Showing posts with label Humanoid. Show all posts
Showing posts with label Humanoid. 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 - Hmeerak

Hmeerak (Mercenaries)
Medium Humanoid (Orc)

Hit Dice: 1d8 (4 hit points)
Initiative: +3
Speed: 30 feet
Armor Class: 14 (+3 Dex, +1 natural), touch AC 13, flat-footed AC 11
BAB/Grapple: +1/+1
Attack: Shortsword +4 melee (1d6, piercing, 19-20 x2) or shortbow +4 ranged (1d6, piercing, 20 x3, 60 feet x10)
Full Attack: Shortsword +4 melee (1d6, piercing, 19-20 x2) or shortbow +4 ranged (1d6, piercing, 20 x3, 60 feet x10)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Spell-like ability
Special Qualities: Darkvision 60 feet, self-camouflage
Saves: Fortitude +0, Reflex +5, Will +1
Abilities: Str 11, Int 12, Wis 12, Dex 16, Con 11, Cha 10
Skills: Climb +2, Hide +5, Listen +2, Move Silently +5, Spot +2
Feats: Weapon Finesse
Environment: Any land and underground
Organization: Gang (2 - 4) or squad (11 - 20 plus 2 3rd level sergeants and 1 leader of 3rd - 3th level) or band (30 - 100 plus 1 3rd level sergeant per 10 adults, 5 5th level lieutenants, and 3 7th level captains, plus 150% noncombatants)
Challenge Rating: ½
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +0

Physically, hmeeraks resemble slimmer versions of their cousin orcs. What they may lack in brawn and strength, they make up in stealth, for hmeeraks possess an uncanny ability to conceal themselves. Not only are they good at hiding, they can also alter the pigment of their skin to blend in with their surroundings, rather like chameleons.

Hmeeraks inhabit just about every climate and terrain type, and wherever they occur other intelligent races regard them as inveterate troublemakers. They prefer robbin, stealing, and raiding to just about any other form of subsitence. Because of their ability to blend in with their surroundings, they feel no need to restrict their movements to night time. They discount the risk of being spotted during the day, knowing that they can blend in with their surroundings in a pinch.

Hmeeraks speak a dialect of Euroz.

Combat
Hmeeraks strike from ambush as a matter of course, using their ability to blend in with their surroundings to catch their foes unawares. When hiding, they keep their weapons hidden by their bodies. Their absolute confidence in their self-concealment skills can backfire on them when a keen-eyed opponent does manage to spot them. In such situations, a hmeerak may well panic or allow itself to be caught flat-footed.

Blend (Sp): Up to three times per day, a hmeerak may attempt to deceive its opponents in combat by using its ability to camouflage itself. For a period of time no exceeding 5 rounds, it may alter the colo of its skin, during which time it receives a +2 natural armor bonus to its Armor Class. It continues to receive this bonus even if the opponent shifts position to view it from a different angle. It does not receive this bonus against opponents who are flanking it.

Self-Camouflage (Ex): A hmeerak may attempt to blend in with its immediate surroundings by changing the color of its skin. This happens almost instantaneously, and the only requirement is that it must remain perfectly still and silent when using this ability. As long as it is using this ability, a hmeerak gains a +4 circumstance bonus to all Hide checks.

Hmeerak Society
Hmeeraks generally live in large tribal groups, but rarely occupy anything as obvious as a village or settlement. They have more than enough intelligence to build for themselves and lead settled lives, but their natural proclivities make them uncomfortable with the idea of living out in the open. They feel much more at ease living in caves, hidden in jungles or swamps, or under the canopy of heavy forest.

A few hmeeraks live discreetly in towns and cities, but disguise themselves as another species, usually half-orcs. Hmeeraks worship Ilistra, the goddess of cunning, who blesses rogues and assassins.

Hmeerak Characters
Hmeeraks are hated, generally with a passion. It is difficult to imagine that characters who have lived for any time in areas where hmeerak raids are a fact of life would have anything to do with one. For parties who can stomach them, a hmeerak in the mix could prove quite useful in situations that require stealth and concealment.

A hmeerak’s favored class is rogue.

