affecting effects, vermin affinity
Saves: Fortitude +0, Reflex +4, Will +6
Abilities: Str 6, Int 15, Wis 14, Dex 17, Con 9, Cha 16
Skills: Balance +11, Climb +11, Disable Device +10, Intimidate +9, Jump +11, Move Silently +11
Feats: Dodge, Mobility, Simple Weapon Proficiency, Weapon Finesse
Environment: Any temperate or warm land and underground
Organization: Nest (3 - 8)
Challenge Rating: 4
Treasure: Double standard
Alignment: Usually lawful evil
Advancement: By character class
Level Adjustment: +8

Muzotek are vicious insect-like šotek males who mostly exist to fertilize the hive queen and scheme against one another. Their six-legged bodies are covered with stiff hair which makes them look something like a giant wolf spider. Instead of a spider's head, however, the muzotek has a long, flexible neck that extends upward and backward, then turns toward the front again in a large S-curve. Atop that sleek neck sits a small, narrow head like that of an eel. Its jaws are lined with tiny, needle- sharp teeth, and small, black eyes pushed well forward on the face. Some have a narrow beard growing on the front edge of its chin.

Unlike most other šotek, muzotek show great interest in their appearance, favoring bright colors and gaudy displays of wealth. The typical muzotek dyes its naturally tan fur in one of many different hues and patterns. A muzotek usually wears decorative clothing, as much jewelry as it can get its claws on, and a belt or bandoleer with pouches for carrying valuables.

Muzotek speak Karstish, Infernal, and either Rhadynnic or Sorglish.

Combat
Muzotek are not tremendous fighters and they know it. Whenever possible, they have other šotek fight for them while they linger nearby looking for opportunities to use their enslave ability. Muzotek often try to make their foes more vulnerable to enslavement by using their poison first, usually delivered via a crossbow bolt. These creatures are nimble and difficult to corner.

Vermin Affinity (Ex): Muzotek treat monstrous vermin as animals for all purposes including a druid's Wild Empathy and Animal Companion abilities, and Handle Animal checks.

Poison (Ex): Muzotek poison is especially virulent, considering that the creature itself is so frail. A muzotek delivers its poison with a successful bite attack, dealing initial and secondary damage of 1d4 Wisdom. A Fortitude save DC 14 negates this effect. As a standard action, a muzotek can coat a weapon with poison from its fangs. The poison remains active for 1 minute after application and functions as it does when delivered by means of a bite.

Enslave (Su): Three times a day, a muzotek can attempt to enslave any one living creature within 30 feet, This ability functions similar to a dominate monster spell as if cast by a 16th level sorcerer with a Will save DC of 15. The subject can attempt a new Will save (DC 15) every 24 hours to break free. Otherwise the muzotek's control is broken only by the death of either the muzotek or the enslaved creature, or by a remove curse or dispel magic effect, or if the muzotek travels more than 1 mile from the enslaved creature.

Immune to Mind-Affecting Effects: Muzotek are immune to all mind-affecting effects.

Skills: A muzotek uses its Dexterity score instead of its Strength score for Climb and Jump checks.

Favored Class: A muzotek's favored class is sorcerer. Many also become wizards.

Muzotek Society
Muzotek live in hives, always alongside other šotek, and only leave the safety of the hive when their nasty dispositions get them ejected by other goblinoids at the behest of the hive queen. These creatures are vicious murderers and slavers, constantly vying with one another to earn the favor of their hive queen. Their rapacity makes them enemies of most other creatures, often including their šotek sisters, who only tolerate them because they are required to perpetuate the hive.

Of all the races Muzotek enslave, umber hulks are their favorite. Every muzotek possesses at least one umber hulk raised from birth into a life of slavery and conditioned to accept that situation as the natural order. These umber hulk slaves take orders from their master muzotek without question or thought. Umber hulk guards keep less compliant slaves under control and also act as soldiers in the near constant internecine warfare between muzotek within a hive as they vie for dominance.

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Monday, January 3, 2011

General Rules: Monsters - Potěr (Goblin Larva)

Potěr (Goblin Larva) (adapted from the Monster Manual II)
Tiny Aberration (Goblinoid)

Hit Dice: ¼d8-1 (1 hit point)
Initiative: +3
Speed: 20 feet, climb 20 feet
Armor Class: 15 (+2 size, +3 Dexterity)
BAB/Grapple: +0/-12
Attack: Bite +5 melee (1d3-4 plus poison, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +5 melee (1d3-4 plus poison, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 2½ feet by 2½ feet/0 feet
Special Attacks: Poison
Special Qualities: Darkvision 60 feet, immune to mind-affecting effects
Saves: Fortitude -1, Reflex +3, Will +2
Abilities: Str 3, Int 2, Wis 10, Dex 17, Con 9, Cha 2
Skills: Balance +4, Climb +11, Jump +4, Move Silently +5
Feats: Weapon Finesse
Environment: Any temperate or warm land and underground
Organization: Swarm (10 - 40)
Challenge Rating: ¼
Treasure: None
Alignment: Usually lawful evil
Advancement: -
Level Adjustment: -

These foul and dangerous pests are usually only found inside of šotek hives, usually in the vicinity of great old masters. Sometimes, however, a hive queen lets large numbers of potěr larva loose outside the hive when it becomes too overpopulated to be sustainable.

Combat
Potěr larva charge towards anything that seems edible. In combat, they swarm over a single creature, biting it until it succumbs to their poison. Thereafter, these little horrors devour their prey.

Poison (Ex): A potěr delivers its poison with a successful bite attack, dealing initial and secondary damage of 1d4 Wisdom. A Fortitude save DC 14 negates this effect.

Immune to Mind-Affecting Effects: Potěr are immune to all mind-affecting effects.

Skills: Potěr larva use their Dexterity score instead of their Strength score for Climb and Jump checks.

Potěr Society
No matter what kind of goblinoid creature a šotek becomes, they all start as potěr larva. Those who have studied the šotek speculate that differences in diet and possibly pheromones released by the hive mother during the larval stage of their life is what causes the šotek to differentiate into the many different adult forms they take after they go through pupation.

