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  1. - Top - End - #31
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    Default Re: [Hourglass of Zihaja] Chapter 9: Creatures

    Homa

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    Medium Magical Beast
    Hit Dice: 7d10+7 (45HP)
    Initiative: +4
    Speed: Fly 100’ (20 squares, average maneuverability)
    Armor Class: 20 (+4 Dex, +6 natural); touch 14; flat-footed 16
    Base Attack/Grapple: +7/+13
    Attack: Talons +13 melee (1d6+3)
    Full Attack: 2 Talons +13 melee (1d6+3)
    Space/Reach: 5’/5’
    Special Attacks: Command
    Special Qualities: Darkvision 60’, Magical Beast traits, Shadow of Fortune, Soar
    Saves: Fort +6, Ref +9, Will +4
    Abilities: Str 23 (+6), Dex 18 (+4), Con 13 (+1), Int 5 (-3), Wis 14 (+2), Cha 10 (+0)
    Skills: Listen +7, Spot +8
    Feats: Alertness, Flyby Attack, Hover B, Improved Initiative
    Environment: any (Siraaj)
    Organization: solitary, pair, formation (3-9), or flock (10-40)
    Challenge Rating: 5
    Treasure: N/A
    Alignment: often Chaotic Good
    Advancement: 8-14HD (Medium), 15-21HD (Large)
    Level Adjustment: N/A

    Combat
    A homa will not readily start a fight, usually opting to fly away from a skirmish before it begins. It will battle, however, to protect its young, defend a mate, save its own life, or to secure food in desperate times. A homa will usually try to close the distance with an enemy so that it may employ its Command ability. If that fails (or if there are multiple opponents), it will attempt to charge into melee with its talons, using Flyby Attacks as often as possible.

    Command (Su): A homa can make another creature within 20’ do its bidding via telepathy; the targeted creature must succeed on a Will save (DC15) or be affected as though by a dominate monster spell for 1d6+4 rounds; the save DC is Wisdom-based; this is a mind-affecting compulsion effect; a homa can use this ability as often as it wishes, but can only Command one creature at a time.

    Magical Beast traits: All creatures with the Magical Beast type possess the following traits:
    • Darkvision out to 60’.
    • Proficient with its natural weapons only.
    • Proficient with no armor.
    • Magical Beasts eat, sleep, & breathe.

    Shadow of Fortune (Su): A homa can bring good luck to any creature its shadow falls upon; if a creature is directly underneath a homa for at least one round, it will receive a +2 luck bonus to all skill checks & saving throws for 24 hours

    Soar (Ex): A homa does not have to land, even when it is wounded or grappled; regardless of circumstances or conditions, a homa cannot come within 5’ of the ground, although it can still attack anything within its reach, so it may just barely scratch the ground if it wishes; a homa that is forced to descend will still hover 5’ off the ground, as if it were levitating; a homa’s feathers are not affected by this effect, so they will fall to the ground if separated from the bird’s body; even a homa that has been killed will fade away rather than fall to the ground.

    Homa Lore
    Characters that have ranks in Knowledge (Arcana) can learn more about homas. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC’s.
    • DC15: “Legends tell of a magical bird that is always on the wing, never landing.” A character making this check recalls all magical beast traits.
    • DC20: “This magnificent creature is known as a homa, & no force on Siraaj can make it touch the ground.” A character making this check knows the workings of the Soar ability.
    • DC25: “A homa, despite the luck it may bring, can force another being to do whatever it wants, acting on its behalf.” A character making this check remembers the mechanics of Compulsion & Shadow of Fortune.
    • DC30: “A homa’s feathers are a valuable material component in flying spells, & are worth a small fortune.” A character making this check is familiar with where homas can usually be found.

    Homa Egg
    • 3HP
    • Hardness: 1
    • Value: 50,000gp

    Homa Feather
    • 2HP
    • Hardness: 0
    • Value: 2,000gp

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    Flying over the world below is a large avian form. The feathers on top of the regal being are a dull mottled brown, but the ventral feathers are a vibrant sky blue. It glides upon the winds, flying swiftly despite the fact that it never flaps its wings.

    Soaring majestically above the concerns of the world, the Homa bird is a rare marvel to behold, like a grand jewel in the sky. These stately creatures are the envy of all, lord & serf, man & beast, bird & land-bound. They are said to never touch the ground, living their entire lives at one with the skies, riding upon the wind from their initial hatching until their final fading.

    Preferring to live off of carrion, a homa (HOE-mah) will only kill if it must to survive or feed its young. They are uncommon enough that they are somewhat legendary; one such tale states that a homa’s shadow brings good luck to everyone that it falls upon. Also known as the Bird That Never Lands or the Shuqa Udal (“Wing of Eternity”), a homa is as valuable as it is rare. Its feathers have been used in the turbans of great sultans of ages past, such as King Manas & the pharaoh Ak-Khyriash II. As a living embodiment of royal splendor, a homa’s head would be worth its weight in gold, & a single live egg could be traded for a king’s ransom.

    A homa is about 4½’-5’ long, with a 9’-10’ wingspan, & weighs around 80-120 pounds. They do not speak, but they can understand Common & respond to simple questions or commands.

    Plot Hooks
    • A wealthy noble is obsessed with standing in the shadow of a homa, & is desperate to find one.
    • A local scholar is seeking homa feathers to use in some mysterious research.
    • A homa egg was discovered in a reopened mine, & several groups are vying to take possession of the rare find.

  2. - Top - End - #32
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    Default Re: [Hourglass of Zihaja] Chapter 9: Creatures

    Houri

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    Warrior 1
    Medium Outsider (Native)
    Hit Dice: 3d8+12 (25HP)
    Initiative: +8
    Speed: 30’ (6 squares)
    Armor Class: 20 (+4 Dex, +2 leather, +4 natural); touch 14; flat-footed 16
    Base Attack/Grapple: +3/+6
    Attack: Longbow +7 ranged (1d8+3/×3) or Slam +6 melee (1d6+3)
    Full Attack: Longbow +7/+2 ranged (1d8+3/×3) or 2 Slams +6 melee (1d6+3)
    Space/Reach: 5’/5’
    Special Attacks: N/A
    Special Qualities: Darkvision 60’, Outsider traits, Spell-Like Abilities
    Saves: Fort +7, Ref +7, Will +6
    Abilities: Str 16 (+3), Dex 18 (+4), Con 19 (+4), Int 14 (+2), Wis 17 (+3), Cha 12 (+1)
    Skills: Diplomacy +11, Listen +11, Move Silently +10, Sense Motive +14, Spot +15, Tumble +10
    Feats: Awareness, Improved Initiative, Weapon Focus (Longbow)
    Environment: any (Najmah)
    Organization: solitary, squad (2-4), company (11-20 plus 2 3rd-level sergeants & 1 leader of 3rd-6th level), or band (30-100 plus 20% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, & 3 7th-level captains)
    Challenge Rating: 4
    Treasure: standard
    Alignment: any non-Evil
    Advancement: by character class
    Level Adjustment: +1

    Combat
    Houris may be pleasant & mild-mannered, but conflict is not utterly foreign to them. They have learned to defend themselves from the predations of demons, devils, tieflings, & the like, so they are adept at fighting back & protecting one another. They will often fight in pairs or small teams, covering each other with bow shots & mutual healing spells. In close quarters, a houri will usually switch to their slam attacks, as will Houris who are forced to fight alone.

    Spell-Like Abilities
    • At Will: detect magic, light
    • 3/Day: cure light wounds (DC14), see invisibility
    • 1/Day: create food & water
    • Caster level 5th. The save DCs are Wisdom-based.

    Outsider traits: All creatures with the Outsider type possess the following traits:
    • Darkvision out to 60’.
    • An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be.
    • Proficient with all simple & martial weapons & any weapons mentioned in its entry.
    • Outsiders not indicated as wearing armor are not proficient with armor or shields.
    • Native outsiders breathe, eat, & sleep.

    Houri Lore
    Characters that have ranks in Knowledge (The Planes) can learn more about houris. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC’s.
    • DC13: “In the world of the Afterlife, a soul can be ascended into a more perfect body.” A character making this check recalls all outsider traits.
    • DC18: “A person who has been deemed worthy is reborn into a creature known as a houri, which has many magical talents.” A character making this check knows the workings of a houri’s spell-like abilities.
    • DC23: “They are serene & pleasant beings, able to live in a higher state of existence than most other mortal races.” A character making this check remembers where to find the nearest houri settlement.
    • DC28: “Houris may be peaceful & placid, but they are more than capable of defending themselves if such a need should arise.” A character making this check is familiar with houri behavior & customs.

    Abilities & Racial Features
    Houri characters possess the following racial traits:
    • Strength +4, Dexterity +4, Constitution +4, Intelligence +4, Wisdom +4, Charisma +4.
    • Outsider (Native): Houris are not subject to spells or effects that affect humanoids only, such as charm person or dominate person. They also can be raised, reincarnated, or resurrected just as other living creatures can be, & they need to eat & sleep.
    • Medium Size: As Medium creatures, houris have no special bonuses or penalties due to their size.
    • Racial Hit Dice: A houri begins with 3 levels of outsider, which provide 3d8 Hit Dice, a base attack bonus of +3, & base saving throw bonuses of Fortitude +3, Reflex +3, & Will +3.
    • Racial Skills: A houri’s outsider levels give it skill points equal to 6 × (8 + Int modifier, minimum 1). Its class skills are Diplomacy, Listen, Move Silently, Sense Motive, Spot, & Tumble. Houris have a +4 racial bonus on any 3 skills of their choice.
    • Racial Feats: A houri’s outsider levels give it 3 feats, including 1 bonus feat.
    • Houri base land speed is 30 feet.
    • Darkvision out to 60 feet.
    • Natural Weapon (Ex): Slam (1d6 + Str); bludgeoning damage.
    • Spell-Like Abilities
      • At Will: detect magic, light
      • 3/Day: cure light wounds (DC14), see invisibility
      • 1/Day: create food & water
      • Caster level 5th. The save DCs are Wisdom-based.
    • +4 natural armor bonus.
    • Automatic Languages: Houri. Bonus Languages: Common & Archaic.
    • Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.
    • Level Adjustment: +1.

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    {4E Stats/Combat/Abilities/Lore}


    The person standing there has an unearthly grace & a beauty unparalleled in the natural world. Their skin is as smooth as polished glass, & their silver-white hair falls in cascading waves like water off a majestic cliff. Their features are as finely chiseled as a statue’s, & their ears are long & pointed, like a delicate leaf. Most remarkable are their eyes, which are golden like an autumn sunrise, & glow of their own accord.

    When a sentient creature dies in the world of Siraaj, its soul is escorted by their hafaza to the Pit of Fate. There, the soul waits for 21 days, after which it is bid upon by the devas & the devils. After the bidding, if the soul has not been recruited by either party, then its worth is determined by ambivalent creatures that assess its spiritual value & render judgment. A soul that is deemed worthy (but not acquired by the devas or the devils) is transformed into an ascended, perfected version of itself. This refined incarnation is known as a Houri (HOO-ree).

    The houris make up a slim majority of the population of Najmah. They are not immortal, but they live in a magical world of wonders & delights, so they appear to be far removed from the concerns of other mortal races. They gather together in harmonious communities, largely untroubled by discord or strife. Their serene, philosophical nature makes for excellent clerics, monks, & other religious officials.

    Also known as Muarzala (a word that is derived from an Admajai phrase, meaning “Divine One”), the houris are a crucial step in the upwardly spiraling reincarnation cycle of the Kamala. A deserving soul becomes a houri so that they may experience a higher realm of thought & existence, therefore having something to aspire to in the earthly world of Siraaj. This inspiration is believed by some scholars to be behind many of the great advances made by the races of Siraaj.

    A houri is about 5½’-7’ tall, & weighs about 120-210 pounds. They speak in their own tongue (Houri), although most of them speak Celestial & Archaic as well.

    Plot Hooks
    • A stunningly beautiful woman has appeared in town, claiming to be a noble from a distant land.
    • A strange portal has opened up, & graceful beings have emerged from the gate of smoke & storm.
    • A grieving family has received a visit from an angelic being, claiming to be their departed relative.

  3. - Top - End - #33
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    Default Re: [Hourglass of Zihaja] Chapter 9: Creatures

    Human

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    Warrior 1
    Medium Humanoid (Human)
    Hit Dice: 1d8+1 (5HP)
    Initiative: +1
    Speed: 30’ (6 squares)
    Armor Class: 15 (+1 Dex, +3 studded leather armor, +1 light steel shield); touch 11; flat-footed 14
    Base Attack/Grapple: +1/+3
    Attack: Scimitar +3 melee (1d6+2, 18-20/×2) or shortbow +2 ranged (1d6+2/×3)
    Full Attack: Scimitar +3 melee (1d6+2, 18-20/×2) or shortbow +2 ranged (1d6+2/×3)
    Space/Reach: 5’/5’
    Special Attacks: N/A
    Special Qualities: Humanoid traits
    Saves: Fort +3, Ref +1, Will -1
    Abilities: Str 14 (+2), Dex 12 (+1), Con 13 (+1), Int 10 (+0), Wis 8 (-1), Cha 11 (+0)
    Skills: Craft (any) +4, Diplomacy +5, Listen +3, Spot +4
    Feats: Cleave, Power Attack
    Environment: any land (Siraaj)
    Organization: solitary, pair, squad (2-4), company (11-20 plus 2 3rd-level sergeants & 1 leader of 3rd-6th level), or band (30-100 plus 20% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, & 3 7th-level captains)
    Challenge Rating: ½
    Treasure: standard
    Alignment: any
    Advancement: by character class
    Level Adjustment: +0

    Combat
    Humans are not the strongest of creatures, nor are they the toughest, the most agile, the smartest, the wisest, or the most charismatic. Their main advantage in battle is their unpredictability; they are often able to snatch victory from the jaws of defeat by doing what their enemies do not expect. Opponents often underestimate these tenacious creatures, & have come to regret it. Despite their lack of directly-offensive abilities, humans often put their extra feat & skill points to good use, investing in talents that could save their lives in the right circumstances.