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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 - Orc, Desert

Desert Orc (Mercenaries)
Medium Humanoid (Fire, Orc)

Hit Dice: 2d8+6 (15 hit points)
Initiative: +1
Speed: 30 feet
Armor Class: 16 (+1 Dex, +2 natural, +3 studded leather armor), touch AC 11, flat-footed AC 15
BAB/Grapple: +1/+3
Attack: Desert scythe +3 melee (1d6+3, slashing, 20 x2)
Full Attack: 2 desert scythes +1/+1 melee (1d6+3/1d6+1, slashing, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Ambush
Special Qualities: DR 1/-, fire resistance 5
Saves: Fortitude +6, Reflex +1, Will +1
Abilities: Str 14, Int 10, Wis 12, Dex 13, Con 16, Cha 7
Skills: Hide +4 (+8 in desert conditions), Listen +2, Spot +2, Move Silently +4 (+8 in desert conditions), Search +1, Survival +4
Feats: Two-Weapon Fighting
Environment: Any land and underground
Organization: Gang (2 - 4) or squad (11 - 20 plus 1 4th level serjeant and 1 leader of 5th - 8th level), or war party (16 - 20, plus 2 4th level serjeants, and 1 8th level captain), or band (10 - 80 plus 100% noncombatants plus 1 4th level serjeant per 10 adults, 3 7th level lieutenants. and 2 9th level captains)
Challenge Rating: 1
Treasure: 50% standard
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: +1

Desert orcs are more than just the sandy cousins of the forest dwelling variety. They are hardier, smarter, and most of all more resilient than their woodland kin.

They resemble common orcs in many ways. Their unkempt hair, dirty hides, and primitive features make them dusty colored derivatives that most mistake them for common orcs. Only their tan skin and finer hair separates them.

In addition, desert orcs are faster, more territorial, and far more disciplined than other orcs. They live in smaller enclaves and protect what little land and possessions they have. They raid desert caravans, feeding on what small food they can scavenge and living meager lives under the dunes of the desert.

The desert’s hot environment forces these orcs to grow stronger and hardier than would be expected in a direct or gully. Their skin is thicker than most orcs and their lives spent in the desert allow them to ignore most heat damage. Pound for pound, a desert orcs is as hardy as three regular orcs.

Desert orcs speak Euroz. The language an orc speaks varies slightly from tribe to tribe, but any orc is understandable to anyone who speaks Euroz. Some desert orcs speak Karstish or Jattalaic as well.

Combat
Desert orcs have sound tactics, never involving themselves in battles they cannot win. They attack from defensible or hidden positions in the desert and often have underground passages they can escape through.

Ambush (Ex): Desert orcs gain a +4 to Initiative checks whenever they have caught their opponents by surprise. In addition, during a surprise round, a desert orc may take a full round’s worth of actions instead of a typical partial action. Desert orcs gain a +4 circumstance bonus to all skill checks involving an ambush or surprise.

Skills: desert orcs receive a +4 racial bonus on all Hide and Move Silently checks while in a desert or desert-like setting.

Desert Orc Society
Desert orcs live in much smaller enclaves than other orcs, but exhibit most of the same tendencies. They are ruled by the strongest male, but keep relatively small families. They consider wives and children to be property, but do not keep slaves. They honor and recognize prowess in battle, but consider obscene wealth a detriment to the tribe’s structure.

Desert orcs live in something of a balance with the desert and do not take more food than they can eat or store and do not grow their tribe more than they can feed. A wise shaman or cleric helps a strong leader to govern and make decisions, but a foolish leader can undo generations of work.

Desert Orc Characters
A desert orc’s favored class is scout. Desert orc leaders are typically barbarians, fighters, or strong rangers. Desert orcs do not worship a god, but instead worship the sun itself. Clerics can choose two of the following domains: Earth, Fire, Life, Strength, and Sun.