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General Rules: Monsters - Staroztek (Goblin Great Old One)

Staroztek (Goblin Great Old One) (adapted from the Monster Manual II)
Huge Vermin (Goblinoid)

Hit Dice: 5d8+25 (47 hit points)
Initiative: -1
Speed: 20 feet
Armor Class: 10 (-2 size, -1 Dexterity, +3 natural)
BAB/Grapple: +3/-3
Attack: Bite +1 melee (1d6 plus poison, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +1 melee (1d6 plus poison, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 10 feet by 10 feet/10 feet
Special Attacks: Poison, spit spawn
Special Qualities: Darkvision 60 feet, vermin traits
Saves: Fortitude +9, Reflex +0, Will +3
Abilities: Str 11, Int -, Wis 15, Dex 8, Con 20, Cha 1
Skills: Balance +3, Move Silently +7
Feats: -
Environment: Any temperate or warm land and underground
Organization: Hive (1 plus 10 - 60 potěr larva, plus 10 - 60 attending šotek)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: -

A muzotek that has lost in the continuous conflict with its brothers is used as an incubator for šotek larva. In preparation for the event, prašotek tenders exude a fluid and inject it into the subject. This fluid causes the subject's body to swell into a 10-foot diameter, bloated sack. Upon becoming a great old master, a muzotek loses its intellect, memories, feats, magical abilities, and most skills. Its type changes to vermin. When the transformation is complete, the hive queen lays her eggs in the great old master's abdomen. Thereafter, the workers of the šotek hive provide the great old master with food - usually alive but immobilized - to sustain it and nourish the embryos that are devouring the host from the inside out. Eventually twenty to forty potěr larva chew their way out of the dying master.

Combat
A great old master can do little in combat except lurch about, biting and spewing forth spawn.

Poison (Ex): A staroztek delivers its poison with a successful bite attack, dealing initial and secondary damage of 1d4 Wisdom. A Fortitude save DC 14 negates this effect.

Spit Larva (Ex): As a standard action, a great old master can spit out 2d4 potěr larva, which can attack the moment they land. The great old master can place the potěr anywhere within a range of 100 feet, but no two potěr can land more than 30 feet apart.

Also, when a great old master takes damage, it can release 2d4 potěr larva. This version of the spit larva ability is usable once per round as a free action.

Vermin Traits: Staroztek are immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).

Staroztek Society
Staroztek essentially have no society, being little more than mindless incubators for the next generation of šotek.

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General Rules: Monsters - Ridge Goblin

Ridge Goblin (modified for rules compliance from Mercenaries)
Small Humanoid (Goblinoid)

Hit Dice: 1d8 (4 hit points)
Initiative: +1 (Dexterity)
Speed: 20 feet (scale mail), base 30 feet
Armor Class: 18 (+1 size, +1 Dexterity, +1 dodge, +4 scale mail, +1 natural); touch 13, flat-footed 16
BAB/Grapple: +0/-3
Attack: Greataxe +2 melee (1d8+1, slashing, 20 x3) or javelin +2 ranged (1d4+1, piercing, 20 x2, 30 feet x5)
Full Attack: Greataxe +2 melee (1d8+1, slashing, 20 x3) or javelin +2 ranged (1d4+1, piercing, 20 x2, 30 feet x5)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Favored Enemy
Special Qualities: Darkvision 60 feet
Saves: Fortitude +0, Reflex +3, Will -1
Abilities: Str 12, Int 10, Wis 9, Dex 13, Con 11, Cha 8
Skills: Hide +3, Listen +1, Spot +1
Feats: Dodge
Environment: Any hills, mountains, and underground
Organization: Gang (2 - 4), squad (11 -20 plus 2 3rd level sergeants and 1 leader of 3rd - 6th level), or band (30 - 100 plus 150% noncombatants plus 1 3rd level sergeants per 10 adults, 5 5th level lieutenants and 3 7th level captains)
Challenge Rating: ½
Treasure: Standard
Alignment: Usually lawful evil
Advancement: By character class

Ferociously territorial and just as intensely greedy, ridge goblins present a hazard to prospectors and miners looking for gems or precious metals, refugees fleeing strife, curious explorers - in fact, just about anyone with a reason to head for the hills. They believe that anyone or anything that enters their domain, whether on purpose or by accident, automatically belongs to them. Whatever it is - gold, gemstones, food, mundante items, people - if it is there already, it belongs to the ridge goblin tribe that lives in the area. If it enters the area, it belongs to the ridge goblins. If a ridge goblin steals something and brings it back to thr tribal domain, it rightfully belongs to the tribe. And so on.

This proprietary attitude does little to endear ridge goblins to other intelligent races, and parties bent on revenge, justice, or a mixture of both pften head up into ridge goblin lands looking for satisfaction. Emnity between ridge goblins and dwarves and gnomes is particularly bitter. Trouble comes to any gnome that enters ridge goblin lands in search of gemstones. Ridge goblins have fought several savage wars against dwarven colonies; they refuse to recognize that dwarves have any right at all to live in the mountains, and they have been known to insist in all seriousness that strongholds that dwarves have inhabited for countless generations are really theirs by right.

Ridge goblins have harsh, angular faces and a hard ridge of bone that runs around the crown of the skull.

Ridge goblins speak a dialect of Jeblic.

Combat
When they outnumber their opponents, ridge goblins come at them in headlong rushes, scrambling madly over rocks and wailing ear-splitting cries. If a ridge goblin gets a chance to execute a charge attack, it will try to headbutt its opponent with the hard ridge of bone at the top of its head.

Favored Enemy (Ex): Treat dwarves and gnomes as ridge goblins' favored enemy due to their long and intense history of strife. A ridge goblin gains a +1 melee attack bonus, a +1 ranged attack bonus when the target is within 30 feet, and a +1 damage bonus against a dwarf or gnome. It also gains a +1 bonus to Bluff, Listen, Sense Motive, Spot, and Survival checks against dwarves and gnomes.

