Alistaroc
2015-08-29, 10:24 PM
I decided I wanted to give my players some of that classic D&D feel in our campaign, but unfortunately the classic goblins, jermlaines, and ogres are quite low level, and once you get to a higher level, you start to miss killing the little buggers. Enter template stacking, class levels, and tactics. Throwing on the Dark and Chameleon templates make for nice, sneaky characters, and Feral is a nice boost to combat stats on it's own. But when you add some class levels of Ninja(CAdv), and Shaman(OA) to the plain, 1HD Nezumi(OA), you get very classic feeling ratfolk for a higher level party. It took me a while, but I figured somebody else might want to use this, so below I've included the stats for these beefed up cousins of the jermlaines, who I like to call the Kayembu Nezumi.
================================================== ================================================== =====================
Dark Feral Chameleon Nezumi - Kayembu Nezumi
Medium Monstrous Humanoid(nezumi, reptilian)
Hit Dice: 1d10+2(7 HP)
Initiative: +2
Speed: 60 ft, 35 ft climb
Armor Class: 21 (+6 natural, +4 sap hide, +2 dex), touch 12, flatfooted 19
Base Attack/Grapple: +1/+3
Attack: spiked chain +3 melee (2d4+4/x2), claws +3 melee (1d8+1/x2), or heavy crossbow +3 ranged (1d10/19-20)
Full Attack: spiked chain +3 melee (2d4+4/x2), claws +3 melee (1d8+1/x2), or heavy crossbow +3 ranged (1d10/19-20)
Face/Reach: 5 ft by 5 ft/5 ft(10 ft with spiked chain)
Special Attacks: Improved Grab, Pounce, Rake, Tongue
Special Qualities: cold resistance 10, darkvision 90 ft, fast healing 4, Hide in Plain Sight, Nezumi traits
Saves: Fort +4, Ref +2, Will +1
Abilities: Str 14, Dex 14, Con 14, Int 7, Wis 12, Ch 8
Skills: Climb +2, Hide +19, Jump +2, Move Silently +11
Feats: Exotic Weapon Proficiency(spiked chain), Scent
Environment: Underground
Organization: Squads of 8, one shaman and seven warriors
Challenge Rating: 1? 2?
Treasure: Items...?
Alignment: Neutral Evil
Improved Grab (Ex): If a feral creature hits an opponent that is at least one size category smaller than itself with a claw attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold, it can rake(see below). Alternatively, it has the option to conduct the grapple normally, or simply use its claw to hold the opponent (–20 penalty on grapple check, but the feral creature is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals claw damage. See the Monster Manual for additional rules.
Pounce (Ex): If a feral creature leaps upon a foe during the first round of combat, it can make a full attack even though it has already moved.
Rake (Ex): A feral creature that gets a hold can make two rake attacks at its full melee attack bonus with its hind legs. Each successful attack does normal claw damage for that size of feral creature, plus 1/2 its Strength bonus (rounded down). If the feral creature pounces on an opponent, it can also rake.
Nezumi Traits (Ex): Nezumi benefit from a number of racial traits
+2 racial bonus on Hide and Move Silently checks
+2 racial bonus on saving throws against poison and disease
Scent: Nezumi automatically gain the Scent feat
Tongue: Tongue attack can be used to deliver touch attacks at a range of 10'
================================================== ================================================== =====================
Kayembu Nezumi, 7th level Ninja
Hit Dice: 1d10+7d6+16(46 HP)
Initiative: +2
Speed: 60 ft, 35 ft climb
AC: 21 (+6 natural, +4 sap hide, +2 dex), touch 12, flatfooted 19
Base Attack/Grapple: +6/+8
Attack: +1 deadly precision spiked chain +9 melee (2d4+4/x2), claws +9 melee (1d8+1/x2), or heavy crossbow +9 ranged (1d10/19-20)
Full Attack: spiked chain +9/+4 melee (2d4+4/x2), claws +9/+4 melee (1d8+1/x2), or heavy crossbow +9 ranged (1d10/19-20)
Face/Reach: 5 ft by 5 ft/5 ft(10 ft with spiked chain)
Special Attacks: Ghost Step, Improved Grab, Ki Dodge, Pounce, Rake, Sudden Strike +4d6(5d6+7 total), Speed Climb, Tongue
Special Qualities: cold resistance 10, darkvision 90 ft, fast healing 4, hide in plain sight, ki pool(5), Nezumi traits, poison use, trapfinding
Saves: Fort +6, Ref +7, Will +3
Abilities: Str 14, Dex 15, Con 14, Int 7, Wis 12, Ch 8
Skills: Climb +4, Hide +29, Jump +18, Move Silently +21(27 with Anklet), Tumble +14
Feats: Craven, Enduring Ki, Exotic Weapon Proficiency(spiked chain), Expanded Ki, Scent
Environment: Underground
Organization: Squads of 8, one shaman and seven warriors
Challenge Rating: ~8
Treasure: Items...?