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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 - Qoth

Qoth (modified for rules compliance from Mercenaries)
Medium Humanoid (Qoth)

Hit Dice: 2d8+2 (11 hit points)
Initiative: +5 (Dexterity, Improved Initiative)
Speed: 30 feet
Armor Class: 14 (+1 Dexterity, +3 studded leather armor); touch 11, flat-footed 13
BAB/Grapple: +1/+3
Attack: Longsword +3 melee (1d8+2, slashing, 19-20 x2) or composite longbow +2 ranged (1d8, piercing, 20 x3, 110 feet x10)
Full Attack: Longsword +3 melee (1d8+2, slashing, 19-20 x2) or composite longbow +2 ranged (1d8, piercing, 20 x3, 110 feet x10)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: None
Special Qualities: Darkvision 60 feet, heightened tracking
Saves: Fortitude +1, Reflex +4, Will +1
Abilities: Str 14, Int 12, Wis 12, Dex 12, Con 12, Cha 10
Skills: Gather Information +1, Hide +2, Listen +2, Move Silently +2, Search +2, Spot +2, Survival +2
Feats: Track
Environment: Any land and underground
Organization: Solitary, 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 sergeant per 10 adults, 5 5th level lieutenants, and 3 7th level captains)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class

Qoth are natural-born trackers, every one of them instincts and distinctive physical features amplifies the sensory skills that they need to hunt down something - or someone - who wishes to elude them. They are exceptionally agile and their low-slung bodies allow them to move quickly while remaining partially hidden to anyone trying to spot them. They have large eyes that enable them to see unusually well in dim light, with heavy lids that allow them to shut out glare in excessively bright conditions. Their wide, flared nostrils give them a keen sense of smell and they have a wider range of hearing than most other races.

Qoth are much in demand as scouts, trackers, and bounty hunters, and they are generally quite content to market themselves as such. They can operate independently, and veteran quoth trackers prefer to do so. They also work in teams under the direction of a veteran of their own kind, or someone else whose authority they recognize (their employer, for instance), in which case they function more or less as an intelligent pack of bloodhounds.

Qoth speak one common language and two other languages.

Combat
Qoth are experienced and versatile small-group tacticians. They understand how to make best use of terrain, weaponry, and any advantages that they believe they have over their foes. They won't charge head-on if they know they are outnumbered. They like to attack at night if they feel that their darkvision will give them an advantage. In other words, they just won't do anything stupid, and they are entirely capable of executing complex taxtical maneuvers like drawing their enemy into an ambush or using hit-and-run attacks to wear them down.

Heightened Tracking (Ex): A qoth receives a +5 competence bonus to Survival checks when it uses the Track feat. If a group of qoth is doing the tracking, they have the option to combine their efforts into a single check at +5 for the first participating qoth and +2 for every additional qoth.

Qoth Society
Qoth live in large tribal groups from which mercenaries may be recruited. Anyone wishing to hire qoth must negotiate for their services with the tribe's chief, and any male of military age is available for service. If negotiations are successful, the chief selects who will go; the prospective mercenaries themselves have no say in the matter.

Young qoth also leave their tribes on their own sometimes to seek their fortune in the wider world. The wider world doesn't always receive them with a friendly embrace, but they generally find that skilled trackers and hunters (bounty or otherwise) can make a passable living for themselves.

Qoth worship Lateshi, a goddess of the hunt who is said to take pity on those who are lost and in search or food. They interpret her blessing rather liberally to include those who make their living through any kind of tracking and hunting.

Qoth Characters
A qoth character is mostly likely a bounty hunter at work. While a qoth hunting alone prefers to remain alone, he will accept help, especially if the job turns out to be more complicated than he first thought. Initially, he will overlook likely disagreements over splitting the reward (he will want it all for himself) or how the quarry is to be treated, but at the moment of truth, he will insist on doing things his way.

Qoth characters receive one bonus language in addition to those they receive on account of their intelligence modifier.

A qoth's favored class is ranger.

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General Rules: Monsters - Sellig

Sellig (modified for rules compliance from Mercenaries)
Small Humanoid (Orc)