Ridge Goblin Society
Ridge goblins organize themselves into large tribal groups. More than one tribe may exist within a given territory, and while neighboring tribes usually cooperate with one another, they may also feud over land and possessions. Each tribe subdivides into family-sized clans that find shelter in caves, under overhangs, or wherever natural rock formations allow protection from the elements.

Ridge goblins worship Brgha, a mountain god who regards ridge goblins as his favored children and teaches them that all the treasures of the earth are theirs by right.

Ridge Goblin Characters
Their inherent suspicion of outsiders makes it hard for ridge goblins to blend in with other races, and so it is unlikely that a ridge goblin will join a mixed party of characters. Under practically no circumstances would a ridge goblin team up with dwarves or gnomes; they'd try to get at each other's throats within minutes.

A ridge goblin's favored class is warrior.

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General Rules: Monsters - Obříšotek (Greater Goblin)

Obříšotek (Greater Goblin) (adapted from Midnight)
Large Humanoid (Goblinoid)

Hit Dice: 3d8+6 (19 hit points)
Initiative: +0
Speed: 20 feet (base speed 30 feet)
Armor Class: 18 (-1 size, +3 chitin armor, +2 large shield, +4 natural)
BAB/Grapple: +3/+11
Attack: Greater crafted vardatch +7 melee (2d6+6, slashing, 19-20 x2 or 20 x3) or pilum +3 ranged (1d8+4, piercing, 20 x2, 30 feet x5) or weighted pilum +3 ranged (1d8+5, piercing, 20 x2, 20 feet x5)
Full Attack: Greater crafted vardatch +7 melee (2d6+6, slashing, 19-20 x2 or 20 x3) or pilum +3 ranged (1d8+4, piercing, 20 x2, 30 feet x5) or weighted pilum +3 ranged (1d8+5, piercing, 20 x2, 20 feet x5)
Space/Reach: 10 feet by 10 feet/10 feet
Special Attacks: -
Special Qualities: Darkvision 60 feet, light sensitivity, vermin affinity
Saves: Fortitude +3, Reflex +3, Will +3
Abilities: Str 19, Int 8, Wis 10, Dex 10, Con 15, Cha 8
Skills: Listen +3, Spot +3
Feats: Power Attack, Weapon Focus (Greater Vardatch)
Environment: Temperate
Organization: Solitary, pair, gang (2 - 4), or band (11 - 20 plus 2 3rd level serjeants and 1 leader of 3rd - 6th level)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually lawful evil
Advancement: By character class
Level Adjustment: +2

Obříšotek, also called greater goblins, are the much larger kin of prašotek, vyšotek, and khezotek of the šotek hives. They usually reach well over eight feet tall, but closely resemble vyšotek in all ways except build: Obříšotek are much stronger and stockier. It is believed that obříšotek are only bred at the specific behest of their hive queens when war is imminent. Like most other šotek, the obříšotek are sterile females all born of the same hive mother.

Obříšotek speak Karstish.

The obříšotek are almost all warriors, serving as the shock troops of their hive queen in times of war. Most obříšotek encountered outside their homes are warriors; the information in the statistics block is for one of 1st level.

Combat
Obříšotek are highly disciplined and straightforward. They are bred to lead their lesser sisters in battle, although they often segregate themselves into all-obříšotek military units once battle is joined.

Vermin Affinity: Obříšotek treat monstrous vermin as animals for all purposes including a druid's Wild Empathy and Animal Companion abilities, and Handle Animal checks.

Light Sensitivity: Obříšotek suffer a -1 penalty to attack rolls in bright sunlight or within the radius of a daylight spell.

Obříšotek Society
Obříšotek live in hives, always alongside other šotek, most commonly prašotek (goblin), vyšotek (hobgoblins), and khezotek (bugbears) under the direction of a ruling kralovna hive queen. They have no role in the hive other than that of soldiers. Some hive queens cull obříšotek from their brood during times of relative peace so as to avoid the necessity of sustaining these giant warriors.

Obříšotek as Characters
Exceptional obříšotek are almost always fighters and very rarely fighter/rogues. Obříšotek spell casters are unheard of, but in the nigh impossible instance that one became a cleric, they would worship Ninkurra. An obříšotek cleric would have access to two of the following domains: Corruption, Endurance, Goblin, Pain, or Rulership. The very rare obříšotek spellcasters favor spells that deal damage.

Obříšotek characters possess the following racial traits:
  • Type: Obříšotek are monstrous humanoids with the goblinoid subtype.

  • Ability Scores: +8 Strength, +4 Constitution, -2 Intelligence, -2 Charisma.

  • Size: Large. An obříšotek suffers -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, and gains a +4 bonus on grapple checks. Their lifting and carrying limits double those of Medium characters.

  • Space/Reach: 5 feet by 5 feet/10 feet.

  • Speed: Obříšotek have a base land speed of 30 feet.

  • Darkvision: Obříšotek can see in the dark out to 60 feet.

  • Racial Hit Dice: An obříšotek begins with three levels of monstrous humanoid, which provide 3d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +1, Ref +3, and Will +3.

  • Racial Skills: An obříšotek’s monstrous humanoid levels give it skill points equal to 7 x (2 + Int modifier, minimum 1).

  • Racial Feats: An obříšotek’s monstrous humanoid levels give it 2 feats.

  • Weapon and Armor Proficiency: An obříšotek is automatically proficient with simple and martial weapons, with light and medium armor, and wish shields. Obříšotek also gain weapon familiarity with all vardatch variations.

  • Light Sensitivity: Obříšotek suffer a -1 penalty to attack rolls in bright sunlight or within the radius of a daylight spell.

  • Exoskeleton: An obříšotek's hard exoskeleton gives them a +4 natural armor bonus.

  • Vermin Affinity: Obříšotek treat monstrous vermin as animals for all purposes including a druid's Wild Empathy and Animal Companion abilities, and Handle Animal checks.