    Humanoid traits: All creatures with the Humanoid type possess the following traits:
    • Proficient with all simple weapons, or by character class.
    • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, or by character class. If a humanoid does not have a class & wears armor, it is proficient with that type of armor & all lighter types. Humanoids not indicated as wearing armor are not proficient with armor. Humanoids are proficient with shields if they are proficient with any form of armor.
    • Humanoids breathe, eat, & sleep.

    Abilities & Racial Features
    Human characters possess the following racial traits:
    • Humanoid (Human): Humans are subject to spells or effects that affect humanoids only, such as charm person or dominate person.
    • Medium Size: As Medium creatures, humans have no special bonuses or penalties due to their size.
    • A human’s base land speed is 30 feet.
    • 1 extra feat at 1st level.
    • 4 extra skill points at 1st level & 1 extra skill point at each additional level.
    • Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
    • Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.
    • Level Adjustment: +0.

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    Please see Human in the Monster Manual 1, pages 162-163, & Monster Manual 2, pages 144-149.


    The person before you looks like a human. They might even be one. But in this world, who can really tell?

    Like a virus that has spread out of control, humans are everywhere in the world, & their influence has only grown over the years. Humans occupy any niche that they can, living in the valleys & the hills, in the mountains & the plains, in the deserts & the tundra. No other race has proved as versatile, ambitious, & persistent as they, for good or ill.

    About half of the world’s sentient population is made up of humans, also known as the Alqanasi (sing. Alaqanas, from the Admajai word for “people, group, or population”). No other race has taken so well to city life; the kobolds may have been the first race to urbanize, but humans have outdone them in their drive to gather together in metropolitan communities. This strength-in-numbers strategy has served them even better than the development of agriculture before it; they are better able to defend themselves & their territory from these municipal centers than they were ever able to before. Many other races have followed their lead, founding larger & more concentrated settlements in a bid to remain competitive.

    A human is about 5-6’ tall & weighs around 105-210 pounds. They speak Common, although some of the brighter ones speak another language, such as Alhaggi, Archaic, or Gnoll.

    Plot Hooks
    • A human noble is looking to expand his territory by building a new frontier village.
    • A group of xenophobes is trying to start a race war as an excuse to exterminate the non-humans in town.
    • A band of humans is fleeing the destructive fury of a desert dragon that has suddenly appeared nearby.

  4. - Top - End - #34
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    Default Re: [Hourglass of Zihaja] Chapter 9: Creatures

    Karkadan

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    Large Magical Beast
    Hit Dice: 8d10+40 (84HP)
    Initiative: +4
    Speed: 80’ (16 squares)
    Armor Class: 22 (-1 size, +4 Dex, +9 natural), touch 13, flat-footed 19
    Base Attack/Grapple: +8/+18
    Attack: Gore +13 melee (2d6+6)
    Full Attack: Gore +13 melee (2d6+6) & 2 Hooves +8 melee (1d8+6)
    Space/Reach: 10’/10’
    Special Attacks: Heave, Improved Grab, Trample 1d8+9
    Special Qualities: Darkvision 90’, Immunity to Charm/Compulsion/Poison/Sleep, Low-Light Vision, Magical Beast traits, Spell-Like Abilities
    Saves: Fort +11, Ref +10, Will +7
    Abilities: Str 23 (+6), Dex 18 (+4), Con 21 (+5), Int 14 (+2), Wis 21 (+5), Cha 24 (+7)
    Skills: Hide +10, Jump +12, Move Silently +10, Spot +11, Survival +13
    Feats: Cleave, Great Cleave, Power Attack
    Environment: warm plains (Siraaj)
    Organization: solitary, pair, family (1d4 adults plus 2d6 noncombatant young), or herd (3d6+12 adults plus 6d6 noncombatant young)
    Challenge Rating: 10
    Treasure: half standard
    Alignment: usually Chaotic Neutral
    Advancement: 9-16HD (Large), 17-32HD (Huge)
    Level Adjustment: N/A

    Combat
    Karkadani are temperamental creatures, & they are intensely territorial. They will protect their domain & their fellow herd members with extreme prejudice. That said, they are not unreasonable beasts; they can be negotiated with, to a certain extent. In a skirmish, though, they are violent combatants, charging into battle & attempting to Gore or Trample anything that moves. They will usually Heave smaller opponents out of their way, saving their spell-like abilities (such as confusion & fear) for larger foes.

    Heave (Ex): The karkadan can throw a grabbed opponent of Huge or smaller size into the air by making a successful grapple check; once thrown, the opponent takes 1d6 points of falling damage, plus an additional 1d6 points of damage for each size category smaller than Huge the opponent is (for example, a Medium-sized creature would be 2 categories smaller than Huge, & therefore would take 3d6 falling damage); this is a standard action that does not provoke attacks of opportunity

    Improved Grab (Ex): To use this ability, the karkadan must hit with a Gore attack; it can then attempt to start a grapple as a free action without provoking an attack of opportunity; if it wins the grapple check, it establishes a hold & can Heave.

    Trample (Ex): Attack bonus +13 melee, damage 1d8+9; Reflex save (DC20) for half damage; the save DC is Strength-based.

    Magical Beast traits: All creatures with the Magical Beast type possess the following traits:
    • Darkvision out to 60’.
    • Proficient with its natural weapons only.
    • Proficient with no armor.
    • Magical Beasts eat, sleep, & breathe.

    Spell-Like Abilities
    • At Will: detect magic, endure elements (DC18), flare (DC17), longstrider
    • 3/Day: bear’s endurance (DC19), greater magic fang (DC20), see invisibility
    • 1/Day: confusion (DC21), fear (DC21)
    • Caster level 9th. The save DCs are Charisma-based.

    Karkadan Lore
    Characters that have ranks in Knowledge (Arcana) can learn more about karkadani. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC’s.
    • DC20: “A mighty creature rules the sun-baked savannas with more strength than an entire pride of lions.” A character making this check recalls all magical beast traits.
    • DC25: “The powerful beast is called a karkadan, & it can stomp creatures into the ground with its great hooves.” A character making this check knows the workings of the Trample ability.
    • DC30: “Despite their wise natures, they are stubborn & dangerous, for they can fling their enemies into the air with their vicious horns.” A character making this check remembers the mechanics of Heave.
    • DC35: “They are also able to use magic to defend the lands that they claim, & are more than willing to do so.” A character making this check is familiar with a karkadan’s spell-like abilities.

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    4E monster statistics provided by Alteran


    The wooly beast is the size of a small horse, but that is the only similarity. Its well-muscled frame is spotted with chitinous plates, & is shaped more like that of a great cat. Its long tail is thick & bushy, like a fox’s, with dark stripes, which are unlike the rest of its drab dusty-tan fur, & its bright blue eyes regard you with surprising wit. But its most striking feature is the long curved horn jutting out from the center of its mane-topped head.

    The peoples who live in the savannas have many beasts to fear. Some regard the lion as the king of the animal world. Some argue that the crocodile or the hippopotamus are superior creatures. But the wisest & most wary know that the mighty Karkadan (KAR-kah-DAHN) truly rules the plains.

    The karkadan, also known as the Wooly Unicorn (or Sarqai Miratul), is a fiercely territorial beast. They will defend their vast domains with fierce vigilance, even from rival herds, & they often kill trespassers to make their point clear. Although they can be reasoned with, they have few needs beyond what they already provide for themselves, so they are reluctant to make deals with those seeking safe passage through their lands. Compounding their unfriendly attitude is the fact that their horns are valued for their supposed healing properties, & some reckless adventurers actually attempt to hunt them for their horns.

    A karkadan is about 9’-12’ long, about 4½’-6’ tall, & weighs around 700-1,000 pounds. They seldom converse with other beings, but they do speak Common, Archaic, & Draconic.

    Plot Hooks
    • A herd of karkadani have been rampaging in the area, making life very difficult for local villagers.
    • Poachers in the area have begun targeting karkadani, threatening to end a fragile peace accord.
    • A lone karkadan is far from home, & requests help in getting back to its territory.

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    Default Re: [Hourglass of Zihaja] Chapter 9: Creatures

    Kobold

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    Warrior 1
    Small Humanoid (Reptilian)
    Hit Dice: 1d8 (4HP)
    Initiative: +1
    Speed: 30’ (6 squares)
    Armor Class: 15 (+1 size, +1 Dex, +1 natural, +2 leather); touch 12; flat-footed 14
    Base Attack/Grapple: +1/-3
    Attack: Spear +2 melee (1d6/×3) or Sling +3 ranged (1d3+1)
    Full Attack: Spear +2 melee (1d6/×3) or Sling +3 ranged (1d3+1)
    Space/Reach: 5’/5’
    Special Attacks: N/A
    Special Qualities: Darkvision 60’, Humanoid traits
    Saves: Fort +2, Ref +2, Will -2
    Abilities: Str 11 (+0), Dex 13 (+1), Con 10 (+0), Int 12 (+1), Wis 9 (-1), Cha 8 (-1)
    Skills: Appraise +5, Craft (trapmaking) +7, Hide +7, Listen +3, Spot +3, Tumble +5
    Feats: Alertness
    Environment: any land (Siraaj)
    Organization: solitary, pair, gang (3-9), band (10-100 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults & 1 leader of 4th-6th level), warband (10-24 plus 2-4 shocker lizards), tribe (40-400 plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th-5th level, 1 leader of 6th-8th level, & 5-8 shocker lizards)
    Challenge Rating: 1
    Treasure: standard
    Alignment: often Lawful Neutral
    Advancement: by character class
    Level Adjustment: +0

    Combat
    Kobolds are at a disadvantage in a fair fight against other races, so they will not fight fair unless they are forced to. They will instead use their wits to even the field, setting traps, laying ambushes, & using hit-&-run tactics to prevail. Of course, it is said that the wisest fighter is the one who doesn’t need to fight at all, so a wise kobold will avoid battle altogether, preferring instead to flee or surrender if it is advantageous to do so.

    Humanoid traits: All creatures with the Humanoid type possess the following traits:
    • Proficient with all simple weapons, or by character class.
    • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, or by character class. If a humanoid does not have a class & wears armor, it is proficient with that type of armor & all lighter types. Humanoids not indicated as wearing armor are not proficient with armor. Humanoids are proficient with shields if they are proficient with any form of armor.
    • Humanoids breathe, eat, & sleep.

    Kobold Lore
    Characters that have ranks in Knowledge (Local) can learn more about kobolds. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC’s.
    • DC11: “Shrewd little reptilian beings, kobolds are known for their cunning & gift for entrepenurial endeavors.” A character making this check recalls all reptilian humanoid traits.
    • DC16: “They are naturally adept at crafting & learning, among other talents.” A character making this check knows the workings of the kobolds’ statistical bonuses & penalties.
    • DC21: “Kobolds were among the first creatures to make a written language, & it was their tongue that evolved into the Common Speech.” A character making this check remembers the kobolds’ history & habits.
    • DC26: “Kobolds once ruled the kingdom of Haz-Hurad, & stories of its greatness (combined with those of ancient kobold pharaohs) inspire them to this day.” A character making this check is familiar with the nearest kobold-majority settlement.

    Abilities & Racial Features
    Kobold characters possess the following racial traits:
    • Strength -2, Dexterity +2, Constitution -2, Intelligence +2.
    • Humanoid (Reptilian): Kobolds are scaly & coldblooded, but are still subject to spells or effects that affect humanoids only, such as charm person or dominate person.
    • Small Size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting & carrying limits ¾ those of Medium characters.
    • A kobold’s base land speed is 30 feet.
    • Darkvision out to 60 feet.
    • Racial Skills: A kobold character has a +2 racial bonus on Appraise & Tumble checks. They also receive 4 bonus skill points at 1st level. These points may only be allocated to Craft (any) or Knowledge (any).
    • Kobolds have a +1 racial bonus to Reflex saves & a -1 racial penalty to Will saves.
    • +1 natural armor bonus.
    • Automatic Languages: Common. Bonus Languages: Alhaggi, Archaic, & Draconic.
    • Favored Class: Rogue.
    • Level Adjustment: +0.

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    Please see Kobold in the Monster Manual 1, pages 167-169.


    The little being before you has a strong reptilian appearance, with its distinct scaled hide & thick tail. Its body wouldn’t come up to a man’s waist, & its lean, sinewy form makes it appear even smaller. Despite its monstrous features, such as horns, fangs, & claws, it has a shrewd, cunning look in its eyes.

    Kobolds have had a long & storied past. They have been slaves to mightier creatures. They have ruled empires themselves. They have survived wars, famines, plagues, & disasters that other peoples can scarcely recall. Through it all, the lowly kobold (KOE-bold) has weathered all storms with an industrious & persevering attitude that has served them well over the ages.

    We know the hardships that the kobolds have endured because of their long tradition of writing down their tales & histories. As one of the first races to develop a written language, their legends are well-developed & highly influential, even to other races. In fact, it was their old tongue that was adopted by the nascent Empire of Admaja, which later evolved into the Common Speech (also known as Qabulai or Kobolish). This gift for language has served them well over the ages, & has helped them to thrive in the civilized world.

    In spite of their small stature, kobolds are not to be underestimated; they are crafty, sly beings, adept at making plans & building traps. Kobolds are hard-working, clever beings, full of entrepreneurial fervor, & as such, they have been successful in many roles in society. They make competent politicians, merchants, builders, farmers, & even soldiers. This small, reptilian people have a nose for opportunity, a zest for living & a heritage of talent. Socially, they have large extended families, due to their high birth rates, although they usually do not opt to marry, as they are not naturally monogamous. They tend to be very open & inviting to outsiders, though, which is unusual for most other races.