Hit Dice: 1d8 (4 hit points)
Initiative: +1 (Dexterity)
Speed: 30 feet, swim 30 feet
Armor Class: 14 (+1 Dexterity, +2 leather armor, +1 natural); touch 11, flat-footed 13
BAB/Grapple: +0/+1
Attack: Spear +1 melee (1d8+1, piercing, 20 x3, 20 feet x5)
Full Attack: Spear +1 melee (1d8+1, piercing, 20 x3, 20 feet x5)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: None
Special Qualities: Darkvision 60 feet, water breathing
Saves: Fortitude +0, Reflex +3, Will +0
Abilities: Str 13, Int 10, Wis 10, Dex 12, Con 11, Cha 9
Skills: Hide +3, Listen +4, Spot +4
Feats: Skill Augmentation (Listen and Spot)
Environment: Marsh or swamp
Organization: Raiding party (2 - 7 plus 1 3rd level leader) or band (8 - 16 plus 150% noncombatants plus 1 3rd level leader and 2 2nd level lieutenants)
Challenge Rating: ½
Treasure: Standard
Alignment: Usually Neutral evil
Advancement: By character class

Selligs are amphibious humanoids with green, moist skin and rudiementary gills behind their ears tht allow them to breathe underwater indefinitely. They live in swamps and marshes and they feel comfortable enough in these ecosystems that they inevitably project a strong sense of proprietorship over their territories. Selligs are notorious for attacking on sight anyone who intrudes on land that they condiser their own, whether intentionally or not. This inevitably causes conflict with settled populations who exist at the margin of sellig territories, and as selligs don't much care to negotiate, such conflicts can stretch on for generations. As a consequence, selligs are often the target of posses and bounty hunters eager for retribution.

Selligs speak a dialect of Euroz and one common language.

Combat
Whenever they have advance warning of their foe, selligs strike from ambush, using their hiding skills and their natural coloration to conceal themselves among vegetation. They also use their water breathing ability to suspend themselves just beneath the water's surface, exposing only their eyes and the tops of their heads.

Water Breathing (Ex): Selligs can remain underwater for up to 12 hours at a time without an strain, breathing through their gills.

Sellig Society
Selligs live in modest, clan-sized groups. Their natural environemnt doesn't aloow them much population density, and filling up a swamp with selligs would only make them easier to find anyway. Where their territory is large enough, clans will merge to form tribes, seeking security in numbers.

Selligs worship the swamp god, who consideres all marshland creatures children of the swamp who need her protection.

Sellig Characters
Selligs don't associate much with outsiders, and very rarely will an individual join with other races for any purpose whatsoever. A sellig who has left the swamp and is willing to accept the company of non-selligs is most likely on the run and quite desperate. Being away from the swamp is likely to make a sellig edgy and depressed.

A sellig's favored class is barbarian. Sellig clerics worship the swamp god and can choose two of the following domains: Evil, Plant, and Trickery.

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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 - Graben

Graben (Mercenaries)
Medium Humanoid (Orc)

Hit Dice: 1d8+1 (5 hit points)
Initiative: +2
Speed: 30 feet
Armor Class: 16 (+2 Dex, +1 dodge, +3 studded leather armor), touch AC 13, flat-footed AC 13
BAB/Grapple: +1/+2
Attack: Longsword +2 melee (1d8+1, slashing, 19-20 x2) or composite longbow +3 ranged (1d8, piercing, 20 x3, 110 feet x10)
Full Attack: Longsword +2 melee (1d8+1, slashing, 19-20 x2) or composite longbow +3 ranged (1d8, piercing, 20 x3, 110 feet x10)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Semi-blur
Special Qualities: Darkvision 60 feet, elusiveness
Saves: Fortitude +3, Reflex +2, Will +0
Abilities: Str 12, Int 11, Wis 11, Dex 14, Con 12, Cha 10
Skills: Hide +4, Listen +2, Spot +2
Feats: Dodge
Environment: Desert
Organization: Raiding party (2 - 7 plus 1 3rd level leader) or clan (8 - 16 plus 2 2nd level lieutenants and 1 leader of 3rd level plus 150% noncombatants)
Challenge Rating: ½
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: +0

Graben are lean, wiry humanoids, distinctive for their speed, stealth, and cunning. They carve out nomadic existences in the wastes and deserts of the world, raiding and scavenging whenever they come upon settled peoples trying to establish more substantial livings. In other word, they are a marginal race who inhabit equally marginal lands as best they know.

As such, graben make themselves nuisances to those townsfolk and villagers whose livelihoods they try to share. Local authorities hunt graben thieves, both real and suspected, mercilessly. Graben raiders inspire both fear and hatred out of proportion to the actual damage they inflict. Down through the generations, they have adapted so they know how to hide and elude better than most, and they are notoriously hard to track.