  • Automatic Languages: Obříšotek speak Karstish.

  • Bonus Languages: Eurozoic, Jattalaic, Rhadynnic, Sorglish, and Zwurspreache.

  • Favored Class: Fighter.

  • Additional Favored Class: Warrior.

  • Exclusive Class: None.
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General Rules: Monsters - Khezotek (Bugbear)

Khezotek (Bugbear) (adapted from the Monster Manual)
Medium Humanoid (Goblinoid)

Hit Dice: 3d8+3 (16 hit points)
Initiative: +1
Speed: 20 feet (base speed 30 feet)
Armor Class: 19 (+1 Dexterity, +5 lamellar armor, +3 natural)
BAB/Grapple: +2/+4
Attack: Naginata +5 melee (1d10+3, slashing, 20 x3, reach) or pilum +3 ranged (1d6+2, piercing, 20 x2, 30 feet x5) or weighted pilum +3 ranged (1d6+3, piercing, 20 x2, 20 feet x5)
Full Attack: Naginata +5 melee (1d10+3, slashing, 20 x3, reach) or pilum +3 ranged (1d6+2, piercing, 20 x2, 30 feet x5) or weighted pilum +3 ranged (1d6+3, piercing, 20 x2, 20 feet x5)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: -
Special Qualities: Darkvision 60 feet, scent, vermin affinity
Saves: Fortitude +2, Reflex +4, Will +1
Abilities: Str 15, Int 10, Wis 10, Dex 12, Con 13, Cha 9
Skills: Handle Animal +3, Knowledge: Religion +1, Listen +4, Move Silently +2, Spot +4
Feats: Skill Augmentation (Listen and Spot), Weapon Focus (Naginata)
Environment: Temperate
Organization: Solitary, gang (2 - 4), or band (11 - 20 plus 2 2nd level serjeants and 1 leader of 2nd - 5th level)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually lawful evil
Advancement: By character class
Level Adjustment: +1

Khezotek are the religious elite of the šotek hives. They are more aggressive than their smaller sisters, and zealously guard the sacred places of the šotek faith and the inner sanctums of their hive queens.

A khezotek's nose is the cause of its nickname, though the creature is decidedly not related to bears. Its sharp claws are often said to resemble those of bears, although a khezotek's hands are far more dextrous than a bear's paw, and its claws are too small to make effective weapons. Like most other šotek, the khezotek are sterile females all born of the same hive mother.

Vyšotek speak Karstish and either Rhadynnic or Sorglish as well.

The khezotek are mostly warriors, serving as guardians of the šotek hive temples, queen's chambers, egg hatcheries, and larva nurseries. Most šotek priests are khezotek. Most khezotek encountered outside their homes are warriors; the information in the statistics block is for one of 1st level.

Combat
Khezotek prefer to ambush opponents whenever possible. When at war, they normally send prašotek scouts ahead of the main group that, if they spy enemies, return to report and bring up reinforcements. Khezotek attacks are coordinated, and their tactics are sound, if not brilliant.

Vermin Affinity: Khezotek treat monstrous vermin as animals for all purposes including a druid's Wild Empathy and Animal Companion abilities, and Handle Animal checks. Khezotek are often found with a variety of monstrous vermin that they keep as watch beasts. Khezotek can be found with almost any type of monstrous vermin, although most hives affiliate with only one kind. The lone exception are monstrous spiders, who šotek generally despise and refuse to affiliate with.

Skills: Khezotek have a +4 racial bonus to Move Silently checks.

Kezotek Society
Khezotek live in hives, usually alongside other šotek, most commonly prašotek (goblin) and vyšotek (hobgoblins), under the direction of a ruling kralovna hive queen. They are the favored elite of the hive queens, serving as priests and guards for the sacred sites devoted to Ninkurra, and guardians of the most vital parts of a šotek hive such as the queen's chamber, the egg hatcheries, and the larva nurseries. They are rarely found outside of a hive, and when they do appear, they are often serving as religious advisors for vyšotek war bands, as part of a force sent forth on some mission of religious retribution, or emissaries from one hive queen to another.

Khezotek as Characters
Exceptional khezotek tend to be clerics, fighter/clerics, or křižák. Khezotek clerics worship Ninkurra, and many khezotek take up this role as the khezotek handle most religious matters for a šotek hive. A khezotek cleric has access to two of the following domains: Corruption, Endurance, Goblin, Pain, or Rulership. Most khezotek spellcasters are adepts. Khezotek spellcasters favor spells that boost the abilities of themselves and their allies.

Khezotek characters possess the following racial traits:
  • Type: Khezotek are humanoids with the goblinoid subtype.

  • Ability Scores: +4 Strength, +2 Dexterity, +2 Constitution, -2 Charisma.

  • Size: Medium.

  • Speed: Khezotek have a base land speed of 30 feet.

  • Darkvision: Khezotek can see in the dark out to 60 feet.

  • Scent: Khezotek are bred to have the scent ability, to make them better serve their role as guards.

  • Racial Hit Dice: A khezotek begins with three levels of humanoid, which provides 3d8 Hit Dice, a base attack bonus of +2, and base saving throws bonuses of Fort +1, Ref +3, and Will +1.

  • Racial Skills: A khezotek's humanoid levels give it skill points equal to 6 x (2 + Intelligence modifier).

  • Racial Feats: A khezotek's humanoid levels give it two feats.

  • Exoskeleton: A khezotek's hard exoskeleton gives them a +3 natural armor bonus.

  • Vermin Affinity: Khezotek treat monstrous vermin as animals for all purposes including a druid's Wild Empathy and Animal Companion abilities, and Handle Animal checks.

  • Khezotek gain a +4 racial bonus on Move Silently checks.

  • Automatic Languages: Khezotek speak Karstish and either Rhadynnic or Sorglish.

  • Bonus Languages: Eurozoic, Gorovlic, Infernal, Jattalaic, Kellish, and Sûlic

  • Favored Class: Cleric.

  • Additional Favored Class: Adept.