    Also known as Araqurai (from an Admajai phrase, meaning “Little Lizard”), a kobold is about 2’-2½’ tall, & weighs around 35-45 pounds. They speak Alhaggi & Common.

    Plot Hooks
    • A series of kobold murders has the local kobold community frightened & worried.
    • A kobold noble, returning from a long journey, is now obsessed with the thought of resurrecting the long-lost glory of Haz-Hurad.
    • A famed kobold craftsman is hiring mercenaries to bring her rare & valuable components for her latest masterpiece.

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    Default Re: [Hourglass of Zihaja] Chapter 9: Creatures

    Lizardfolk

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    Warrior 1
    Medium Humanoid (Reptilian)
    Hit Dice: 1d8+1 (5HP)
    Initiative: +1
    Speed: 30’ (6 squares)
    Armor Class: 15 (+1 Dex, +2 natural, +2 leather); touch 11; flat-footed 14
    Base Attack/Grapple: +0/+1
    Attack: Heavy Mace +1 melee (1d8+1)
    Full Attack: Heavy Mace +1 melee (1d8+1) & Bite -4 melee (1d4)
    Space/Reach: 5’/5’
    Special Attacks: N/A
    Special Qualities: Darkvision 60’, Hold Breath, Humanoid traits, Musk, Water Dependence
    Saves: Fort +3*, Ref +1, Will +0
    Abilities: Str 13 (+1), Dex 12 (+1), Con 13 (+1), Int 10 (+0), Wis 10 (+0), Cha 12 (+1)
    Skills: Balance +6, Jump +9, Survival +3, Swim +7, Tumble +5
    Feats: Acrobatic
    Environment: any warm (Siraaj)
    Organization: solitary, pair, gang (3-9), band (10-100 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults & 1 leader of 4th-6th level), warband (10-24 plus 2-4 monitor lizards), tribe (40-400 plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th-5th level, 1 leader of 6th-8th level, & 5-8 monitor lizards)
    Challenge Rating: ½
    Treasure: standard
    Alignment: often Chaotic Neutral
    Advancement: by character class
    Level Adjustment: +0

    Combat
    Lizardfolk are naturally territorial, & will always put up a fight to defend their domain. They prefer to use their natural weapons, doing battle with fang & claw, but they realize that they will gain more respect in society if they use more civilized weapons. Because of this, lizardfolk often favor blades & bows, becoming adept in their use to impress their peers. They will not surrender or flee, gladly fighting to the death rather than do themselves & their kin the dishonor of being defeated.

    Hold Breath (Ex): A lizardfolk can hold its breath for a number of rounds equal to 4 times its Constitution score before it risks drowning.

    Humanoid traits: All creatures with the Humanoid type possess the following traits:
    • Proficient with all simple weapons, or by character class.
    • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, or by character class. If a humanoid does not have a class & wears armor, it is proficient with that type of armor & all lighter types. Humanoids not indicated as wearing armor are not proficient with armor. Humanoids are proficient with shields if they are proficient with any form of armor.
    • Humanoids breathe, eat, & sleep.

    Musk (Ex): A lizardfolk exudes certain oils from its skin that have a faint but distinct odor. This allows them to be more easily tracked, granting a +4 circumstance bonus to such checks.

    Water Dependence: A lizardfolk must ingest a minimum two gallons of water a day or suffer a cumulative -1 Con penalty. A full day of rest with complete hydration is necessary to eliminate this penalty.

    Lizardfolk Lore
    Characters that have ranks in Knowledge (Local) can learn more about lizardfolk. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC’s.
    • DC11: “The lizardfolk are a race of sentient reptiles, who have struggled hard to fit in with other cultured races.” A character making this check recalls all reptilian humanoid traits.
    • DC16: “They are more devoted to art than to science, & are accomplished sailors & navigators.” A character making this check knows the workings of the lizardfolk’s natural weapons & Hold Breath ability.
    • DC21: “They formed a great kingdom centuries ago in the land of Sheqari, under the leadership of a legendary king.” A character making this check remembers the lizardfolk’s history & habits.
    • DC26: “The epic tales of Amir Jathi are still told to this day, & many lizardfolk aspire to follow his legacy.” A character making this check is familiar with the nearest lizardfolk-majority settlement.

    Abilities & Racial Features
    Lizardfolk characters possess the following racial traits:
    • Dexterity -2, Constitution +2, Wisdom +2.
    • Humanoid (Reptilian): Lizardfolk are scaly & coldblooded, but are still subject to spells or effects that affect humanoids only, such as charm person or dominate person.
    • Medium Size: As Medium creatures, lizardfolk have no special bonuses or penalties due to their size.
    • A lizardfolk’s base land speed is 30 feet.
    • Racial Skills: Lizardfolk have a +4 racial bonus on Balance, Jump, & Swim checks. They also have a +2 racial bonus on Survival checks.
    • +2 natural armor bonus.
    • +2 racial bonus on Fortitude saves to resist Poison effects.
    • Natural Weapon (Ex): Bite (1d4 + Str); piercing damage.
    • Hold Breath (Ex): A lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.
    • Musk (Ex): A lizardfolk exudes certain oils from its skin that have a faint but distinct odor. This allows them to be more easily tracked, granting a +4 circumstance bonus to such checks.
    • Water Dependence: A lizardfolk must ingest a minimum two gallons of water a day or suffer a cumulative -1 Con penalty. A full day of rest with complete hydration is necessary to eliminate this penalty.
    • Automatic Languages: Alhaggi & Common. Bonus Languages: Draconic & Pahrai.
    • Favored Class: Druid.
    • Level Adjustment: +0.

    4E Material
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    Please see Lizardfolk in the Monster Manual 1, pages 178-179, & Monster Manual 2, pages 156-157.


    The reptilian creature looks somewhat like a monitor lizard on its hind legs. Its hide is covered in smooth polished scales, its feet & hands have large claws, & it has a thick long tail that it uses almost like a third leg. Its crested head has a long fanged snout, but its vertically-slit eyes sparkle with a keen intelligence.

    Of all the civilized races of Siraaj, the lizardfolk have had the most trouble adapting to city life. In fact, lizardfolk mostly identify with non-urban peoples, such as centaurs & the she-da-zhong. Also known as the Araqanasi (singular Araqanas; from an Admajai phrase, meaning “Lizard-Person”), they have had a long, difficult time adjusting to the demands & routines of life in the civilized society, made harder by their natural territorial instincts.

    The reserved lizardfolk are a conservative race, deeply community-oriented & sensible to the world around them. Preferring a slower-paced lifestyle, lizardfolk have taken the land of Sheqari for their own, from which they may spread to sample or integrate with members of other cultures. Though more devoted to art than to science, lizardfolk have taken to the seas with aplomb, & are experts in the art of sail.

    A lizardfolk is about 6’-7’ tall, & weighs around 200-250 pounds. They speak Alhaggi & Common.

    Plot Hooks
    • A sudden & intense drought in the area is hitting the local lizardfolk especially hard.
    • A lizardfolk druid has been attracting youths with his charismatic speeches & radical philosophies, upsetting the established order.
    • A lizardfolk captain is hiring sailors to crew his vessel for an ill-omened voyage.

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    Default Re: [Hourglass of Zihaja] Chapter 9: Creatures

    Nasnas

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    Medium Undead
    Hit Dice: 6d12+6 (45HP)
    Initiative: +8
    Speed: 20’ (4 squares)
    Armor Class: 22 (+4 Dex, +8 natural); touch 14; flat-footed 18
    Base Attack/Grapple: +3/+8
    Attack: Claw +8 melee (1d8+5)
    Full Attack: Claw +8 melee (1d8+5) & Bite +3 melee (1d4+5)
    Space/Reach: 5’/5’
    Special Attacks: Rend 1d8+7
    Special Qualities: Darkvision 60’, Frightful Presence, Hop, Undead traits
    Saves: Fort +2, Ref +6, Will +7
    Abilities: Str 21 (+5), Dex 19 (+4), Con -- (+0), Int 13 (+1), Wis 14 (+2), Cha 8 (-1)
    Skills: Balance +11, Hide +8, Jump +13, Move Silently +10, Search +6, Tumble +7
    Feats: Improved Initiative, Improved Toughness, Skill Focus (Jump)
    Environment: any (Siraaj)
    Organization: solitary or pair
    Challenge Rating: 5
    Treasure: half standard
    Alignment: always Chaotic Evil
    Advancement: 7-12HD (Medium), 13-24HD (Large)
    Level Adjustment: N/A

    Combat
    A nasnas is a wild & erratic enemy, hopping swiftly around the battlefield, in search of lives to end. Eager to sow destruction, it will use its Rend ability as often as possible, gripping with claw & tooth to split opponents limb from limb. It will fight until the bitter end, incapable of remorse or pity.

    Rend (Ex): A nasnas that wins a grapple check after a successful bite attack establishes a hold, latching onto the opponent’s body & tearing the flesh. This attack automatically deals 1d8+7 points of damage.

    Frightful Presence (Su): A nasnas can inspire terror by its unnatural existence. All creatures within 40’ must succeed on a Will save (DC15) or become shaken, remaining affected by that condition as long as they are within 40’ of the nasnas. The save DC is Wisdom-based.

    Hop (Ex): A nasnas is capable of making great leaps, covering ground with surprising ease & making for an unpredictable foe. A nasnas can make a 5’ step as an immediate action, even if it would not normally be able to, such as after a full-round action or a previous 5’ step in the same round.

    Undead traits: All creatures with the Undead type possess the following traits:
    • No Constitution score.
    • Darkvision out to 60’.
    • Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, & morale effects).
    • Immunity to poison, sleep effects, paralysis, stunning, disease, & death effects.
    • Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, & Constitution), as well as to fatigue & exhaustion effects.
    • Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score.
    • Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
    • Uses its Charisma modifier for Concentration checks.
    • Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
    • Not affected by raise dead & reincarnate spells or abilities. Resurrection & true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
    • Proficient with its natural weapons, all simple weapons, & any weapons mentioned in its entry.
    • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Undead not indicated as wearing armor are not proficient with armor. Undead are proficient with shields if they are proficient with any form of armor.
    • Undead do not breathe, eat, or sleep.

    Nasnas Lore
    Characters that have ranks in Knowledge (Religion) can learn more about nasnasi. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC’s.
    • DC15: “It the cold darkness of the night, an atrocity stalks the living.” A character making this check recalls all undead traits.
    • DC20: “It is the nasnas, & it hops about on one foot, jealously butchering & breaking without mercy.” A character making this check knows the workings of the Hop ability.
    • DC25: “They exist only to spread devastation & fear, ripping & tearing until all around them matches their ruined form.” A character making this check remembers the mechanics of Frightful Presence & Rend.
    • DC30: “The first two nasnasi were created when a demon named Shikk mated with a human being & spawned an abominable child, which it split in twain in its revulsion.” A character making this check is familiar with a nasnas’ origins & likely hunting grounds.

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    The bizarre creature looks exactly like a human corpse… if that dead body were split down the middle. One whole side of its body was missing, leaving the thing with one arm, one leg, a half-torso, & a half-head. It’s half-face is a twisted mask of hatred, its only eye glares menacingly. It hops on its single leg, maintaining its balance by moving its outstretched arm to compensate.

    Only fools dare to walk alone at night, for the darkness hides many dangers. Behind the city walls, robbers & madmen roam the lantern-lit streets, while in the wilderness beyond, many predators hunt in the icy moonlight. One of the most feared nocturnal creatures is an unbelievable horror, a monstrous killer that stalks the unwary & reckless. This undead terror is called a Nasnas.

    The nasnas (NAHS-nahs), also known as the Nam-Suraj (“Half-Corpse”), has the body of a human cadaver, or at least part of one. The rest of its body is missing, & it has an unnatural envy of all things complete, which has devolved into pure hatred. Hopping about on one leg, it seeks to make all things as broken & deficient as it is. Even with others of its own kind, a nasnas is compelled to destroy everything & everyone in its ruinous path.

    A nasnas is about 5’-6’ tall, but it weighs only around 60-100 pounds. Its half-throat cannot form sounds to speak, but it can understand Common & Ghul.

    Plot Hooks
    • A famous local figure has been murdered, their body torn & parts missing.
    • A rash of grisly murders has the city terrified, & the only witnesses report seeing the killer hopping away.
    • A pair of nasnasi have been stalking a young girl, who may be hiding a dark secret.

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    Default Re: [Hourglass of Zihaja] Chapter 9: Creatures

    Natharite

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    Medium Outsider (Extraplanar)
    Hit Dice: 13d8+65 (123HP)
    Initiative: +7
    Speed: 40’ (8 squares), Climb 20’ (4 squares)
    Armor Class: 24 (+3 Dex, +7 natural, +4 scale mail); touch 13; flat-footed 21
    Base Attack/Grapple: +13/+24
    Attack: +1 Bloodthirsty Sickle +25 melee (1d6+11) or Claw +24 melee (1d8+11)
    Full Attack: +1 Bloodthirsty Sickle +25/+20/+15/+10 melee (1d6+11) or 2 Claws +24 melee (1d8+11) & Bite +19 melee (1d6+5)
    Space/Reach: 5’/5’
    Special Attacks: Improved Grab, Strangle
    Special Qualities: Darkvision 60’, Extraplanar traits, Light Sensitivity, Outsider traits, Skills, Spell Resistance 23, Wall Walker
    Saves: Fort +13, Ref +11, Will +10
    Abilities: Str 32 (+11), Dex 17 (+3), Con 21 (+5), Int 4 (-3), Wis 15 (+2), Cha 9 (-1)
    Skills: Climb +19, Intimidate +10, Jump +15, Listen +13, Move Silently +11, Spot +9, Survival +10, Tumble +7
    Feats: Cleave, Great Cleave, Improved Initiative, Power Attack, Skill Focus (Jump)
    Environment: any (Najmah)
    Organization: solitary, pair, or pack (3-5)
    Challenge Rating: 14
    Treasure: ½ standard plus two +1 Bloodthirsty Sickles
    Alignment: always Chaotic Evil
    Advancement: 14-26HD (Medium)
    Level Adjustment: N/A

    Combat
    Natharites are fearless & brutal in a fight, & are much feared for their savagery. In battle, they wield twin sickles to great effect, attacking many times against a single foe & then disengaging, leaping up onto a nearby wall, ceiling, or tree to stay out of melee range. They will frequently leave & reenter combat, bewildering their opponents. They know nothing of fear or mercy, so they will not surrender or flee a fight unless ordered to do so by a ranking servant of Nathar, even if greatly outnumbered.