Alignment: Neutral Evil
Ghost Step: swift action invisibility for 1 round, costs 1 ki
No running start required on Jump checks
Ki Dodge: 20% miss chance 1 round, costs 1 ki
Speed Climb: 60' move action up walls begin and end on flat surface
Craven: -2 to savesagainst fear, +7 sudden strike damage
Expanded Ki: +3 Ki
Enduring Ki: Spend 1 extra ki to double duration of ability
Items: +1 deadly precision spiked chain(+1d6 SA), +1 sap hide, Ring of the Darkhidden, Anklet of Move Silently +6
================================================== ================================================== =====================
Kayembu Nezumi, 7th-Level Shaman(OA)
Hit Dice: 1d10+7d6+16(46 HP)
Initiative: +6
Speed: 60 ft, 35 ft climb
AC: 21 (+6 natural, +4 sap hide, +2 dex), touch 12, flatfooted 19
Base Attack/Grapple: +6/+8
Attack: +1 deadly precision spiked chain +9 melee (2d4+4/x2), or claws +9 melee (1d8+1/x2)
Full Attack: spiked chain +9/+4 melee (2d4+4/x2), orclaws +9/+4 melee (1d8+1/x2)
Face/Reach: 5 ft by 5 ft/5 ft(10 ft with spiked chain)
Special Attacks: Improved Grab, Pounce, Rake, Rebuke Undead, Spontaneous Casting, Tongue
Special Qualities: cold resistance 10, darkvision 90 ft, fast healing 4, Hide in Plain Sight, Nezumi traits, Spirit Sight
Saves: Fort +6, Ref +4, Will +6
Abilities: Str 14, Dex 14, Con 14, Int 7, Wis 13, Ch 8
Skills: Climb +4, Concentration +12, Hide +29, Jump +18, Move Silently +21(27 with Anklet), Tumble +4
Feats: Divine Metamagic, Extend Spell, Extra Turning, Improved Initiative, Improved Unarmed Strike, Exotic Weapon Proficiency(spiked chain), Scent, Silent Spell
Environment: Underground
Organization: Squads of 8, one shaman and seven warriors
Challenge Rating: ~8
Treasure: Items...?
Alignment: Neutral Evil
Animal Companion: Giant Crocodile(see SRD (http://www.d20srd.org/srd/monsters/crocodileGiant.htm))
Rebuke Undead: 7/day
Spirit Sight: See ethereal creatures and objects
Spontaneous Casting: Convert spells into inflict spells of equal level or lower
Spellcasting: Save DC 12+Spell Level
Trickery and Time domains
7/5+1/4+1/3+1/2+1
0: 4 Detect Magic, 3 Read Magic
1: 2 Endure Elements, 2 Obscuring Mist, 1 Protection from Good + Change Self/True Strike
2: 2 Bull's Strength, 2 Know Motivation + Invisibility/Gentle Repose
3: 3 Bestow Curse + Nondetection/Haste
4: 1 Airwalk, 1 Polymorph(8-headed hydra or wyvern) + Confusion/Freedom of Movement
Items: spiked chain, +1 sap hide, 2x Ring of Silent Spells, Anklet of Move Silently +6
================================================== ================================================== =====================
The Kayembu Nezumi are an underground, tribal people. They live in warrens and burrows that they dig themselves, or the sewers or caves left by others. They prefer to adapt these homes to their needs, often creating many small side tunnels accessible only by those who can climb up to reach them. A typical Kayembu warren will have one main entrance tunnel, flanked by small tunnels in the walls and ceiling from which they can fire arrows at unwelcome intruders. This main tunnel, after many twists and turns, often opens up into an underground crossroads, from which sprout several other tunnels. More often than not, these tunnels all interconnect in a tangling maze of rooms and corridors. However, unfortunately for most adventurers, the flanking tunnels to one room have an entrance in the next, and so on and so forth, making rooting the Kayembu out a daunting task. They are also known to be frequent employers of traps of all shapes and sizes, which turn their maze-like homes into house of horrors for intruders.
Appearance-wise, the Kayembu generally appear as any other Nezumi, with few differences. Their black fur is shaggier, revealing a black, reptilian skin underneath, and in places, their fur is covered by bony plates, much like a dire animal. Their subterranean life has also led to some other, more subtle changes. Their eyes, rather than the red of most nezumi, are most often a pale white, and their tongues can grow to an extraordinary length.