  • Exclusive Class: Křižák (adapted from Oriental Adventures).
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General Rules: Monsters - Prašotek (Goblin)

Prašotek (Goblin) (adapted from the Monster Manual)
Small Humanoid (Goblinoid)

Hit Dice: 1d8+1 (5 hit points)
Initiative: +1
Speed: 30 feet
Armor Class: 16 (+1 size, +1 Dexterity, +3 chitin armor, +1 natural)
BAB/Grapple: +1/-3
Attack: Kukri +2 melee (1d4, slashing, 18-20 x2) or light crossbow +3 ranged (1d8, piercing, 19-20 x2, 80 feet x10)
Full Attack: Kukri +2 melee (1d4, slashing, 18-20 x2) or light crossbow +3 ranged (1d8, piercing, 19-20 x2, 80 feet x10)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: -
Special Qualities: Darkvision 60 feet, vermin affinity
Saves: Fortitude +3, Reflex +1, Will -1
Abilities: Str 11, Int 10, Wis 9, Dex 13, Con 12, Cha 6
Skills: Hide +4, Handle Animal +4, Listen +2, Ride +4, Spot +2
Feats: Skill Augmentation (Listen and Spot)
Environment: Temperate
Organization: Gang (4 - 9), band (10 - 100 plus 1 3rd level serjeant per 20 adults and 1 leader of 4th - 6th level), warband (10 - 24 with Medium monstrous vermin mounts), or hive (40 - 400 plus 1 3rd level serjeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th - 8th level, 10 -24 Medium monstrous vermin, and 2 -4 Large monstrous vermin)
Challenge Rating: 1/3
Treasure: Standard
Alignment: Usually lawful evil
Advancement: By character class
Level Adjustment: +0

Prašotek are small humanoids that serve as the workers of šotek hive; many other races consider these creatures to be little more than vermin. If they are left unchecked, their great numbers and evil disposition enable them to overrun and despoil civilized areas.

A prašotek stands 3 to 3½ feet tall, and weighs 40 to 45 pounds. Its eyes are multifaceted, varying in color from red to yellow. A prašotek's skin color ranged from yellow through any shade of orange to a deep red or even black; usually all members of the same hive are about the same color. Like other šotek, prašotek shun clothing save for utilitarian purposes, but tend to favor dark leather, tending towards drab, soiled-looking colors. Like most other šotek, the prašotek are sterile females all born of the same hive mother.

Prašotek speak Karstish; those with Intelligence scores of 12 or higher often speak Rhadynnic or Sorglish as well,

The majority of prašotek are workers, often experts in mining, crafting, building, or any of the other professions that a šotek hive needs to function. Most prašotek encountered outside their homes are warriors; the information in the statistics block is for one of 1st level.

Combat
In war, prašotek often serve as scouts, spies, skirmishers, and sometimes cavalry, and often rely upon sheer numbers and malicious ingenuity. The concept of a fair fight is all but meaningless to prašotek warriors, who regard combat in the most pragmatic terms possible, always seeking victory for their hive queen at the lowest possible cost. They favor ambushes, overwhelming odds, dirty tricks, and any other edge they can devise.

Vermin Affinity: Prašotek treat monstrous vermin as animals for all purposes including a druid's Wild Empathy and Animal Companion abilities, and Handle Animal checks. Prašotek are almost always found with a variety of monstrous vermin that they keep as pets, mounts, and war beasts. Prašotek can be found with almost any type of monstrous vermin, although most hives affiliate with only one kind. The lone exception are monstrous spiders, who šotek generally despise and refuse to affiliate with.

Skills: Prašotek have a +4 racial bonus on Handle Animal and Ride checks. Prašotek cavalry (typically mounted on Medium or Large monstrous vermin) usually select the Mounted Combat feat in place of the Skill Augmentation (Listen and Spot) feat, which reduces their Listen and Spot check modifiers from +2 to +0.

Challenge Rating: Prašotek with levels in NPC classes have a CR equal to their character level -2.

Prašotek Society
Prašotek live in hives, usually alongside other šotek, most commonly vyšotek (hobgoblin) and khezotek (bugbears), under the direction of a ruling kralovna hive queen. They have almost no concept of privacy, living and sleeping in large common areas. While scouting parties of prašotek are relatively common, settlements consisting exclusively of prašotek are almost never found, and when they are, it is usually because they have been sent to accomplish some objective by their hive queen. Šotek hives sometimes capture slaves to perform hard labor in the hive's lair or camp.

Once in a great while, a band of renegade prašotek rebel against their hive and strike out on their own, but because they are all sterile females, such colonies are usually short-lived. In these cases, instead of a hive queen, they follow the biggest, strongest, or sometimes the smartest of the group. Such bands survive by raiding and stealing (preferably from those who cannot defend themselves easily), sneaking into lairs, villages, and even towns by night to take what they can. They are not above waylaying travelers on the road or in forests and stripping them of all their possessions, up to and including their clothes.

Within a šotek hive, the majority of prašotek will be members of the expert class, and will have an array of skills needed by the hive. Most hives have a cadre of prašotek experts dedicated to raising and training monstrous vermin. These experts usually take the Skill Focus (Handle Animal) feat in place of the Skill Augmentation (Listen and Spot) feat.

Prašotek as Characters
Exceptional prašotek tend to be rogues, fighter/rogues, or zloděj. Prašotek clerics worship Ninkurra, although there are few prašotek who take up this profession, as the khezotek handle most religious matters for a šotek hive. A prašotek cleric has access to two of the following domains: Corruption, Endurance, Goblin, Pain, or Rulership. Most prašotek spellcasters are adepts. Prašotek spellcasters favor spells that fool or confuse enemies.

Prašotek characters possess the following racial traits:
  • Type: Prašotek are humanoids with the goblinoid subtype.

  • Ability Scores: -2 Strength, +2 Dexterity, -2 Charisma.

  • Size: Small. Prašotek gain a +1 bonus to Armor Class, a +1 bonus on attack rolls, and a +4 bonus on Hide checks, but suffer a -4 penalty on grapple checks, and their lifting and carrying limits are ¾ those of Medium character.