    Improved Grab (Ex): To use this ability, a natharite must hit a Medium or smaller creature with a Claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, then it establishes a hold & can Strangle or automatically hit with its Bite attack.

    Strangle (Ex): On a successful grapple check, a natharite deals 1d4+11 points of damage per round; in addition, the grappled creature cannot breathe (see Drowning or Suffocation rules in the DMG).

    Light Sensitivity (Ex): Natharites are dazzled in bright sunlight or within the radius of a daylight spell.

    Outsider traits: All creatures with the Outsider type possess the following traits:
    • Darkvision out to 60’.
    • Unlike most other living creatures, an outsider does not have a dual nature; its soul & body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, & resurrection, don’t work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection, to restore it to life.
    • Proficient with all simple & martial weapons.
    • Outsiders not indicated as wearing armor are not proficient with armor or shields.
    • Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish).

    Skills: A natharite has a +4 racial bonus on Climb, Intimidate, & Move Silently checks. In addition, a natharite can always choose to take 10 on Climb checks, even if rushed or threatened.

    Wall Walker (Su): A natharite can walk on walls, confounding its enemies with its unpredictability. For 1 minute (10 rounds) each day, it can freely switch between traveling on vertical & horizontal surfaces during any move action. It can move at any speed during its turn (up to its maximum run speed). It can only travel on upside-down surfaces, such as ceilings, while moving at its Climb speed. Once it has used the last of its wall-walking for the day, if it is still on a vertical surface or inverted, it must spend another move action to perform a jump (see Jump skill) onto a horizontal surface, or fall prone onto the next horizontal surface directly below its current position (taking falling damage, if applicable). It is important to note that opponents can only make attacks of opportunity against one another if they are standing on the same surface & oriented the same way, or flying within melee range, so an opponent standing on a horizontal surface cannot make an attack of opportunity on a natharite while it is moving along a vertical surface (& vice versa), even if those squares are adjacent.

    Natharite Lore
    Characters that have ranks in Knowledge (The Planes) can learn more about natharites. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC’s.
    • DC24: “These depraved creatures are servants of Nathar, the Shepherd of the Dead.” A character making this check recalls all extraplanar outsider traits.
    • DC29: “Known as natharites, these fiendish beings can easily strangle their chosen prey.” A character making this check knows the workings of the Improved Grab & Strangle abilities.
    • DC34: “Although they are sensitive to bright lights, they are quite dangerous, as they are able to run along walls & even climb ceilings.” A character making this check remembers the mechanics of Light Sensitivity & Wall Walker.
    • DC39: “They were once shaghals, but they had demonic spirits bonded within them in a horrific ritual that left them forever altered.” A character making this check is familiar with a natharite’s origins & habits.

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    The demonic figure before you looks like some sort of savage gnoll, only far more frightening, with gold jewellery on top of its armor. The monstrous beast is bent over, yet is still tall & imposing. It is covered in long, mangy fur, & has a dark furry tail. Its hands & feet end in wicked black claws. Most fearsome of all, however, are its mouth, which is a maw of twisted fangs, & its soulless, hateful eyes.

    On the star-lit world of Najmah, there is a region ruled by demons. Known as Sergala, this hellish landscape lies far to the north, & is a place of casual brutality & endless suffering. The demons that dominate Sergala seek to spread their chaotic malignance to all other places. While most of them focus on conquering other areas of Najmah, some of these fiends have turned their attention to the sun-lit world of Siraaj. The most notorious of these evil beings are the Natharites.

    Serving the shaghal god, Nathar, a natharite (nah-THAR-ite) is a demon that has made the difficult journey to Siraaj. Weakened by their planar crossing, they are bound into the body of a shaghal (either a volunteer or a sacrifice), warping them both & creating an entirely new creature. Also known as Uqali-Qarsid (“Hyena-Demon”), they are engines of death & destruction, often in the company of shaghal clerics. They are almost mindless in their purpose, nearly-incapable of independent thought, but shaghal clerics can control them.

    A natharite is about 7’ tall, but it is almost perpetually hunched over, making it seem more like only 6’; it weighs around 300 pounds. It speaks Ghul, Gnoll, & Shagalai.

    Plot Hooks
    • A secret culf of shaghali are preparing for a ritual that will create a natharite.
    • The body of a prominent gnoll noble has been found, strangled in his bed.
    • The palace has been raided, & the bandits were seen to be running along the walls.
    Last edited by Zeta Kai; 2011-02-21 at 02:27 PM.

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    Default Re: [Hourglass of Zihaja] Chapter 9: Creatures

    Pahari

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    Warrior 1
    Medium Humanoid (Aquatic)
    Hit Dice: 1d8+3 (7HP)
    Initiative: +3
    Speed: 20’ (4 squares), Swim 50’ (10 squares)
    Armor Class: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
    Base Attack/Grapple: +1/+3
    Attack: Punching Dagger +3 melee (1d4+2/×3) or Halberd +3 melee (1d10+2/×3)
    Full Attack: Punching Dagger +3 melee (1d4+2/×3) or Halberd +3 melee (1d10+2/×3)
    Space/Reach: 5’/5’
    Special Attacks: N/A
    Special Qualities: Aquatic traits, Cold Resistance 5, Dehydration, Humanoid traits, Low-Light Vision, Partially-Amphibious, Skills
    Saves: Fort +3, Ref +3, Will +1
    Abilities: Str 14 (+2), Dex 17 (+3), Con 10 (+0), Int 11 (+0), Wis 12 (+1), Cha 10 (+0)
    Skills: Hide -1*, Ride +6, Swim +11
    Feats: Toughness
    Environment: warm aquatic (Siraaj)
    Organization: company (2-4), patrol (9-16 plus 2 3rd-level lieutenants, 1 leader of 3rd-6th level, & 2 medium sharks), or band (30-60 plus 1 3rd-level sergeant per 20 adults, 5 5th-level lieutenants, 3 7th-level captains, & 5 medium sharks)
    Challenge Rating: 1
    Treasure: standard
    Alignment: usually Neutral
    Advancement: by character class
    Level Adjustment: +1

    Combat
    Pahari are agreeable, civilized folk, & so they are not given to battle needlessly. However, many predators stalk the ocean waters, & so the arts of war are not foreign to them. They will defend themselves & others of their kind with vigor & spirit. They usually rely on their speed & swimming prowess to command the battlefield, often using hit-&-run tactics to sap an opponent’s strength. The spellcasters among them employ their magic in a fight with glee, whereas the rest of the pahari use bladed weapons, such as knives & polearms.

    Aquatic traits: All creatures with the Aquatic subtype possess the following traits:
    • Swim speeds & thus can move in water without making Swim checks.
    • Can breathe underwater, & are immune to drowning (but not suffocation).

    Dehydration (Ex): A pahari has a -4 racial penalty on Constitution checks to avoid thirst effects (non-lethal damage & fatigue). A pahari can only go without water for 12 hours plus a number of hours equal to its Constitution bonus (if any) before it must make a Constitution check.

    Humanoid traits: All creatures with the Humanoid type possess the following traits:
    • Proficient with all simple weapons, or by character class.
    • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, or by character class. If a humanoid does not have a class & wears armor, it is proficient with that type of armor & all lighter types. Humanoids not indicated as wearing armor are not proficient with armor. Humanoids are proficient with shields if they are proficient with any form of armor.
    • Humanoids breathe, eat, & sleep.

    Partially-Amphibious (Ex): A pahari can only breathe air for so long before its gills are exhausted. It can be above water for a number of hours equal to 24 plus its Constitution modifier. Neither magical healing nor partial immersion are effecting in restoring its gills to full function; only complete immersion in either freshwater or seawater for 1 full hour will restore the pahari’s gills.

    Skills: A pahari has a +8 racial bonus on Swim checks, & can always choose to take 10 on a Swim check, even if rushed or threatened. They also have a -4 racial penalty to Hide checks, but only when they are out of the water, due to their bright teal skin & clumsy land movements.

    Pahari Lore
    Characters that have ranks in Knowledge (Local) can learn more about paharis. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC’s.
    • DC11: “Under the sea, there lives a strange race of fish-people.” A character making this check recalls all aquatic humanoid traits.
    • DC16: “The curious beings, known individually & collectively as pahari, are most adept in the water, although they have been known to come ashore.” A character making this check knows the workings of the Partially-Amphibious ability, & knows about their swimming Skill bonuses.
    • DC21: “Despite their relative weakness on land & their dependence on the sea, they often travel to coastal lands to learn more of life among the air-breathers.” A character making this check remembers the mechanics of Dehydration & Low-Light Vision.
    • DC26: “Ardent practitioners of the arcane arts, each pahari seems to know a little bit about magic.” A character making this check is familiar with the nearest pahari settlement & how to contact them.

    Abilities & Racial Features
    Pahari characters possess the following racial traits:
    • Dexterity +4, Constitution +2.
    • Humanoid (Aquatic): Pahari are subject to spells or effects that affect humanoids only, such as charm person or dominate person. They have swim speeds & thus can move in water without making Swim checks, can breathe underwater, & are immune to drowning (but not suffocation).
    • Medium Size: As Medium creatures, pahari have no special bonuses or penalties due to their size.
    • A pahari’s base land speed is 20 feet.
    • A pahari’s base swim speed is 50 feet.
    • Low-light vision.
    • Cold Resistance (Ex): A pahari is resistant to all damage from cold (including non-magical forms of cold damage); they ignore the first 5 points of cold damage each round.
    • Dehydration (Ex): A pahari has a -4 racial penalty on Constitution checks to avoid thirst effects (non-lethal damage & fatigue). A pahari can only go without water for 12 hours plus a number of hours equal to its Constitution bonus (if any) before it must make a Constitution check.
    • Partially-Amphibious (Ex): A pahari can only breathe air for so long before its gills are exhausted. It can be above water for a number of hours equal to 24 plus its Constitution modifier. Neither magical healing nor partial immersion are effecting in restoring its gills to full function; only complete immersion in either freshwater or seawater for 1 full hour will restore the pahari’s gills.
    • Skills: A pahari has a +8 racial bonus on Swim checks, & can always choose to take 10 on a Swim check, even if rushed or threatened. They also have a -4 racial penalty to Hide checks, but only when they are out of the water, due to their bright teal skin & clumsy land movements.
    • +2 natural armor bonus.
    • Automatic Languages: Pahrai (Pahari). Bonus Languages: Common & Borean.
    • Favored Class: Sorcerer.
    • Level Adjustment: +1.

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    Racial Statistics
    Average Height: 5’0” - 6’6”
    Average Weight: 90 - 150 lbs.

    Ability Scores: +2 Charisma, +2 Dexterity OR +2 Intelligence
    Size: Medium
    Speed: 6 squares
    Vision: Low-Light

    Languages: Common, Pahrai
    Skill Bonuses: +2 Insight, +2 Arcana
    Aquatic: You are considered an aquatic creature for effects that relate to subtype. You can breathe normally underwater, & have a swim speed equal to your speed.
    Cold Resistance: You gain resistance to cold equal to 5 + 1/2 your level.
    Slippery: +2 AC & Reflex vs. opportunity attacks & attacks made during your turn. You also gain a +2 racial bonus to skill checks made to escape a grab or restraints.
    Tail Slam: You can use the Tail Slam power once per encounter.

    Tail Slam
    Your tail whips out, sending your foe flying back.
    • Encounter *
    • Minor Action Melee 1
    • Target: One creature
    • Attack: Strength +2, Dexterity +2, or Constitution +2 vs. Will
    • Hit: 1d8 + strength, dexterity or constitution modifier damage, & you push the target 2 squares.
    • Special: Increase the attack bonus to +4 at level 11, & increase the attack bonus to +6 at level 21. At character creation, choose one of Strength, Dexterity or Constitution. That ability score becomes the one you use for this racial power. Once made, this choice cannot be changed.

    Favored Classes: Bard, Sorcerer, Warlock, Wizard


    Out of the inky sea swims a strange figure. It looks like a lithe young human, except that its skin has a creamy teal hue, & is completely devoid of hair. Upon closer inspection, more abnormal features are apparent. A small dark fin rises from the crown of its smooth head, & many tendrils & tentacles emerge from the back of that head, forming a mane of sorts. The aquatic being has a short, flat tail, & is barely clad in silver-laden scraps of clothing.

    To many who live in the former empire of Admaja, the world is a seemingly-endless desert. But under the warm tropical waves of Siraaj, an entirely different world exists. An entire underwater society is thriving there, a strange-yet-amicable variant of the temperate merfolk known as the Pahari.

