The Demented One
2007-08-14, 02:15 AM
Nagol
Medium Monstrous Humanoid
Hit Dice: 4d8+15 (33 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 15 (+5 chainmail), touch 10, flat-footed 15
Base Attack/Grapple: +4/+7
Attack: Greatsword +7 melee (2d6+3) or Longbow +4 ranged (1d10)
Full Attack: Greatsword +7 melee (2d6+3) or Longbow +4 ranged (1d10)
Space/Reach: 5 ft./5 ft.
Special Attacks: –
Special Qualities: Darkvision 60 ft., fast healing 1, low-light vision, metabolic surge
Saves: Fort +7, Ref +4, Will +0
Abilities: Str 17, Dex 11, Con 16, Int 7, Wis 8, Cha 6
Skills: Intimidate +0, Listen +1, Spot +2
Feats: Power Attack, Toughness
Environment: Cold Mountains
Organization: Solitary, raiding party (2-4), mob (10-50 plus 1-6 1st level Barbarians and 1 4th-6th level Barbarian), or tribe (50-250 plus 50% noncombatants plus 10-25 1st-4th level Barbarians plus 5-15 5th-10th level Barbarians)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually Chaotic Neutral
Advancement: By class level (Favored Class: Barbarian)
Level Adjustment: +1
Nagols are a small race of monstrous humanoids, commonly found dwelling on mountains. They possess the ability to heal their wounds rapidly, and are thus often mistaken for undergrown trolls, leading to them being known by misnomers such as half-trolls or trollblooded. They are thought to share their ancient ancestry with the trolls, but modern Nagols and Trolls are very distinct species. Unique to Nagols is the ability to temporarily channel their healing ability, using it to instead increase their strength, speed, or durability. Nagols typically stand around 6 or 7 feet high. Their skin is suffused with a faint red tinge, as if their whole body was covered in scar tissue. Although Nagols are unintelligent and uncivilized by the standards of many races, they are actually a relatively peaceful race. Though they often clash with other races over various issues, most Nagols will tolerate members of other species, and violent attacks by them are rare.
Metabolic Surge (Ex)
A Nagol can focus and subsume its healing abilities to enhance its physical power. As a swift action, it may temporarily lose its fast healing ability to gain one of the following benefits:
+4 bonus to Strength or Dexterity.
+2 bonus to natural armor.
Damage reduction 1/–.
Resistance 5 to one energy type.
A Nagol can use its metabolic surge ability for up to a number of rounds equal to 3 plus its Constitution modifier. It can also end it, and regain its fast healing ability, at any time, as an immediate action. Once a Nagol stops using its metabolic surge ability for either reason, it must wait 5 rounds before it can use it again. In addition, when a Nagol is severely wounded, its metabolic surge ability goes into overdrive, becoming even more powerful. As long as a Nagol has less than one-quarter its total hit points when it uses its metabolic surge ability, it may choose to gain two, rather than one benefits. However, it cannot voluntarily end the metabolic surge when it does so.
Medium Monstrous Humanoid
Hit Dice: 4d8+15 (33 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 15 (+5 chainmail), touch 10, flat-footed 15
Base Attack/Grapple: +4/+7
Attack: Greatsword +7 melee (2d6+3) or Longbow +4 ranged (1d10)
Full Attack: Greatsword +7 melee (2d6+3) or Longbow +4 ranged (1d10)
Space/Reach: 5 ft./5 ft.
Special Attacks: –
Special Qualities: Darkvision 60 ft., fast healing 1, low-light vision, metabolic surge
Saves: Fort +7, Ref +4, Will +0
Abilities: Str 17, Dex 11, Con 16, Int 7, Wis 8, Cha 6
Skills: Intimidate +0, Listen +1, Spot +2
Feats: Power Attack, Toughness
Environment: Cold Mountains
Organization: Solitary, raiding party (2-4), mob (10-50 plus 1-6 1st level Barbarians and 1 4th-6th level Barbarian), or tribe (50-250 plus 50% noncombatants plus 10-25 1st-4th level Barbarians plus 5-15 5th-10th level Barbarians)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually Chaotic Neutral
Advancement: By class level (Favored Class: Barbarian)
Level Adjustment: +1
Nagols are a small race of monstrous humanoids, commonly found dwelling on mountains. They possess the ability to heal their wounds rapidly, and are thus often mistaken for undergrown trolls, leading to them being known by misnomers such as half-trolls or trollblooded. They are thought to share their ancient ancestry with the trolls, but modern Nagols and Trolls are very distinct species. Unique to Nagols is the ability to temporarily channel their healing ability, using it to instead increase their strength, speed, or durability. Nagols typically stand around 6 or 7 feet high. Their skin is suffused with a faint red tinge, as if their whole body was covered in scar tissue. Although Nagols are unintelligent and uncivilized by the standards of many races, they are actually a relatively peaceful race. Though they often clash with other races over various issues, most Nagols will tolerate members of other species, and violent attacks by them are rare.
Metabolic Surge (Ex)
A Nagol can focus and subsume its healing abilities to enhance its physical power. As a swift action, it may temporarily lose its fast healing ability to gain one of the following benefits:
+4 bonus to Strength or Dexterity.
+2 bonus to natural armor.
Damage reduction 1/–.
Resistance 5 to one energy type.
A Nagol can use its metabolic surge ability for up to a number of rounds equal to 3 plus its Constitution modifier. It can also end it, and regain its fast healing ability, at any time, as an immediate action. Once a Nagol stops using its metabolic surge ability for either reason, it must wait 5 rounds before it can use it again. In addition, when a Nagol is severely wounded, its metabolic surge ability goes into overdrive, becoming even more powerful. As long as a Nagol has less than one-quarter its total hit points when it uses its metabolic surge ability, it may choose to gain two, rather than one benefits. However, it cannot voluntarily end the metabolic surge when it does so.