  • Speed: Prašotek have a base land speed of 30 feet.

  • Darkvision: Prašotek can see in the dark out to 60 feet.

  • Exoskeleton: A prašotek's hard exoskeleton gives them a +1 natural armor bonus.

  • Vermin Affinity: Prašotek treat monstrous vermin as animals for all purposes including a druid's Wild Empathy and Animal Companion abilities, and Handle Animal checks.

  • Prašotek gain a +4 racial bonus on Handle Animal and Ride checks.

  • Automatic Languages: Prašotek speak Karstish.

  • Bonus Languages: Eurozoic, Jattalaic, Kellish, Rhadynnic, Sorglish, and Sûlic

  • Favored Class: Rogue.

  • Additional Favored Class: Expert.

  • Exclusive Class: Zloděj (adapted from Complete Adventurer).
The prašotek warrior presented here had the following ability scores before racial adjustments: Str 13, Int 10, Wis 9, Dex 11, Con 12, Cha 8.

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General Rules: Monsters - Talaq

Talaq (modified for rules compliance from Mercenaries)
Medium Humanoid (Goblinoid)

Hit Dice: 1d8 (4 hit points)
Initiative: +2 (Dexterity)
Speed: 30 feet
Armor Class: 14 (+2 Dexterity, +2 leather armor); touch 12, flat-footed 12
BAB/Grapple: +1/+1
Attack: Shortsword +1 melee (1d6+1, piercing, 19-20 x2) or shortbow +2 ranged (1d6, piercing, 20 x3, 60 feet x10)
Full Attack: Shortsword +1 melee (1d6, piercing, 19-20 x2) or shortsword +2 ranged (1d6, piercing, 20 x3, 60 feet x10)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: None
Special Qualities: Darkvision 60 feet, forest elusiveness, light sensitivity
Saves: Fortitude +0, Reflex +3, Will +0
Abilities: Str 12, Int 10, Wis 10, Dex 14, Con 11, Cha 8
Skills: Hide +3, Listen +4, Spot +4
Feats: Skill Augmentation (Listen and Spot)
Environment: Forest
Organization: Gang (2 - 4), squad (11 -20 plus 2 3rd level sergeants and 1 leader of 3rd - 6th level), or band (30 - 100 plus 150% noncombatants plus 1 3rd level sergeants per 10 adults, 5 5th level lieutenants and 3 7th level captains)
Challenge Rating: ½
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class

Talaq are squat goblins with round, thick heads who live in forests and woods. They are notorious for raiding farms and settlements on the outskirts of their native habitats; in part, they regard such folk with righteous indignation as intruders on their land. They also find that it is a lot easier to steal and rob than to make a living on one's own, and that torching huts and houses has its own peculiar joy. As a result, frequent skirmishes between talaq and militia, settlers, and posses are a fact of life in the regions that they inhabit.

As forest denizen, talaq function best in low-light conditions, and when they wish to move across open ground, they do so at dusk or night. If compelled to retreat, they try to melt back into the forest, where they are particularly difficult to find. From earliest childhood, talaq regularly coat their mottled green-brown hide with loam, so that over time their scent becomes indistinnguishable from that of their surroundings. Tracking a talaq through the forest - or indeed any type of vegetation - is a difficult task indeed.

Talaq speak a dialect of Jeblic.

Combat
Talaq like to strike quickly, using stealth and the cover of night to get the drop on their opponents. They won't stand for a melee slugfest if the odds are anything like 1-1, much less worse than that. Out in the open, they are sneaks and cowards at heart.

In the forest, they will strike from ambush, using their primitive shortbows from behind or up in the branches of trees. They position themselves such that their darkvisions puts their foes at a disadvantage.

Forest Elusiveness (Ex): Anyone tracking a talaq through forest, woods, or any terrain containing heavy vegetation suffers a -4 circumstance penalty to their Survival rolls or any other roll made to track or follow them. This reflects the difficulty of distinguishing the talaq's scent from that of its surroundings.

Light Sensitivity (Ex): Talaq suffer a -1 penalty to attack rolls in bright sunlight or in the area of effect of daylight.

Talaq Society
All of the talaq in a wood or part of a forest organize themselves into a tribe led by the dominant warrior. Leadership of the tribe is always subject to challenge, so that a chieftain's reign could always prove violent and short. Any warrior who thinks him or herself more fit for leadership may call out the current chieftain, in which case the two engage in ritualized combat to submission or death. All talaq wear tokens of tribal affiliation and rank on the braids that hang from just above their ears.

Talaq woship Enik-Talaq, who is both a nature god and a racial god.

Talaq Characters
Any talaq encountered alone outside its habitat is likely to be a fugitive from its racial enemies, or perhaps even from its own tribe. In such a case, it may welcome the friendship and company of non-talaq if it thinks it would benefit from the help.

A talaq's favored class is rogue. Talaq clerics worship Enik-Talaq and choose two of the following domains: Chaos, Evil, Protection, and Trickery.

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General Rules: Monsters - Vyšotek (Hobgoblin)

Vyšotek (Goblin) (adapted from the Monster Manual)
Medium Humanoid (Goblinoid)