    Also known as a Nuzaqanas (from the Admajai phrase, meaning “Sea-People”), a pahari (pah-HAR-ee) is an inquisitive creature, always eager to learn & explore new things. Unlike some dry-land cultures, the pahari are avid users of magic; their cities are truly places of wonder, replete with arcane items, & many pahari are accomplished sorcerers or wizards. They are also fascinated by the lives of surface folk, to point where some brave & curious pahari (which others would call obsessed) risk their lives to travel above the waves in search of knowledge & adventure.

    On the occasions that one of them stands on land, a pahari is about 5’-6½’ tall, & weighs about 90-150 pounds. They speak their own language (Pahrai), although the more learned of them speak Common &/or Borean as well.

    Plot Hooks
    • A pahari envoy has journeyed ashore, offering to establish trade relations between the land-folk & the sea-realms.
    • The locals are appalled & incensed by a pahari sorcerer’s public displays of magic.
    • A Limalite cleric is attempting to organize an expedition to the undersea cities of the pahari, something that the normally-amiable pahari are unusually apprehensive about.
    Last edited by Zeta Kai; 2011-03-08 at 10:30 PM.

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    Default Re: [Hourglass of Zihaja] Chapter 9: Creatures

    Peri

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    Tiny Fey
    Hit Dice: 2d6 (7HP)
    Initiative: +6
    Speed: 10’ (2 squares), Fly 30’ (6 squares, perfect maneuverability)
    Armor Class: 19 (+2 size, +6 Dex, +1 natural); touch 18; flat-footed 13
    Base Attack/Grapple: +1/-5
    Attack: Claw +1 melee (1d4-2)
    Full Attack: 2 Claws +1 melee (1d4-2) & Bite -4 melee (1d6-2 & Stun)
    Space/Reach: 2½’/0’
    Special Attacks: Stun, Sundering Blast
    Special Qualities: Fey traits, Low-Light Vision, Spell-Like Abilities
    Saves: Fort +0, Ref +9, Will +3
    Abilities: Str 7 (-2), Dex 22 (+6), Con 10 (+0), Int 12 (+1), Wis 11 (+0), Cha 15 (+3)
    Skills: Disable Device +4, Hide +10, Spot +7
    Feats: Flyby Attack
    Environment: any (Siraaj)
    Organization: solitary, mess (2-5), or riot (6-30)
    Challenge Rating: 2
    Treasure: 50% coins; no goods; 50% items
    Alignment: usually Chaotic Neutral
    Advancement: 3-4HD (Tiny), 5-8HD (Small)
    Level Adjustment: N/A

    Combat
    A peri will not assail a creature except in retaliation. They will, however, break any item that they are able to, paying special attention to mechanical objects. If attacked, they with respond with violence, opening up a fight with glitterdust & opting for full attacks so that they can employ their stunning bites. They are not known for their bravery or conviction, so they will use dimension door whenever they are in serious danger.

    Stun (Ex): A peri can shock & bewilder creatures with their bites. Upon a successful Bite attack from a peri, an opponent must make a successful Will save (DC14) or be dazed for 1 round. The save DC is Charisma-based.

    Sundering Blast (Su): Peris have the ability to magically break things around them. Once per day, a peri can unleash a supernatural blast of destructive, chaotic energy. Every non-magical object within 10’ takes 1d12 points of non-specified damage, minus its hardness.

    Fey traits: All creatures with the Fey type possess the following traits:
    • Low-light vision.
    • Proficient with all simple weapons & any weapons mentioned in its entry.
    • Fey not indicated as wearing armor are not proficient with armor or shields.
    • Fey eat, sleep, & breathe.

    Spell-Like Abilities
    • 3/Day: glitterdust (DC12)
    • 1/Day: dimension door (DC17)
    • Caster level 8th. The save DCs are Charisma-based.

    Peri Lore
    Characters that have ranks in Knowledge (Nature) can learn more about peris. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC’s.
    • DC12: “The bane of all who guard their possessions, there are some creatures that seem to embody destruction.” A character making this check recalls all fey traits.
    • DC17: “A prime example would be the peri, a being with a knack for being where they are unwanted & a bite that can leave a grown man dazed.” A character making this check knows the workings of the Stun ability.
    • DC22: “They have inquisitive, kind souls, which contrasts with their natural urge to break things.” A character making this check remembers the mechanics of Sundering Blast.
    • DC27: “It is said that a peri will not harm that which you cherish most.” A character making this check is familiar with a peri’s spell-like abilities.

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    4E monster statistics provided by Alteran


    The tiny creature hovers in the air, appearing somewhat imp-like. It has a hairless maroon hide, an oversized head, a long thin tail, large ears, featherless wings, & sharp claws. Its white, pupil-less eyes search the surrounding area, & it wears a mischievous grin that tells of brewing trouble.

    The natural world holds many secrets & wonders, & there are nature spirits for every environment. Fey creatures exist everywhere in the world of Siraaj; they are just less noticeable than they are on Najmah. The most infamous fey on Siraaj is a small troublesome creature known as a Peri (PAIR-ee).

    Peris are not evil beings, as many civilized folk think of them. They are highly destructive & chaotic however, & they can be dangerous in some situations. Also known as Jalaqidar (from the Archaic phrase for “Destructive Soul”), they have no malice or any real aggression; they are merely curious & playful, with a natural talent for breaking things. Some scholars believe that they represent the inherent chaos of the universe, the inexorable entropy that eventually unmakes all things.

    A peri is about 18” tall, & it weighs only about 6-10 pounds. It never speaks, & only rarely acknowledges the speech of others, but it can understand Common & Gnoll.

    Plot Hooks
    • A local bazaar is in a state of alarm after a peri wrecked several booths & got away.
    • A riot of peris threatens to disrupt the sultan’s annual parade, unless something can distract or contain them.
    • A local merchant’s shop was destroyed in the dead of night, & rumor has it that peris were involved.

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    Default Re: [Hourglass of Zihaja] Chapter 9: Creatures

    Sabi, Hawasabi (Air Sabi)

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    Warrior 1
    Medium Outsider (Native)
    Hit Dice: 1d8+1 (5HP)
    Initiative: +1
    Speed: 30’ (6 squares)
    Armor Class: 16 (+1 Dex, +3 studded leather, +2 heavy wooden shield); touch 11; flat-footed 15
    Base Attack/Grapple: +1/+3
    Attack: Flail +3 melee (1d8+2) or Shortbow +2 ranged (1d6+2/×3)
    Full Attack: Flail +3 melee (1d8+2) or Shortbow +2 ranged (1d6+2/×3)
    Space/Reach: 5’/5’
    Special Attacks: N/A
    Special Qualities: Breathless, Darkvision 60’, Elemental Resistance, Genie Heritage, Native traits, Outsider traits, Spell-like Abilities
    Saves: Fort +3, Ref +3, Will +2
    Abilities: Str 14 (+2), Dex 13 (+1), Con 13 (+1), Int 10 (+0), Wis 10 (+0), Cha 8 (-1)
    Skills: Climb +6, Hide +3, Jump +6, Move Silently +3
    Feats: Alertness, Racial Feat (Bonus)
    Environment: any land (Siraaj)
    Organization: solitary, squad (2-4), company (11-20 plus 2 3rd-level sergeants & 1 leader of 3rd-6th level), or band (30-100 plus 20% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, & 3 7th-level captains)
    Challenge Rating: 1
    Treasure: standard
    Alignment: often Lawful Neutral
    Advancement: by character class
    Level Adjustment: +1

    Combat
    Hawasabi are not the most militant of people, but they will defend their adopted homelands with surprising ferocity. They tend to use ranged weapons, or melee weapons that have a long reach. They prefer light armor, to allow for a greater mobility, & they use their racial abilities in battle whenever possible.

    Breathless (Ex): Hawasabi do not breathe, so they are immune to drowning, suffocation, & attacks that require inhalation (such as some types of poison).

    Elemental Resistance: A hawasabi gains Sonic Resistance 2.

    Genie Heritage (Sp): A hawasabi gains a +2 racial bonus on saving throws against all [Air] spells & effects. This bonus increases by +2 for every 5 class levels the sabi attains.

    Outsider traits: All creatures with the Outsider type possess the following traits:
    • Darkvision out to 60’.
    • An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be.
    • Proficient with all simple & martial weapons & any weapons mentioned in its entry.
    • Outsiders not indicated as wearing armor are not proficient with armor or shields.
    • Native outsiders breathe, eat, & sleep.

    Racial Skills: A hawasabi character gains a +2 racial bonus on Hide & Move Silently checks.

    Racial Feat: Hawasabi gain a bonus feat, chosen from the following list: Clever Wit, Diverse Background, Elemental Attunement, Legacy of the Genie, Magically Sensitive.

    Spell-Like Abilities
    • 3/Day: stinging breeze
    • 1/Day: gust of wind (DC12)
    • Caster level 5th. The save DCs are Wisdom-based.

    Hawasabi Lore
    Characters that have ranks in Knowledge (Local) or Knowledge (The Planes) can learn more about hawasabi. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC’s.
    • DC11: “When the blood of the genies is thinned through intermingling with mortal beings, a sabi is often the result.” A character making this check recalls all native outsider traits.
    • DC16: “Sabi of the air have the wind & the clouds in their veins, inherited from their djinn ancestors.” A character making this check knows the workings of the Breathless & Levitate abilities.
    • DC21: “The most prominent hawasabi today is Haqalil ral-Shuqa, the so-called Caliph of Dajajah.” A character making this check remembers the Clerical Focus of a sabi, as well as their Genie Heritage & combat tactics.
    • DC26: “They are spread thin, & only have large congregations in Dajajah (on Siraaj) & Ahimsa (on Najmah).” A character making this check is familiar with hawasabi settlements & habits.

    Abilities & Racial Features
    Hawasabi characters possess the following racial traits:
    • +2 Dexterity, +2 Wisdom.
    • Outsider (Native): Hawasabi are not subject to spells or effects that affect humanoids only, such as charm person or dominate person. They also can be raised, reincarnated, or resurrected just as other living creatures can be, & they need to eat & sleep.
    • Medium Size: As Medium creatures, hawasabi have no special bonuses or penalties due to their size.
    • Hawasabi base speed is 30 feet.
    • Darkvision up to 60 feet.
    • Breathless (Ex): Hawasabi do not breathe, so they are immune to drowning, suffocation, & attacks that require inhalation (such as some types of poison).
    • Elemental Resistance: A hawasabi gains Sonic Resistance 2.
    • Genie Heritage (Sp): A hawasabi gains a +2 racial bonus on saving throws against all [Air] spells & effects. This bonus increases by +2 for every 5 class levels the sabi attains.
    • Racial Skills: A hawasabi character gains a +2 racial bonus on Hide & Move Silently checks.
    • Racial Feat: Hawasabi gain a bonus feat, chosen from the following list: Clever Wit, Diverse Background, Elemental Attunement, Legacy of the Genie, Magically Sensitive.
    • Spell-Like Abilities
      • 3/Day: stinging breeze
      • 1/Day: gust of wind (DC12)
      • Caster level 5th. The save DCs are Wisdom-based.
    • Automatic Languages: Auran. Bonus Languages: Common.
    • Favored Class: Ranger.
    • Level Adjustment: +1.

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    Please see Genasi in the Monster Manual 2, pages 116-118.


    The figure before you appears to be a Human. Their hair is tousled & waving, as if by a breeze. Their skin is pale & subtly mottled, like a sun-struck cloud.

    The product of a union between half-genies & mortals, the sabi (SAH-bee) are a blend of the magical & the mundane. Caught between two radically different worlds, sabi sometimes have difficulty fitting in with other races & cultures, especially those with a more insular or xenophobic society. Although they are native to the daylight world of Siraaj, they are equally at home in the star-lit world of Najmah.

    With the blood of the djinni in their veins, hawasabi are fast & free-willed. Because the traits that identify a hawasabi are subtle, many go unrecognized for what they are for many years, & are sometimes mistaken for sorcerers. Those who are overtly different quickly learn to disguise their nature from common folk, at least until they are able to protect themselves & strike out on their own.

    Sometimes called Haqara-Farun (“Air-Blooded”), hawasabi are widespread throughout the world of Siraaj. They can be found in most major cities in Admaja, & even have some representation on Najmah. They rarely have their own communities, preferring to integrate themselves & attempt to fit in with their parent races.

    A hawasabi is about 5-6’ tall & weighs around 120-200 pounds. They speak Auran & Common.

    Plot Hooks
    • A human official has been outed as a hawasabi, potentially ending her political career.
    • The hawasabi noble is trying to organize a pan-sabi alliance, but is facing resistance.
    • A recently-uncovered tome of lore gives credence to legends of a mighty hawasabi sorceress & her vast treasure vaults.
    Last edited by Zeta Kai; 2011-03-01 at 03:02 PM.

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    Default Re: [Hourglass of Zihaja] Chapter 9: Creatures

    Sabi, Masabi (Water Sabi)

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    Warrior 1
    Medium Outsider (Native, Water)
    Hit Dice: 1d8 (4HP)
    Initiative: +6
    Speed: 30’ (6 squares), Swim 30’ (6 squares)
    Armor Class: 17 (+2 Dex, +3 studded leather, +2 heavy wooden shield); touch 12; flat-footed 15
    Base Attack/Grapple: +1/+2
    Attack: Spear +2 melee (1d8+1/×3) or Heavy Crossbow +3 ranged (1d10+2, 19-20/×3)
    Full Attack: Spear +2 melee (1d8+1/×3) or Heavy Crossbow +3 ranged (1d10+2, 19-20/×3)
    Space/Reach: 5’/5’
    Special Attacks: N/A
    Special Qualities: Darkvision 60’, Elemental Resistance, Genie Heritage, Native traits, Outsider traits, Spell-like Abilities
    Saves: Fort +2, Ref +4, Will +2
    Abilities: Str 13 (+1), Dex 14 (+2), Con 10 (+0), Int 12 (+1), Wis 11 (+0), Cha 8 (-1)
    Skills: Climb +5, Jump +5, Swim +9
    Feats: Improved Initiative, Racial Feat (Bonus)
    Environment: any land or aquatic (Siraaj)
    Organization: solitary, squad (2-4), company (11-20 plus 2 3rd-level sergeants & 1 leader of 3rd-6th level), or band (30-100 plus 20% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, & 3 7th-level captains)
    Challenge Rating: 1
    Treasure: standard
    Alignment: often Chaotic Neutral
    Advancement: by character class
    Level Adjustment: +1

    Combat
    A masabi is a capricious being with a dichotomous nature, & as such, they are unpredictable. Sometimes they would rather settle a conflict peacefully; at other times, however, they will unsheathe their blades at the first sign of trouble. They tend to wear light armor, for increased maneuverability, & prefer bladed weapons as opposed to bludgeoning weapons.