Graben speak Euroz and one common local language.

Combat
Graben always prefer to strike from ambush, firing their composite longbows from cover until their foe no longer represents a threat. They don’t like melee combat. Unless forced to engage, they will not resort to melee unless they can surprise or flank an opponent. When attacking a fixed position - for example, raiding a village - they prefer to use stealth and discourage their enemies by loosing arrows from cover, often moving from covered position to covered position to create confusion. If their opponent makes a determined attempt to engage them in melee, graben raiders will withdraw rather than slug it out, even if they have not taken what they want yet. This elusiveness is one reason why the targets of graben raids despise them so intensely.

Elusiveness (Ex): Graben leave an unusually light footprint, partly by training and partly because of the way in which weight is distributed in their bodies. Anyone using the Track feat to try to locate graben suffers a -5 circumstance penalty to their Survival check roll.

Semi-Blur (Sp): Once per day, a graben may summon its energies and perform an evasive maneuver so effective that it looks like blur was cast on it. This effect behaves exactly like the spell blur, except it lasts no longer than one minute. The graben can only activate it during a round in which it moves, and it ends in the first round thereafter in which the graben does not move, or in one minute, whichever comes first.

Graben Society
Graben travel in clans no larger than a modest extended family, headed by a dominant male. The clan is the focal point of every graben’s allegiance. Clans may form alliances (almost always temporary and subject to change at a moment’s notice) with each other to accomplish a goal that is too large for any one of them.

Graben worship a desert god they call Kalaka. Kalaka is an exceedingly harsh deity, whose blessing consists of allowing you to live another day without suffering his wrath, and whose displeasure manifests itself in searing siroccos that materialize without warning.

Graben Characters
Graben are an insular race, deeply suspicious of outsiders - for good reason. Very rarely will an individual join with other races for any purpose whatsoever. Except in extraordinary cases, a graben who allows itself to be found alone by outsiders is either a pariah cast out by his clan or insane. A graben who does accept the company of non-graben will appear guarded or sullen to the others and keep to himself if possible.

A graben’s favored class is barbarian.

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General Rules: Monsters - Isen (Arctic Dwarf)

Isen (Arctic Dwarf) (adapted from Hammer & Helm: A Guidebook to Dwarves)
Medium Humanoid (Cold)

Hit Dice: 1d8+2 (6 hit points)
Initiative: -1
Speed: 20 feet
Armor Class: 13 (-1 Dex, +3 armor, +1 shield); touch 9, flat-footed 13
BAB/Grapple: +0/+0
Attack: Battleaxe +0 melee (1d8, slashing, 20 x3)
Full Attack: Battleaxe +0 melee (1d8, slashing, 20 x3)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: None
Special Qualities: Darkvision 60 feet, cold immunity, vulnerability to fire, stonecunning
Saves: Fortitude +6, Reflex -1, Will +0
Abilities: Str 10, Int 11, Wis 11, Dex 8, Con 14, Cha 8
Skills: Appraise +5, Craft: Blacksmithing +2, Spot +2, Survival +2 (+4 in arctic or underground areas)
Feats: Great Fortitude
Environment: Any cold and underground
Organization: Solitary or accompanied by dwarves
Challenge Rating: ½
Treasure: Standard
Alignment: usually neutral good
Advancement: By character class
Level Adjustment: +0

The isen are a race of dwarves bonded with elemental cold. They inhabit arctic regions, being mostly immune to the environmental hazards. In the Three Worlds, they are most commonly found in the Dekkulde Islands. Although far from cruel, the isen are aloof and seldom concerned with the plight of others. When they contact other races, it is usually to exchange their worked goods for raw materials that fare poorly in colder climates.

Isen look like dwarves with pale blue skin, white hair, and beards. Their eyes hae small pupils and light irises, usually pale green or gray in color. Isen dress is fashioned to blend in with the environment rather than provide warmth - members of other races find it slightly disconcerting to see them comfortable in light clothing under frigid conditions. Isen favor light armor because snow often slows their travel, and they already move slower than most humanoid races.

Isen build underground fortresses as do other dwarves. Most others find little comfort in these strongholds, as they use ice as readily as rock. Although as skilled as most other dwarves, isen do not have the dwarven affinity and love for craft.