Hit Dice: 1d8+2 (6 hit points)
Initiative: +1
Speed: 20 feet (base speed 30 feet)
Armor Class: 18 (+1 Dexterity, +3 chitin armor, +2 large shield, +2 natural), touch 11, flat-footed 17
BAB/Grapple: +1/+2
Attack: Scimitar +2 melee (1d8+1, slashing, 18-20 x2) or pilum +2 ranged (1d6+1, piercing, 20 x2, 30 feet x5) or weighted pilum +2 ranged (1d6+2, piercing, 20 feet x5)
Full Attack: Scimitar +2 melee (1d8+1, slashing, 18-20 x2) or pilum +2 ranged (1d6+1, piercing, 20 x2, 30 feet x5) or weighted pilum +2 ranged (1d6+2, piercing, 20 x2, 20 feet x5)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: -
Special Qualities: Darkvision 60 feet, vermin affinity
Saves: Fortitude +4, Reflex +1, Will -1
Abilities: Str 13, Int 10, Wis 9, Dex 13, Con 14, Cha 8
Skills: Hide +3, Listen +2, Ride +5, Spot +2
Feats: Skill Augmentation (Listen and Spot)
Environment: Temperate
Organization: Gang (4 - 9), band (10 - 100 plus 1 3rd level serjeant per 20 adults and 1 leader of 4th - 6th level), warband (10 - 24), or hive (40 - 400 plus 1 3rd level serjeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th - 8th level, 2 -4 Large monstrous vermin, and 1 -2 obříšotek)
Challenge Rating: ½
Treasure: Standard
Alignment: Usually lawful evil
Advancement: By character class
Level Adjustment: +1

Vyšotek are larger sisters of the prašotek. They are far more aggressive and warlike than their smaller relatives and wage perpetual war with other humanoids on behalf of their hive mothers.

Vyšotek have dark orange or red-orange skin, and many have blue or red noses. Vyšotek eyes are multifaceted and run from yellowish to dark brown, while the chitinous ridges of their mouths are yellow. Like other šotek, vyšotek shun clothing save for utilitarian purposes, but when they do wear clothing, it is often brightly colored, so as to be more visible on the battlefield. Vyšotek warriors keep their weapons highly polished and in good repair. Like most other šotek, the vyšotek are sterile females all born of the same hive mother.

Vyšotek speak Karstish; those with Intelligence scores of 12 or higher often speak Rhadynnic or Sorglish as well,

The vyšotek are mostly warriors, as they make up the fighting forces of a šotek hive. Most vyšotek encountered outside their homes are warriors; the information in the statistics block is for one of 1st level.

Combat
These creatures have a strong grasp of strategy and tactics and are capable of carrying out sophisticated battle plans. Under the leadership of a skilled strategist or tactician, their discipline can prove a deciding factor. Vyšotek hate alvari and chitine, and attack them first in preference to other opponents.

Vermin Affinity: Vyšotek treat monstrous vermin as animals for all purposes including a druid's Wild Empathy and Animal Companion abilities, and Handle Animal checks. Vyšotek are frequently found with a variety of monstrous vermin that they keep as pets, mounts, and war beasts. Prašotek can be found with almost any type of monstrous vermin, although most hives affiliate with only one kind. The lone exception are monstrous spiders, who šotek generally despise and refuse to affiliate with.

Skills: Vyšotek have a +4 racial bonus on Hide and Ride checks. Vyšotek cavalry (typically mounted on Large monstrous vermin) usually select the Mounted Combat feat in place of the Skill Augmentation (Listen and Spot) feat, which reduces their Listen and Spot check modifiers from +2 to +0. Vyšotek also frequently select the Exotic Weapon Proficiency: Vardatch feat in place of the Skill Augmentation (Listen and Spot) feat, which reduces their Listen and Spot checks from +2 to +0, and wield a vardatch in place of a scimitar giving melee weapon damage of (1d8+1, slashing, 18-20 x2). Vyšotek war leaders and elite warriors often wield crafted vardatches.

Vyšotek Society
Vyšotek live in hives, usually alongside other šotek, most commonly prašotek (goblin) and khezotek (bugbears), under the direction of a ruling kralovna hive queen. They are a military breed: They live for war and believe strongly in strength and martial prowess as the most desirable qualities for individuals and leaders alike. A vyšotek war leader is likely to be the biggest and strongest in the group, maintaining authority by enforcing strict discipline in the name of the hive queen.

Vyšotek society is organized into war bands, each intensely jealous of its reputation and status. meetings between bands of different hives are likely to erupt in violence if the troops are not restrained. Only an exceptionally powerful leader can force the warbands of multiple hives to cooperate for any length of time. Each band has a distinctive battle standard that it carries into combat to inspire, rally,and signal the troops. Vyšotek warbands are made up exclusively of sterile females all born of the same hive queen.

These creatures typically fortify their hive's lair either by pushing their queen to select a location with natural defenses, or by organizing their prašotek sisters to fortify the place. Cavern complexes, dungeons, ruins, and forests are among their favorites. Typical lair defenses include ditches, fences, gates, guard towers, pit traps, and crude catapults or ballistae.

Once in a great while, a band of renegade vyšotek leave their hive and enter the service of wealthy evil humanoids as mercenaries, but because they are all sterile females, such mercenary forces are usually short-lived. In these cases, instead of a hive queen, they follow the biggest, strongest, or sometimes the smartest of the group.

Vyšotek as Characters
Exceptional vyšotek tend to be fighters, fighter/rogues, or voják. Vyšotek clerics worship Ninkurra, although there are few vyšotek who take up this profession, as the khezotek handle most religious matters for a šotek hive. A vyšotek cleric has access to two of the following domains: Corruption, Endurance, Goblin, Pain, or Rulership. Most vyšotek spellcasters are adepts. Vyšotek spellcasters favor spells that deal damage.

Vyšotek characters possess the following racial traits:
  • Type: Vyšotek are humanoids with the goblinoid subtype.

  • Ability Scores: +2 Dexterity, +2 Constitution.

  • Size: Medium.

  • Speed: Vyšotek have a base land speed of 30 feet.

  • Darkvision: A vyšotek can see in the dark out to 60 feet.

  • Exoskeleton: A vyšotek's hard exoskeleton gives them a +2 natural armor bonus.

  • Vermin Affinity: Vyšotek treat monstrous vermin as animals for all purposes including a druid's Wild Empathy and Animal Companion abilities, and Handle Animal checks.

  • Vyšotek gain a +4 racial bonus on Hide and Ride checks.

  • Automatic Languages: Vyšotek speak Karstish.

  • Bonus Languages: Eurozoic, Infernal, Jattalaic, Rhadynnic, Sorglish, Sûlic, and Zwursprache

  • Favored Class: Fighter.