    Elemental Resistance: A masabi gains Cold Resistance 2.

    Genie Heritage (Sp): A masabi gains a +2 racial bonus on saving throws against [Water] spells & effects. This bonus increases by +2 for every 5 class levels the sabi attains.

    Outsider traits: All creatures with the Outsider type possess the following traits:
    • Darkvision out to 60’.
    • An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be.
    • Proficient with all simple & martial weapons & any weapons mentioned in its entry.
    • Outsiders not indicated as wearing armor are not proficient with armor or shields.
    • Native outsiders breathe, eat, & sleep.
    Racial Skills: A masabi character gains a +4 racial bonus on Swim checks.

    Racial Feat: Masabi gain a bonus feat, chosen from the following list: Clever Wit, Diverse Background, Elemental Attunement, Legacy of the Genie, Magically Sensitive..

    Spell-Like Abilities
    • 3/Day: hydrate
    • 1/Day: fog cloud
    • Caster level 5th. The save DCs are Intelligence-based.

    Water traits: All creatures with the Water subtype possess the following traits:
    • Water creatures always have swim speeds, & can move in water without making Swim checks.
    • A water creature can breathe underwater & usually can breathe air as well.

    Masabi Lore
    Characters that have ranks in Knowledge (Local) or Knowledge (The Planes) can learn more about masabi. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC’s.
    • DC11: “When the blood of the genies is thinned through intermingling with mortal beings, a sabi is often the result.” A character making this check recalls all native outsider traits.
    • DC16: “Sabi of the water have the rivers & the oceans in their veins, inherited from their marid ancestors.” A character making this check knows the workings of the Create Water Levitate ability.
    • DC21: “The most famous of all masabi was an affable scoundrel named the Laughing Padishah, who led a small army against hordes of sahuagin, defending the pahari & getting very rich in the process.” A character making this check remembers the Clerical Focus of a sabi, as well as their Genie Heritage & combat tactics.
    • DC26: “They mostly live in coastal areas, & their only known major settlement is in the city of Zawraq.” A character making this check is familiar with tarisabi settlements & habits.

    Abilities & Racial Features
    Masabi characters possess the following racial traits:
    • +2 Dexterity, +2 Charisma.
    • Outsider (Native, Water): Masabi are not subject to spells or effects that affect humanoids only, such as charm person or dominate person. They also can be raised, reincarnated, or resurrected just as other living creatures can be, & they need to eat & sleep. Water creatures always have swim speeds, & can move in water without making Swim checks. A water creature can breathe underwater & usually can breathe air as well.
    • Medium Size: As Medium creatures, masabi have no special bonuses or penalties due to their size.
    • Masabi base speed is 30 feet. They swim at a speed of 30 feet.
    • Masabi breathe water as an extraordinary ability.
    • Darkvision up to 60 feet.
    • Elemental Resistance: A masabi gains Cold Resistance 2.
    • Genie Heritage (Sp): A masabi gains a +2 racial bonus on saving throws against [Water] spells & effects. This bonus increases by +2 for every 5 class levels the sabi attains.
    • Racial Skills: A masabi character gains a +4 racial bonus on Swim checks.
    • Racial Feat: Masabi gain a bonus feat, chosen from the following list: Clever Wit, Diverse Background, Elemental Attunement, Legacy of the Genie, Magically Sensitive.
    • Spell-Like Abilities
      • 3/Day: hydrate
      • 1/Day: fog cloud
      • Caster level 5th. The save DCs are Intelligence-based.
    • Automatic Languages: Aquan. Bonus Languages: Common.
    • Favored Class: Bard.
    • Level Adjustment: +1.

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    Please see Genasi in the Monster Manual 2, pages 116-118.

    The figure before you appears to be a Human. Their hair is slicked back, as if it were dripping wet. Their skin has a scaly greenish cast, like that of a fish.

    The product of a union between half-genies & mortals, the sabi (SAH-bee) are a blend of the magical & the mundane. Caught between two radically different worlds, sabi sometimes have difficulty fitting in with other races & cultures, especially those with a more insular or xenophobic society. Although they are native to the daylight world of Siraaj, they are equally at home in the star-lit world of Najmah.

    With the blood of the marids in their veins, masabi are patient & independent, used to solving problems on their own & not afraid to take a lot of time doing so. At times they are fierce & destructive like terrible storms, but more often than not they present a tranquil appearance, despite whatever emotions run underneath that quiet surface. Because their elemental forebear usually has no interest in them, masabi are often abandoned by their mortal parents & raised instead by aquatic creatures such as merfolk, sahuagin, or pahari. Masabi usually leave their parents (real or adoptive) upon reaching maturity, taking to the open sea in order to explore, learn, & develop their own personality & place in the world.

    Sometimes called Nuza-Farun (“Water-Blooded”), masabi feel that they are unique & superior to the humans who bore them. They have little or no interest in others of their kind; since they can wander both the land & the seas, they feel there is room enough in the world that masabi need not crowd each other or even meet. They tend to live alongside the coastlines, on both sides of the surf, but the only major settlement of masabi is in the city of Zawraq.

    A masabi is about 5-6’ tall & weighs around 120-220 pounds. They speak Aquan & Common.

    Plot Hooks
    • Tension is brewing between the masabi & narsabi enclaves, sparked by a minor dispute.
    • A masabi noble is trying to broker a deal with the pahari, but the pact may be the target of sabotage efforts from an unknown party.
    • A masabi explorer is organizing an expedition to the ruins of an underwater city.
    Last edited by Zeta Kai; 2011-03-01 at 03:04 PM.

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    Default Re: [Hourglass of Zihaja] Chapter 9: Creatures

    Sabi, Narsabi (Fire Sabi)

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    Warrior 1
    Medium Outsider (Native)
    Hit Dice: 1d8+1 (5HP)
    Initiative: +1
    Speed: 30’ (6 squares)
    Armor Class: 17 (+1 Dex, +4 chain shirt, +2 heavy steel shield); touch 11; flat-footed 16
    Base Attack/Grapple: +1/+3
    Attack: Scimitar +3 melee (1d6+2, 18-20/×2) or Light Crossbow +2 ranged (1d8+1, 19-20/×2)
    Full Attack: Scimitar +3 melee (1d6+2, 18-20/×2) or Light Crossbow +2 ranged (1d8+1, 19-20/×2)
    Space/Reach: 5’/5’
    Special Attacks: N/A
    Special Qualities: Darkvision 60’, Elemental Resistance, Genie Heritage, Hot to the Touch, Native traits, Outsider traits, Spell-like Abilities
    Saves: Fort +3, Ref +3, Will +1
    Abilities: Str 14 (+2), Dex 13 (+1), Con 12 (+1), Int 13 (+1), Wis 8 (-1), Cha 8 (-1)
    Skills: Bluff +3, Climb +6, Intimidate +5, Jump +6
    Feats: Dodge, Racial Feat (Bonus)
    Environment: any land (Siraaj)
    Organization: solitary, squad (2-4), company (11-20 plus 2 3rd-level sergeants & 1 leader of 3rd-6th level), or band (30-100 plus 20% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, & 3 7th-level captains)
    Challenge Rating: 1
    Treasure: standard
    Alignment: often Chaotic Neutral
    Advancement: by character class
    Level Adjustment: +1

    Combat
    As the most martially-oriented of the sabi kin, narsabi are almost always ready for a fight. They enter a batter the way that they approach anything else: with passion & zeal. They will use anything that they have at their disposal in order to win, showing no preference for particular tactics. They usually wear heavier armor, often choosing metal over other materials.

    Elemental Resistance: A narsabi gains Fire Resistance 2.

    Genie Heritage (Sp): A narsabi gains a +2 racial bonus on saving throws against [Fire] spells & effects. This bonus increases by +2 for every 5 class levels the sabi attains.

    Hot to the Touch (Ex): Each time that a narsabi character makes a successful attack with a natural weapon or an unarmed strike, they deal an additional 1 point of fire damage. This damage cannot be added to any other melee or ranged attack. In addition, they deal 1 point of fire damage per round to all opponents that are grappling them.

    Outsider traits: All creatures with the Outsider type possess the following traits:
    • Darkvision out to 60’.
    • An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be.
    • Proficient with all simple & martial weapons & any weapons mentioned in its entry.
    • Outsiders not indicated as wearing armor are not proficient with armor or shields.
    • Native outsiders breathe, eat, & sleep.

    Racial Skills: A narsabi character gains a +2 racial bonus on Bluff & Intimidate checks.

    Racial Feat: Narsabi gain a bonus feat, chosen from the following list: Clever Wit, Diverse Background, Elemental Attunement, Legacy of the Genie, Magically Sensitive.

    Spell-Like Abilities
    • 3/Day: flickerflame
    • 1/Day: flame blade
    • Caster level 5th. The save DCs are Intelligence-based.

    Narsabi Lore
    Characters that have ranks in Knowledge (Local) or Knowledge (The Planes) can learn more about narsabi. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC’s.
    • DC11: “When the blood of the genies is thinned through intermingling with mortal beings, a sabi is often the result.” A character making this check recalls all native outsider traits.
    • DC16: “Sabi of the fire have the heat & the flame in their veins, inherited from their efreet ancestors.” A character making this check knows the workings of the Control Flame ability.
    • DC21: “The infamous Circle of Jalud is a diabolical cabal of sorcerers & wizards operating out of Maisan who only accept narsabi within their ranks.” A character making this check remembers the Clerical Focus of a sabi, as well as their Genie Heritage & combat tactics.
    • DC26: “They gravitate toward the warmer parts of the world, & are especially plentiful in the hottest deserts, where efreet are also known to gather.” A character making this check is familiar with narsabi settlements & habits.

    Abilities & Racial Features
    Narsabi characters possess the following racial traits:
    • +2 Dexterity, +2 Intelligence.
    • Outsider (Native): Narsabi are not subject to spells or effects that affect humanoids only, such as charm person or dominate person. They also can be raised, reincarnated, or resurrected just as other living creatures can be, & they need to eat & sleep.
    • Medium Size: As Medium creatures, narsabi have no special bonuses or penalties due to their size.
    • Narsabi base speed is 30 feet.
    • Darkvision up to 60 feet.
    • Elemental Resistance: A narsabi gains Fire Resistance 2.
    • Genie Heritage (Sp): A narsabi gains a +2 racial bonus on saving throws against [Fire] spells & effects. This bonus increases by +2 for every 5 class levels the sabi attains.
    • Hot to the Touch (Ex): Each time that a narsabi character makes a successful attack with a natural weapon or an unarmed strike, they deal an additional 1 point of fire damage. This damage cannot be added to any other melee or ranged attack. In addition, they deal 1 point of fire damage per round to all opponents that are grappling them.
    • Racial Skills: A narsabi character gains a +2 racial bonus on Bluff & Intimidate checks.
    • Racial Feat: Narsabi gain a bonus feat, chosen from the following list: Clever Wit, Diverse Background, Elemental Attunement, Legacy of the Genie, Magically Sensitive.
    • Spell-Like Abilities
      • 3/Day: flickerflame
      • 1/Day: flame blade
      • Caster level 5th. The save DCs are Intelligence-based.
    • Automatic Languages: Ignan. Bonus Languages: Common.
    • Favored Class: Rogue.
    • Level Adjustment: +1.

    4E Material
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    Please see Genasi in the Monster Manual 2, pages 116-118.


    The figure before you appears to be a Human. Their skin is a warm-looking red, like heated metal. Their eyes have a burning intensity, as if they were fiery coals.

    The product of a union between half-genies & mortals, the sabi (SAH-bee) are a blend of the magical & the mundane. Caught between two radically different worlds, sabi sometimes have difficulty fitting in with other races & cultures, especially those with a more insular or xenophobic society. Although they are native to the daylight world of Siraaj, they are equally at home in the star-lit world of Najmah.

    With the blood of the efreeti in their veins, narsabi are usually thought of as hot-blooded & quick to anger, & they have earned that reputation. Mercurial, proud, & often fearless, they are not content to sit & watch the world pass them by. Narsabi have obvious physical traits that mark them as different from mortal races, & they are often the target of mistrust & persecution. Some narsabi are able to use their quick wits to turn the tables on their tormentors, while others find that their barbed words only make their foes angrier. Many narsabi are destroyed as infants by their own parents who fear that they are demon-spawn.

    Sometimes called Zarqa-Farun (“Fire-Blooded”), narsabi are proud of their ancestry & consider themselves superior to normal humans, although the smarter ones don’t make an issue of it. Narsabi enjoy the company of their own kind & have been known to form elite groups of mages or fighters that hire themselves out on the basis of their skill & heritage. They have been known to adopt the narsabi children of mortal parents as well. They tend to live in places that are hot & arid, such as the Satha Laylanuha (especially Fire Hand Mountain), & they have a large community in the city of Maisan (on Siraaj), as well as one in the city of Agni (on Najmah).