================================================== ================================================== =====================
:smallbiggrin: Well now that's over with. If anyone wants more of these, I'd be happy to post the other scaled up monsters. Tell me what you think please, and if you see any mistakes I've missed, please tell me. :smallbiggrin:
NOTE: Yes, there are minor base stat adjustments to the Nezumi, and Sap Hide(from Bastion's Arms and Armor) can be replaced with a chain shirt if you so choose.
================================================== ================================================== =====================
Dark Feral Chameleon Nezumi - Kayembu Nezumi
Medium Monstrous Humanoid(nezumi, reptilian)
Hit Dice: 1d10+2(7 HP)
Initiative: +2
Speed: 60 ft, 35 ft climb
Armor Class: 21 (+6 natural, +4 sap hide, +2 dex), touch 12, flatfooted 19
Base Attack/Grapple: +1/+3
Attack: spiked chain +3 melee (2d4+4/x2), claws +3 melee (1d8+1/x2), or heavy crossbow +3 ranged (1d10/19-20)
Full Attack: spiked chain +3 melee (2d4+4/x2), claws +3 melee (1d8+1/x2), or heavy crossbow +3 ranged (1d10/19-20)
Face/Reach: 5 ft by 5 ft/5 ft(10 ft with spiked chain)
Special Attacks: Improved Grab, Pounce, Rake, Tongue
Special Qualities: cold resistance 10, darkvision 90 ft, fast healing 4, Hide in Plain Sight, Nezumi traits
Saves: Fort +4, Ref +2, Will +1
Abilities: Str 14, Dex 14, Con 14, Int 7, Wis 12, Ch 8
Skills: Climb +2, Hide +19, Jump +2, Move Silently +11
Feats: Exotic Weapon Proficiency(spiked chain), Scent
Environment: Underground
Organization: Squads of 8, one shaman and seven warriors
Challenge Rating: 1? 2?
Treasure: Items...?
Alignment: Neutral Evil
Improved Grab (Ex): If a feral creature hits an opponent that is at least one size category smaller than itself with a claw attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold, it can rake(see below). Alternatively, it has the option to conduct the grapple normally, or simply use its claw to hold the opponent (–20 penalty on grapple check, but the feral creature is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals claw damage. See the Monster Manual for additional rules.
Pounce (Ex): If a feral creature leaps upon a foe during the first round of combat, it can make a full attack even though it has already moved.
Rake (Ex): A feral creature that gets a hold can make two rake attacks at its full melee attack bonus with its hind legs. Each successful attack does normal claw damage for that size of feral creature, plus 1/2 its Strength bonus (rounded down). If the feral creature pounces on an opponent, it can also rake.
Nezumi Traits (Ex): Nezumi benefit from a number of racial traits
+2 racial bonus on Hide and Move Silently checks
+2 racial bonus on saving throws against poison and disease
Scent: Nezumi automatically gain the Scent feat
Tongue: Tongue attack can be used to deliver touch attacks at a range of 10'
================================================== ================================================== =====================
Kayembu Nezumi, 7th level Ninja
Hit Dice: 1d10+7d6+16(46 HP)
Initiative: +2
Speed: 60 ft, 35 ft climb
AC: 21 (+6 natural, +4 sap hide, +2 dex), touch 12, flatfooted 19
Base Attack/Grapple: +6/+8
Attack: +1 deadly precision spiked chain +9 melee (2d4+4/x2), claws +9 melee (1d8+1/x2), or heavy crossbow +9 ranged (1d10/19-20)
Full Attack: spiked chain +9/+4 melee (2d4+4/x2), claws +9/+4 melee (1d8+1/x2), or heavy crossbow +9 ranged (1d10/19-20)
Face/Reach: 5 ft by 5 ft/5 ft(10 ft with spiked chain)
Special Attacks: Ghost Step, Improved Grab, Ki Dodge, Pounce, Rake, Sudden Strike +4d6(5d6+7 total), Speed Climb, Tongue
Special Qualities: cold resistance 10, darkvision 90 ft, fast healing 4, hide in plain sight, ki pool(5), Nezumi traits, poison use, trapfinding
Saves: Fort +6, Ref +7, Will +3
Abilities: Str 14, Dex 15, Con 14, Int 7, Wis 12, Ch 8
Skills: Climb +4, Hide +29, Jump +18, Move Silently +21(27 with Anklet), Tumble +14
Feats: Craven, Enduring Ki, Exotic Weapon Proficiency(spiked chain), Expanded Ki, Scent
Environment: Underground
Organization: Squads of 8, one shaman and seven warriors
Challenge Rating: ~8
Treasure: Items...?