  • Additional Favored Class: Warrior.

  • Exclusive Class: Voják (adapted from Complete Warrior).
The vyšotek warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

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General Rules: Monsters - Kralovna (Goblin Queen)

Kralovna (Goblin Queen) (adapted from the Monster Manual II)
Large Aberration (Goblinoid)

Hit Dice: 10d8+30 (75 hit points)
Initiative: +3
Speed: 20 feet
Armor Class: 24 (-1 size, +3 Dexterity, +6 deflection, +6 natural)
BAB/Grapple: +7/+15
Attack: Bite +10 melee (2d6+4 plus poison, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +10 melee (2d6+4 plus poison, bludgeoning, piercing, and slashing, 20 x2) and 6 claws +8 melee (1d4+2, piercing and slashing, 20 x2)
Space/Reach: 5 feet by 5 feet/10 feet
Special Attacks: Poison, spell-like abilities, suggestion
Special Qualities: Darkvision 60 feet, defensive aura, fire resistance 10, immunities, regeneration 4, spell resistance 21, vermin affinity
Saves: Fortitude +6, Reflex +6, Will +12
Abilities: Str 19, Int 16, Wis 21, Dex 16, Con 17, Cha 22
Skills: Bluff +14, Concentration +14, Diplomacy +18, Intimidate +8, Sense Motive +18, Spellcraft +11
Feats: Combat Casting, Combat Reflexes, Dodge, Multiattack, Quicken Spell-Like Ability
Environment: Underground
Organization: Solitary, hive (1 kralovna plus 100 - 600 other šotek)
Challenge Rating: 10
Treasure: Standard coins, standard goods, and double items
Alignment: Always lawful evil
Advancement: By character class
Level Adjustment: +15

The kralovna is a nauseating creature that combines the worst aspects of a worm, and octopus, and an insect. It has exceptional intelligence and is incredibly wise and glib. The kralovna are the queens of the goblinoid hives, ruling over their progeny for the greater good of Ninkurra.

A kralovna stands 10 feet tall. Its wormlike body is pallid and gray, shimmering with pale yellow slime. The creature supports itself and moves about on a set of six suckered tentacles, each of which is tipped with a multifaceted yellow eye. Its "head" consists of a fleshy sheath that houses a set of three cruelly hooked mandibles. Six long, spidery arms tipped with tiny insectoid claws that almost look like humanoid hands protrude from a set of ridges halfway up the creature's body. A kralovna reeks of mold and decay.

Kralovna speak Karstish. Many of them also understand Rhadynnic, Sorglish, and other languages, though they do not have the vocal apparatus to speak them. With its polymorph spell-like ability, a kralovna can assume a form that is capable of speaking any language it desires. This ability also enhances its disguise capabilities, and aids it in laying ambushes for unwary opponents.

Combat
A kralovna prefers to cast spells or use its spell-like abilities from a distance while her šotek progeny close to melee with the enemy. If forced into melee, a kralovna uses its poisonous bite and flails with its six claws. Occasionally, the creature may choose to use poison against one or more foes, then assume humanoid form and use its suggestion ability to bend them to its will.

Poison (Ex): A kralovna delivers its poison with a successful bite attack, dealing initial damage of 1d6 Wisdom and secondary damage of 2d6 Wisdom. A Fortitude save DC 18 negates this effect.

Spell-Like Abilities: At will - chill touch, cause fear, detect magic, disrupt undead, gentle repose, ghoul touch, halt undead, mage hand, polymorph (humanoid form only), read magic, spectral hand. Three times per day - contagion, circle of death, enervation, vampiric touch. Caster level 14th; save DC 16 + spell level.

Suggestion (Sp): When in humanoid form, a kralovna has a melodious and hypnotic voice. By speaking soothingly to any one creature within range that understands its spoken words, the kralovna can create an effect identical to that of a quickened suggestion spell (caster level 10th; Will save DC 19). An opponent in eye contact while it makes its suggestion takes a -2 penalty on the saving throw. The kralovna can use this ability a number of times per day equal to its Charisma modifier (usually six times per day).

Defensive Aura (Sp): A kralovna has a +6 deflection bonus to Armor Class. This ability is always in effect.

Fire Resistance (Ex): The slime that a kralovna constantly exudes grants it fire resistance 10.

Immunities (Su): Due to her steady diet of undead flesh, a kralovna is immune to cold, disease, energy drain, and paralysis.

Regeneration (Ex): A kralovna takes normal damage from acid, fire, and electricity.

Vermin Affinity (Ex): Kralovna treat monstrous vermin as animals for all purposes including a druid's Wild Empathy and Animal Companion abilities, and Handle Animal checks.

Skills: Because of the slime she constantly exudes, a kralovna gains a +10 competence bonus on Escape Artist checks.

Kralovna Society
Kralovna society is functionally šotek society. All other forms of šotek are born of a kralovna hive mother, and exist to further her plans and schemes. All of the hive mothers claim descent from Ninkurra herself, which, if true, would make every goblinoid in the world a descendent of the Infernal Hive Mother. Every šotek hive is centered upon a kralovna hive queen, who rules over her progeny with the absolute, divinely-ordained authority. No goblin hive has more than a single kralovna, as any time there are, they and their offspring immediately start vying for dominance, fighting until one hive mother is either is driven away, or has been completely destroyed along with all of her children.

The notable exception to this "one queen at a time" rule occurs when a goblin hive becomes overcrowded, in which case a ruling queen will oversee the development of a new queen who will be given an entourage of šotek and sent to form a new hive. These ancillary hives often maintain strong relations with their mother hive, and frequently form the basis of large networks of allied goblin forces. If left on their own, a network of mother-daughter hives can take control of vast areas of territory, as evidenced by the existence of the nation of Karst.

Kralovna Characters
A kralovna's favored class is sorcerer, but kralovna clerics are also quite common. Kralovna clerics universally worship Ninkurra. An kralovna cleric has access to two of the following domains: Corruption, Endurance, Goblin, Pain, or Rulership.

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