    A narsabi is about 5-6½’ tall & weighs around 120-275 pounds. They speak Common & Ignan.

    Plot Hooks
    • A recent series of house fires is declared the work of an arsonist, & the narsabi population is taking the blame.
    • A band of narsabi bandits has been raiding nearby settlements, prompting a rich bounty.
    • A charismatic narsabi paladin is recruiting brave warriors for a crusade into the desert.
    Last edited by Zeta Kai; 2011-03-01 at 03:08 PM.

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    Default Re: [Hourglass of Zihaja] Chapter 9: Creatures

    Sabi, Tarisabi (Earth Sabi)

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    Warrior 1
    Medium Outsider (Native)
    Hit Dice: 1d8+2 (6HP)
    Initiative: +0
    Speed: 30’ (6 squares)
    Armor Class: 16 (+4 chain shirt, +2 heavy steel shield); touch 10; flat-footed 16
    Base Attack/Grapple: +1/+2
    Attack: Warhammer +2 melee (1d8+1/×3) or Javelin +1 ranged (1d6+1)
    Full Attack: Warhammer +2 melee (1d8+1/×3) or Javelin +1 ranged (1d6+1)
    Space/Reach: 5’/5’
    Special Attacks: N/A
    Special Qualities: Darkvision 60’, Elemental Resistance, Genie Heritage, Native traits, Outsider traits, Spell-like Abilities
    Saves: Fort +4, Ref +2, Will +2
    Abilities: Str 13 (+1), Dex 10 (+0), Con 14 (+2), Int 13 (+1), Wis 10 (+0), Cha 8 (-1)
    Skills: Balance +3, Climb +5, Jump +5, Tumble +3
    Feats: Power Attack, Racial Feat (Bonus)
    Environment: any land or underground (Siraaj)
    Organization: solitary, squad (2-4), company (11-20 plus 2 3rd-level sergeants & 1 leader of 3rd-6th level), or band (30-100 plus 20% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, & 3 7th-level captains)
    Challenge Rating: 1
    Treasure: standard
    Alignment: often Lawful Neutral
    Advancement: by character class
    Level Adjustment: +1

    Combat
    Although tarisabi are a pensive lot, they are more than willing to defend themselves & whatever they hold dear, & they tend to have the muscle to back up that determination. They usually opt for straightforward melee tactics, largely eschewing ranged or magical attacks. They are comfortable in armor, & will use as much of it as they can obtain to enhance their natural resilience.

    Elemental Resistance: A tarisabi gains Acid Resistance 2.

    Genie Heritage (Sp): A tarisabi gains a +2 racial bonus on saving throws against [Earth] spells & effects. This bonus increases by +2 for every 5 class levels the sabi attains. This bonus also applies to all saves against petrification & disintegration effects.

    Outsider traits: All creatures with the Outsider type possess the following traits:
    • Darkvision out to 60’.
    • An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be.
    • Proficient with all simple & martial weapons & any weapons mentioned in its entry.
    • Outsiders not indicated as wearing armor are not proficient with armor or shields.
    • Native outsiders breathe, eat, & sleep.

    Racial Skills: A tarisabi character gains a +2 racial bonus on Balance & Tumble checks.

    Racial Feat: Tarisabi gain a bonus feat, chosen from the following list: Clever Wit, Diverse Background, Elemental Attunement, Legacy of the Genie, Magically Sensitive.

    Spell-Like Abilities
    • 3/Day: resistance (DC10)
    • 1/Day: barkskin
    • Caster level 5th. The save DCs are Wisdom-based.

    Tarisabi Lore
    Characters that have ranks in Knowledge (Local) or Knowledge (The Planes) can learn more about tarisabi. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC’s.
    • DC11: “When the blood of the genies is thinned through intermingling with mortal beings, a sabi is often the result.” A character making this check recalls all native outsider traits.
    • DC16: “Sabi of the earth have the soil & the mountains in their veins, inherited from their dao ancestors.” A character making this check knows the workings of the Pass Without Trace ability.
    • DC21: “The most famous of all tarisabi was a warlord named Qalim Qanuil, a self-titled khan who tore a path of conquest through the Satha Laylanuha, into modern-day Burdusq.” A character making this check remembers the Clerical Focus of a sabi, as well as their Genie Heritage & combat tactics.
    • DC26: “They do not gather together in large communities, but they can often be found in caverns or mountain camps.” A character making this check is familiar with tarisabi settlements & habits.

    Abilities & Racial Features
    Tarisabi characters possess the following racial traits:
    • +2 Strength, +2 Constitution.
    • Outsider (Native): Tarisabi are not subject to spells or effects that affect humanoids only, such as charm person or dominate person. They also can be raised, reincarnated, or resurrected just as other living creatures can be, & they need to eat & sleep.
    • Medium Size: As Medium creatures, tarisabi have no special bonuses or penalties due to their size.
    • Tarisabi base speed is 30 feet.
    • Darkvision up to 60 feet.
    • Elemental Resistance: A tarisabi gains Acid Resistance 2.
    • Genie Heritage (Sp): A tarisabi gains a +2 racial bonus on saving throws against [Earth] spells & effects. This bonus increases by +2 for every 5 class levels the sabi attains. This bonus also applies to all saves against petrification & disintegration effects.
    • Racial Skills: A tarisabi character gains a +2 racial bonus on Balance & Tumble checks.
    • Racial Feat: Tarisabi gain a bonus feat, chosen from the following list: Clever Wit, Diverse Background, Elemental Attunement, Legacy of the Genie, Magically Sensitive.
    • Spell-Like Abilities
      • 3/Day: resistance (DC10)
      • 1/Day: barkskin
      • Caster level 5th. The save DCs are Wisdom-based.
    • Automatic Languages: Terran. Bonus Languages: Common.
    • Favored Class: Fighter.
    • Level Adjustment: +1.

    4E Material
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    Please see Genasi in the Monster Manual 2, pages 116-118.


    The figure before you appears to be a Human. Their body is solidly built, as if made of wrought iron. Their skin is mottled & dull, like a smooth stone.

    The product of a union between half-genies & mortals, the sabi (SAH-bee) are a blend of the magical & the mundane. Caught between two radically different worlds, sabi sometimes have difficulty fitting in with other races & cultures, especially those with a more insular or xenophobic society. Although they are native to the daylight world of Siraaj, they are equally at home in the star-lit world of Najmah.

    With the blood of the dao in their veins, tarisabi are patient, stubborn, & contemplative in their decision-making. Marked at birth with obvious traits reflecting their heritage, tarisabi are often shunned by others, but their physical gifts make them able to defend themselves against most attackers. Their strength & girth means that they sometimes become bullies, attracting sycophants out of fear & respect for their power.

    Tarisabi, like all elemental planetouched, are proud of their nature & abilities, but their pride is a quiet, confident sort rather than a boastful one. They are pragmatic about their parentage, usually not going out of their way to learn their ancestry but not avoiding the topic either. They have no special relationship with others of their kind, although they seem to prefer others who share their physical differences. Sometimes called Qehala-Farun (“Earth-Blooded”), they have no significant settlements of their own; those tarisabi that don’t live among their parent races gather instead with their immediate families in underground caverns or mountain camps.

    A tarisabi is about 5-6’ tall & weighs around 120-320 pounds. They speak Common & Terran.

    Plot Hooks
    • A tarisabi noble is attempting to fund & organize a new community for all sabi-kind, far from other races.
    • An enclave of tarisabi recently vanished without a trace.
    • A tarisabi fighter has declared himself unbeatable & is offering to take on all challengers.
    Last edited by Zeta Kai; 2011-03-01 at 03:09 PM.

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    Default Re: [Hourglass of Zihaja] Chapter 9: Creatures

    Samandar

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    Huge Magical Beast (Fire)
    Hit Dice: 17d10+102 (195HP)
    Initiative: +12
    Speed: 20’ (4 squares), Fly 150’ (30 squares, average maneuverability)
    Armor Class: 24 (-2 size, +8 Dex, +8 natural); touch 16; flat-footed 16
    Base Attack/Grapple: +17/+31
    Attack: Talon +21 melee (1d8+6 plus 2d6 fire) or Bite +21 melee (2d6+6 plus 2d6 fire)
    Full Attack: 2 Talons +21 melee (1d8+6 plus 2d6 fire) & Bite +16 melee (2d6+3 plus 2d6 fire)
    Space/Reach: 15’/10’
    Special Attacks: Spell-Like Abilities
    Special Qualities: Fire traits, Healing Flames, Magical Beast traits, Rebirth
    Saves: Fort +16, Ref +18, Will +9
    Abilities: Str 23 (+6), Dex 27 (+8), Con 22 (+6), Int 10 (+0), Wis 15 (+2), Cha 20 (+5)
    Skills: Concentration +13, Hide -1, Intimidate +11, Listen +8, Move Silently +15, Spot +10
    Feats: Dodge, Flyby Attack, Improved Flyby Attack, Improved Initiative, Iron Will, Mobility
    Environment: any (Siraaj or Najmah)
    Organization: solitary, pair, or conflagration (2-6)
    Challenge Rating: 16
    Treasure: N/A
    Alignment: always Neutral Good
    Advancement: 18-34HD (Huge), 35-51HD (Gargantuan), 52-68HD (Colossal)
    Level Adjustment: N/A

    Combat
    A samandar is a formidable opponent, one that should not be underestimated. Although it is not terribly aggressive, it can be quickly angered if provoked. Also, it will not tolerate any creature trespassing onto its territory, which is usually restricted to its nest & the surrounding mountain top. A samandar will most likely use one of its many fire-based spell-like abilities to subdue opponents. Fire-resistant foes will have a much easier time contending with the beast, but will still have to contend with its talons & bite. If in serious danger, it will not hesitate to retreat & heal itself, to better prepare for another battle later.

    Spell-Like Abilities
    • At Will: aid, burning hands (DC16), cure minor wounds (DC15), flaming sphere (DC17), produce flame, protection from energy (DC18), searing light
    • 3/Day: cure critical wounds (DC19), fire shield, rainbow pattern (DC19), sunbeam (DC22), teleport, wall of fire
    • 1/Day: disintegrate (DC22), fire storm (DC22), incendiary cloud (DC23), regenerate (DC22), true seeing (DC20)
    • Caster level 15th. The save DCs are Charisma-based.

    Fire traits: A creature with the fire subtype has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.

    Healing Flames (Su): A samandar can transform the properties of its fiery magic so that it can heal instead of burn. Whenever it casts a spell-like ability with the [Fire] descriptor, it can change the spell’s effects so that it can restore a number of hit points equal to the fire damage that it would normally inflict. Energy resistance &/or immunity apply to this, so any healing is reduced &/or negated appropriately.

    Magical Beast traits: All creatures with the Magical Beast type possess the following traits:
    • Darkvision out to 60’.
    • Proficient with its natural weapons only.
    • Proficient with no armor.
    • Magical Beasts eat, sleep, & breathe.

    Rebirth (Su): A samandar can be reborn from its own ashes. If a samandar dies (from any cause), then its body will be consumed in a blaze of fire. Everything within 30’ of its body takes 4d6 points of fire damage (no save allowed), & an egg is formed at the spot. If the adamantine-shelled egg is allowed to, it will hatch within 3d6+12 days, unveiling a brand new samandar. This samandar will have 1HD, & will gain 1HD per week until it is fully grown. Immature samandars cannot use their own Rebirth ability.

    Samandar Lore
    Characters that have ranks in Knowledge (Arcana) can learn more about samandari. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC’s.
    • DC26: “At once both beautiful & fearsome, a real-life phoenix exists far from civilized lands.” A character making this check recalls all magical beast traits & fire traits.
    • DC31: “Most correctly known as a samandar, this great fiery creature commands many magical powers, most of them fire-based.” A character making this check knows the workings of the samandar spell-like abilities.
    • DC36: “It is said that not even death will extinguish its flames.” A character making this check remembers the mechanics of Rebirth & Healing Flames.

    Samandar Egg
    • 40HP
    • Hardness: 20
    • Value: 130,000gp
    • Only known source of sankara (adamantine) on Siraaj

    4E Material
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    Please see Phoenix in the Monster Manual 1, page 220.


    Diving in from above, an imposing creature suddenly comes into view. It is a great bird, larger than any such beast has any right to be, but that is not what makes it so daunting. It is the fact that the avian being is completely engulfed in flames, as if it were actually made of pure fire. Its eyes blaze as bright as angry suns as it swoops forward.

    Some myths are nearly universal in scope. Vampires, dragons, ghosts, & angels are featured in almost every culture, in almost every imaginable form. Another creature of ubiquitous legend is that of the phoenix, a magical bird that rises from its own funeral pyre, born anew. These tales are believed to have been spun from the wondrous behavior of a bird more properly called a Samandar.

    The samandar (sah-MAHN-dar) is a mighty-yet-peaceful beast, content to live far from lesser beings. Also known as a Zarqa Leqad (“Fire Bird”), it usually makes its nest on tall snowless mountain peaks, giving locals the erroneous impression that the mountain may actually be a volcano. Having no predators, it will also soar far & wide for suitable prey, often feeding on elephants, karkadans, & immature dragons.

    A samandar is about 18’-24’ long, with a 36’-48’ wingspan, & weighs around 1½-2 tons. On the rare occasions when they actually speak, they use either Common or, more often, Archaic.

    Plot Hooks
    • A nearby mountain peak has become engulfed in flames, & officials are hiring intrepid explorers to investigate.
    • A large silvery orb, made of a strange metal & hot to the touch, has been found in the mountains.
    • An immense bird, wreathed in flame, has been circling the skies of late, which is viewed as an ill omen.
    Last edited by Zeta Kai; 2011-02-25 at 06:36 AM.