Druids have a special role in isen society, and groups of them make most important decisions. Unlike the druids of most race who live away from large settlements, isen druids have a great deal of influence over how and where isen communities are built. as a result, these tens to remain small and hidden, having little impact of the wilderness around them. Befriended by the druids, the few animals able to withstand the arctic clime wander freely through isen communities. Travelers unfamiliar with the arctic can easily pass within a few hundred feet of an isen village without noticing its presence.

Combat
Isen depend on their isolation to protect them from most threats. Most avoid combat if possible. If their community is menaces by a particularly dangerous monster, they typically rely on magic or befriended animals to drive the threat way. Since isen are immune to cold, their settlement defenses typically involve frigid water. Arctic rivers offer ready escape routes while threatening would-be invaders with slow death by freezing.

If they must fight, isen form organized and disciplined groups, usually fighting delaying actions until spellcasters can arrive to turn the environment against the attackers.

Vulnerability to Fire (Ex): Isen take double damage from cold spells and effects except on a successful saving throw.

Stonecunning (Ex): Isen receive a +4 racial bonus on checks to notice unusual stonework. They can also search for stonework traps and intuit depth as dwarves can.

Skills: Isen gain a +4 racial bonus to Survival checks made to find food and survive in arctic or underground areas..

Isen Characters
Isen breed true with dwarves. The child of an isen-dwarf union is always a dwarf; because of this, the isen race dwindles with each generation. Isen are considered dwarf-blooded for all purposes, including feats, prestige classes, magical effects, and magic items.

An isen's favored class is druid. Most isen NPCs with class levels are experts competent at two or more Craft skills and most isen leaders are druids. Adventuring isen are usually motivated by a desire to contact other races and cultures, finding their race's isolationism too confining.

Isen have the same age categories as dwarves.

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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 - Kitairn

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.

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General Rules: Monsters - Orc, Brown

Brown Orc (Desert Orcs) (adapted from the Fury in the Wastelands: The Orcs of Tellene)
Medium Humanoid (Orc)

Hit Dice: 1d8+1 (5 hit points)
Initiative: +0
Speed: 30 feet
Armor Class: 15 (+3 studded leather armor, +2 battle shield), touch AC 10, flat-footed AC 15
BAB/Grapple: +1/+2
Attack: Halfspear +2 melee (1d6+1, piercing, 20 x3, 20 feet x5) or shortbow +1 ranged (1d6, piercing, 20 x3, 60 feet x10)
Full Attack: Halfspear +2 melee (1d6+1, piercing, 20 x3, 20 feet x5) or shortbow +1 ranged (1d6, piercing, 20 x3, 60 feet x10)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: -
Special Qualities: Low-light vision, sunlight sensitivity, desert survival
Saves: Fortitude +3, Reflex +0, Will -1
Abilities: Str 13, Int 9, Wis 8, Dex 10, Con 13, Cha 8
Skills: Listen +4, Spot +4
Feats: Skill Augmentation (Listen and Spot)
Environment: Any
Organization: Gang (2 - 4) or squad (11 - 20 plus 2 3rd level serjeants and 1 leader of 3rd - 6th level)
Challenge Rating: ½
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +0

Brown orcs spend much of their lives in the open desert, but they have not yet developed a resistance to the adverse effects of sunlight that affects many of their orcish kin. They are not as strong as common orcs, lack advanced cognitive faculties, suffer from low willpower, and are unsociable creatures.

Brown orcs speak Euroz. The language an orc speaks varies slightly from tribe to tribe, but any orc is understandable to anyone who speaks Euroz.

Combat
Brown orcs live lives as desert nomads, hunting at night and hiding from the sun during the day. Their combat tactics revolve around their hunting tactics and so they favor spears and bows as armaments for war.

Desert Survival (Ex): Brown orcs are well suited for survival in harsh desert conditions and can last twice as long without water as other, similar humanoid creatures.

Sunlight Sensitivity (Ex): Brown orcs are sensitive to sunlight and spells such as daylight, and are dazzled when under such conditions.

Brown Orcs as Characters
Brown orc characters possess the following racial traits:
  • Type: Brown orcs are humanoids with the orc subtype.