Alignment: Neutral Evil
Ghost Step: swift action invisibility for 1 round, costs 1 ki
No running start required on Jump checks
Ki Dodge: 20% miss chance 1 round, costs 1 ki
Speed Climb: 60' move action up walls begin and end on flat surface
Craven: -2 to savesagainst fear, +7 sudden strike damage
Expanded Ki: +3 Ki
Enduring Ki: Spend 1 extra ki to double duration of ability
Items: +1 deadly precision spiked chain(+1d6 SA), +1 sap hide, Ring of the Darkhidden, Anklet of Move Silently +6
================================================== ================================================== =====================
Kayembu Nezumi, 7th-Level Shaman(OA)
Hit Dice: 1d10+7d6+16(46 HP)
Initiative: +6
Speed: 60 ft, 35 ft climb
AC: 21 (+6 natural, +4 sap hide, +2 dex), touch 12, flatfooted 19
Base Attack/Grapple: +6/+8
Attack: +1 deadly precision spiked chain +9 melee (2d4+4/x2), or claws +9 melee (1d8+1/x2)
Full Attack: spiked chain +9/+4 melee (2d4+4/x2), orclaws +9/+4 melee (1d8+1/x2)
Face/Reach: 5 ft by 5 ft/5 ft(10 ft with spiked chain)
Special Attacks: Improved Grab, Pounce, Rake, Rebuke Undead, Spontaneous Casting, Tongue
Special Qualities: cold resistance 10, darkvision 90 ft, fast healing 4, Hide in Plain Sight, Nezumi traits, Spirit Sight
Saves: Fort +6, Ref +4, Will +6
Abilities: Str 14, Dex 14, Con 14, Int 7, Wis 13, Ch 8
Skills: Climb +4, Concentration +12, Hide +29, Jump +18, Move Silently +21(27 with Anklet), Tumble +4
Feats: Divine Metamagic, Extend Spell, Extra Turning, Improved Initiative, Improved Unarmed Strike, Exotic Weapon Proficiency(spiked chain), Scent, Silent Spell
Environment: Underground
Organization: Squads of 8, one shaman and seven warriors
Challenge Rating: ~8
Treasure: Items...?
Alignment: Neutral Evil
Animal Companion: Giant Crocodile(see SRD (http://www.d20srd.org/srd/monsters/crocodileGiant.htm))
Rebuke Undead: 7/day
Spirit Sight: See ethereal creatures and objects
Spontaneous Casting: Convert spells into inflict spells of equal level or lower
Spellcasting: Save DC 12+Spell Level
Trickery and Time domains
7/5+1/4+1/3+1/2+1
0: 4 Detect Magic, 3 Read Magic
1: 2 Endure Elements, 2 Obscuring Mist, 1 Protection from Good + Change Self/True Strike
2: 2 Bull's Strength, 2 Know Motivation + Invisibility/Gentle Repose
3: 3 Bestow Curse + Nondetection/Haste
4: 1 Airwalk, 1 Polymorph(8-headed hydra or wyvern) + Confusion/Freedom of Movement
Items: spiked chain, +1 sap hide, 2x Ring of Silent Spells, Anklet of Move Silently +6
================================================== ================================================== =====================
The Kayembu Nezumi are an underground, tribal people. They live in warrens and burrows that they dig themselves, or the sewers or caves left by others. They prefer to adapt these homes to their needs, often creating many small side tunnels accessible only by those who can climb up to reach them. A typical Kayembu warren will have one main entrance tunnel, flanked by small tunnels in the walls and ceiling from which they can fire arrows at unwelcome intruders. This main tunnel, after many twists and turns, often opens up into an underground crossroads, from which sprout several other tunnels. More often than not, these tunnels all interconnect in a tangling maze of rooms and corridors. However, unfortunately for most adventurers, the flanking tunnels to one room have an entrance in the next, and so on and so forth, making rooting the Kayembu out a daunting task. They are also known to be frequent employers of traps of all shapes and sizes, which turn their maze-like homes into house of horrors for intruders.
Appearance-wise, the Kayembu generally appear as any other Nezumi, with few differences. Their black fur is shaggier, revealing a black, reptilian skin underneath, and in places, their fur is covered by bony plates, much like a dire animal. Their subterranean life has also led to some other, more subtle changes. Their eyes, rather than the red of most nezumi, are most often a pale white, and their tongues can grow to an extraordinary length.
================================================== ================================================== =====================
:smallbiggrin: Well now that's over with. If anyone wants more of these, I'd be happy to post the other scaled up monsters. Tell me what you think please, and if you see any mistakes I've missed, please tell me. :smallbiggrin:
NOTE: Yes, there are minor base stat adjustments to the Nezumi, and Sap Hide(from Bastion's Arms and Armor) can be replaced with a chain shirt if you so choose.