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

  • Size: Medium.

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

  • Low-light vision: Brown orcs can see twice as far as a human in moonlight,m starlight, torchlight, and similar conditions. They cannot see without a source of light.

  • Sunlight Sensitivity (Ex): Brown orcs are sensitive to sunlight and spells such as daylight than their kinfolk, and suffer a -1 attack penalty in such light.

  • Automatic Languages: Brown orcs speak Euroz.

  • Bonus Languages: Ahaliat, Infernal, Jattalaic, Karstish, Kellish, Sorglish, Terran, Tozlan

  • Favored Class: Barbarian.

  • Additional Favored Class: Warrior.

  • Exclusive Class: Pit Fighter.

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General Rules: Monsters - Wuggle

Wuggle (adapted from Monsters of Færûn; originally Bullywug)
Humanoid (Aquatic) [Chaotic]

Hit Dice: 1d8+3 (7 hit points)
Initiative: +0
Speed: 20 feet, swim 30 feet
Armor Class: 15 (+2 leather, +3 natural)
BAB/Grapple: +1/+1
Attack: Halfspear +1 melee (1d6, piercing, 20 x3) or halfspear +1 ranged (1d6, piercing, 20 x3, 20 feet x5)
Full Attack: Halfspear +1 melee (1d6, piercing, 20 x3) or halfspear +1 ranged (1d6, piercing, 20 x3, 20 feet x5)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Summoning (clerics only)
Special Qualities: Marsh move
Saves: Fortitude +5, Reflex +0, Will -2
Abilities: Str 10, Int 7, Wis 7, Dex 10, Con 16, Cha 7
Skills: Hide +0, Listen -2, Spot -2
Feats: Endurance
Environment: Temperate and warm aquatic and marsh
Organization: Solitary, pad (4), float (8), or pond (16 - 48)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class

Being descended from creatures of primal chaos, life as a wuggle is nasty, brutish, and wet. Wuggles kill for sport, systematically destroy their own hunting grounds, and make a religious fetish out of summoning monsters who may or may not stay within their control.

Wuggles are frog-headed amphibious humanoids with green, gray, or mottled yellow skin that bear more than a passing resemblance to a slaad. They have long, flicking tongues that can barely fit themselves around a stunted form of one of the languages of the Three Worlds. They stand 4 to 7 feet tall, weigh 100 to 300 pounds, and fight with spears and other sharp weapons they can poke out of the water. Wuggles make it a point of pride to wear at least leather armor, even though swimming in armor is not easy.

Most wuggles encountered outside their homes are warriors; the information in the statistics block is for one of 1st level.

Combat
Wuggles prefer to fight in or near water. Whenever possible, they use summoned monsters as the first wave of attack. In any given fight, there is a 50% chance that the wuggles will fight to the death no matter how stupid that seems, and a 50% chance they will flee for their lives when some of their number have fallen, even if they could otherwise win the fight.

Marsh Move (Ex): Wuggles suffer no movement penalties for moving in marshes or mud.

Summoning (Sp): Wuggle clerics are notorious for their powerful but unpredictable summoning abilities. When a wuggle cleric uses a summon monster spell, there is a 50% chance that one or more monsters than the spell would ordinarily summon will appear. In such cases, there is a 25% chance that the summoned monsters will not be under the wuggle's control, rampaging and attacking at random. it is not uncommon for wuggles that have summoned monsters and failed to control them to spend all their efforts fighting their own summoned monsters instead of attacking their original foe.

Skills: Wuggles gain a +6 racial bonus on Hide checks when in marshes because of their skill at camouflage.

Wuggles as Characters
Wuggles sometimes gain levels as barbarians. The biggest wuggle in the pond is frequently a barbarian with a couple of levels in that class.

Wuggles Society
Wuggles hunt things, eat things, bully things, and worship noxious Lords of Hell. There are many wuggle clerics - as many as 10% of wuggles in some ponds have one or more levels in cleric. Wuggle clerics most often worship Kivutar or Sirchade, but wuggle clerics devoted to Iku-Tyrma are not unheard of. Wuggle clerics are more limited than those of other races and can choose only three types of spells: summon monster spells (their preference), inflict spells, and their domain spells.

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