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    Default Re: [Hourglass of Zihaja] Chapter 9: Creatures

    Sarsaok

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    Huge Magical Beast
    Hit Dice: 7d10+35 (73HP)
    Initiative: -1
    Speed: 40’ (8 squares)
    Armor Class: 12 (-2 size, -1 Dex, +5 natural); touch 7; flat-footed 12
    Base Attack/Grapple: +7/+25
    Attack: Gore +15 melee (2d6+10)
    Full Attack: Gore +15 melee (2d6+10)
    Space/Reach: 15’/10’
    Special Attacks: Stampede, Trample 2d6+15
    Special Qualities: Lifeblood, Low-Light Vision, Magical Beast traits, Scent
    Saves: Fort +10, Ref +4, Will +3
    Abilities: Str 30 (+10), Dex 8 (-1), Con 20 (+5), Int 3 (-4), Wis 12 (+1), Cha 6 (-2)
    Skills: Jump +11, Survival +10
    Feats: Power Attack, Run, Skill Focus (Survival)
    Environment: warm plains (Siraaj)
    Organization: Solitary, pair, herd (3-30), or migration (60-600)
    Challenge Rating: 4
    Treasure: N/A
    Alignment: always Neutral
    Advancement: 8-14HD (Huge), 15-28HD (Gargantuan)
    Level Adjustment: N/A

    Combat
    A sarsaok is so large & formidable that it seldom has to defend itself. On the rare occasions when it is provoked into a fight, such as when a member of its herd is attacked, it will charge & trample its opponents into the ground. If sufficiently frightened (not a small feat for their enemies), then a herd will begin stampeding, & it will not stop until they cannot remember what goaded them.

    Stampede (Ex): A frightened herd of sarsaok flees as a group in a random direction (but always away from the perceived source of danger). They literally run over anything of Huge size or smaller that gets in their way, dealing 1d12 points of bludgeoning damage for each 3 sarsaok in the herd; Reflex save (DC23) for half damage. The save DC is Strength-based.

    Trample (Ex): Attack bonus +15 melee, damage 2d6+15; Reflex save (DC23) for half damage; the save DC is Strength-based.

    Lifeblood (Su): A sarsaok’s blood has amazing healing qualities. A 1-ounce vial of sarsaok blood can magically restore 1 hit point, just like a casting of a cure minor wounds spell. An 8-ounce flask of sarsaok blood can magically restore 1 point of ability damage. This property of the blood lasts for 1d12 minutes after removal from a living sarsaok’s body. A single sarsaok holds 500 fluid ounces of usable blood in its body.

    Magical Beast traits: All creatures with the Magical Beast type possess the following traits:
    • Darkvision out to 60’.
    • Proficient with its natural weapons only.
    • Proficient with no armor.
    • Magical Beasts eat, sleep, & breathe.

    Scent (Ex): A sarsaok can detect opponents by sense of smell within 60’ (×2 for upwind opponents, ×½ for downwind opponents)

    Sarsaok Lore
    Characters that have ranks in Knowledge (Arcana) can learn more about sarsaoks. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC’s.
    • DC14: “Crossing the sun-baked savannas are herds of giant ox-like beasts.” A character making this check recalls all magical beast traits.
    • DC19: “Called sarsaoks, these enormous brutes are usually quite gentle, & their blood can actually heal the injured or the sick.” A character making this check knows the workings of the Lifeblood quality.
    • DC24: “It is unwise to aggravate a sarsaok, though, for a single one can trample many men, & a stampeding herd could flatten an entire village.” A character making this check remembers the mechanics of Scent, Stampede, & Trample.
    • DC29: “They were once much more numerous, before the Empire of Admaja hunted them to near-extinction.” A character making this check is familiar with a sarsaok’s migration habits & usual feeding/mating grounds.

    Sarsaok Horns
    • Value: 54gp

    Sarsaok Blood (1 ounce)
    • Value: 10gp

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    From a distance, the great beast may have been mistaken for some sort of oxen. Upon closer inspection, though, no such mistake can be made. The massive creature must be twice as tall as a full-grown man, & is rippling with enormous muscles beneath its furry hide. Most of its immense form is covered in coarse dark fur, especially a shaggy mane that wreathes its blunt head. Two monstrous horns curve downward from its forehead, jutting out like stone from the soil.

    In ancient times, before even the rise of the Empire of Admaja, gigantic creatures roamed the savannahs, bovine beasts as large as elephants. They are now called the sarsaoks, & although not as powerful or a threatening as the karkadani, their great size & sharp black horns guaranteed that they were given wide berth. The Admajai chose the peaceful brutes as their mascot, as a symbol of their power & endurance. But during the empire’s reign, they often hunted the sarsaoks, & by the time the empire finally fell, the mighty creatures were nearly wiped out.

    The primary reason for hunting the sarsaoks is the same reason that they were likely chosen as the imperial icon: their blood, which has miraculous healing properties. Also known in some regions as an auroch, & once known among the Admajai as a Farun-Uru (“Blood Ox”), a sarsaok (SAR-say-ahk) has blood which can heal the sick & wounded. Hunted for their blood & their horns, it was only the decline of the Admajai that saved them from extinction. Now travelling across the land in great migrations, the sarsaoks have begun to return to their former glory.

    A sarsaok is about 12-16’ tall, 24’-32’ long, & weighs about 9-12 tons. It speaks no language, although it can be trained to follow 1d6 single-word commands, of any language.

    Plot Hooks
    • A new merchant has set up a lucrative shop in the bazaar, selling a cheap & effective healing potion.
    • Poachers are disappearing lately, failing to return from their sarsaok-related hunts.
    • Herds of sarsaoks have been stampeding through the area, provoked by some unknown stimulus.

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    Default Re: [Hourglass of Zihaja] Chapter 9: Creatures

    Shaghal

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    Warrior 1
    Medium Humanoid (Gnoll)
    Hit Dice: 2d8+4 (13HP)
    Initiative: +1
    Speed: 30’ (6 squares), Climb 20’ (4 squares)
    Armor Class: 18 (+1 Dex, +2 natural, +4 chain shirt, +1 light steel shield); touch 11; flat-footed 17
    Base Attack/Grapple: +1/+4
    Attack: Kukri +4 melee (1d4+3, 18-20/×2) or Light Crossbow +2 ranged (1d8+1/19-20, 80’ range increment)
    Full Attack: Kukri +4 melee (1d4+3, 18-20/×2) or Light Crossbow +2 ranged (1d8+1/19-20, 80’ range increment)
    Space/Reach: 5’/5’
    Special Attacks: N/A
    Special Qualities: Darkvision 60’, Humanoid traits, Light Sensitivity, Skills, Spell Resistance 11
    Saves: Fort +5, Ref +1, Will +1
    Abilities: Str 17 (+3), Dex 12 (+1), Con 14 (+2), Int 13 (+1), Wis 12 (+1), Cha 8 (-1)
    Skills: Climb +8, Listen +5, Move Silently +7, Survival +5
    Feats: Power Attack
    Environment: warm plains or underground (Siraaj)
    Organization: solitary, pair, pack (3-5 & 1-4 jackals), horde (15-120 plus 50% noncombatants plus 1 3rd-level sergeant per 25 adults & 1 leader of 4th-6th level & 7-12 jackals), or tribe (30-240 plus 1 3rd-level sergeant per 25 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, & 11-20 jackals)
    Challenge Rating: 2
    Treasure: standard
    Alignment: often Lawful Evil
    Advancement: by character class
    Level Adjustment: +2

    Combat
    A shaghal is not afraid of a good fight, for their religion necessitates invasion & subjugation. Arrogant & confident, they are not prone to mercy or cowardice; as such, they will rarely flee or surrender. They usually stage their assault on caravans & settlements at night or twilight, & almost never wage war in the daytime. They favor pitting their slaves against their enemies, but will open fire with their crossbows or their spells if it is particularly advantageous to do so. They usually reserve melee attacks for a last resort.

    Humanoid traits: All creatures with the Humanoid type possess the following traits:
    • Proficient with all simple weapons, or by character class.
    • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, or by character class. If a humanoid does not have a class & wears armor, it is proficient with that type of armor & all lighter types. Humanoids not indicated as wearing armor are not proficient with armor. Humanoids are proficient with shields if they are proficient with any form of armor.
    • Humanoids breathe, eat, & sleep.

    Light Sensitivity (Ex): Shaghals are dazzled in bright sunlight or within the radius of a daylight spell.

    Skills: A shaghal character has a +2 racial bonus on Climb, Move Silently, & Survival checks. In addition, a shaghal can always choose to take 10 on Climb checks, even if rushed or threatened.

    Shaghal Lore
    Characters that have ranks in Knowledge (Local) can learn more about shaghals. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC’s.
    • DC12: “Cruising the coastal waters are ships of brutal gnoll-like creatures, who seek to conquer & enslave all that they see.” A character making this check recalls all humanoid traits.
    • DC17: “Known as shaghals, these conceited beings are related to gnolls, but have none of their pleasantness & affability.” A character making this check knows about the shaghal’s hit dice, as well as their skill bonuses.
    • DC22: “They are sensitive to bright light, & can see well in complete darkness, so they are most active in the middle of the night.” A character making this check remembers the mechanics of Light Sensitivity, as well as their Spell Resistance.
    • DC27: “Their god, Nathar, stipulates that dominance of all Siraaj is the only path that leads to salvation from the restless dead.” A character making this check is familiar with shaghal culture & history, as well as how to find their cavernous lairs.

    Abilities & Racial Features
    Shaghal characters possess the following racial traits:
    • Strength +4, Dexterity +2, Intelligence +2.
    • Humanoid (Gnoll): Shaghals are subject to spells or effects that affect humanoids only, such as charm person or dominate person.
    • Medium Size: As Medium creatures, shaghals have no special bonuses or penalties due to their size.
    • Gnoll Blood: For all effects related to race, a shaghal is considered a gnoll.
    • A shaghal’s base land speed is 30 feet.
    • A shaghal’s base climb speed is 20 feet.
    • Darkvision out to 60 feet.
    • Racial Hit Dice: A shaghal begins with 2 levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, & base saving throw bonuses of Fort +3, Ref +0, & Will +0.
    • Racial Skills: A shaghal’s humanoid levels give it skill points equal to 5 × (2 + Int modifier, minimum 1). Its class skills are Climb, Listen, Move Silently, & Survival. A shaghal character has a +2 racial bonus on Climb & Move Silently checks. In addition, a shaghal can always choose to take 10 on Climb checks, even if rushed or threatened.
    • Racial Feat: A shaghal’s humanoid levels give it one feat.
    • Spell resistance equal to 10 + class levels.
    • +2 racial bonus on all Reflex saves.
    • Light Sensitivity (Ex): Shaghals are dazzled in bright sunlight or within the radius of a daylight spell.
    • +2 natural armor bonus.
    • Automatic Languages: Shagalai (Shaghal). Bonus Languages: Common, Ghul, & Gnoll.
    • Favored Class: Wizard (enchanter or necromancer).
    • Level Adjustment: +2.

    Shaghal Mutants
    About one in 100 shaghals has long jet-black fur & fierce claws. Such creatures, known as Hul Shaghali, have the following additional traits:
    • Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds a shaghal for 1d4 rounds. On subsequent rounds, they are dazzled as long as they remain in the affected area.
    • Natural Weapon (Ex): Claw (1d6 + Str); slashing damage.
    • Racial Skills: A hul shaghal has a +2 racial bonus on Hide & Intimidate checks.

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    The proud figure before you appears to be a well-muscled human covered in short dark fur. Its head is that of a severe-looking hound, although its eyes betray a cold, ruthless intellect. Its robes are scanty yet regal, & it wears multiple golden bands on its bare arms & legs.

    There is a reason that many cities have massive stone walls build around them. They are built to defend the city & its citizens from outside attack. Among the most persistent threats to the coastal cities are the invading armies of the Shaghals, who wage a campaign of conquest against all civilized lands within their reach.

    Sometimes called a jackal-gnoll, a shaghal (shah-GAHL) is in fact related to the common gnoll, & they share their sophistication. But unlike their amicable & urbane kin, shaghals are arrogant & merciless. Originally from a far-off land, ships of shaghal-driven slaves have terrorized coastal settlements on both sides of Admaja for the past several years. Recent reports also suggest that they may be creeping inland, for shaghal warriors have attacked caravans by springing up from the very ground if survivors can be believed.

    They have made the effort to sail across the seas & assault the peoples of Admaja at the behest of their deity. Nathar, the Shepherd of the Dead, mandates that his chosen people spread to all corners of Siraaj & dominate all that they survey. This campaign of conquest will guarantee that the shaghals gain entrance in Paradise. Savvy & cunning, a shaghal is a tenacious foe by nature, made more so by their harsh, matriarchal culture.

    A shaghal is about 6’-8’ tall, & weighs around 150-240 pounds. They speak Gnoll & Shagalai.

    Plot Hooks
    • The area has been plagued by nightly invasions of slaving ships, which carry tyrannical gnoll-like creatures.
    • Caravans have been attacked lately, & the few survivors claim that cave-dwelling gnolls are responsible.
    • A Natharite cult has been operating in the city, in the sub-basement of the local thieves’ guild.

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    Default Re: [Hourglass of Zihaja] Chapter 9: Creatures

    She-Da-Zhong

    The creatures known today as the she-da-zhong (SHUH dah JONG) were originally humans from Jual Jahari (which is the Admajai name for the western continent). They are descended from a decadent & murderous empire that was ruled by a religion of snake worshipers. Centuries ago, a powerful ritual was cast that destroyed their realm & transformed them into serpentine beings. Now, the Serpent People (or, in their tongue, the She Da Zhong) have outer forms to match their ruthless inner selves.

    The she-da-zhong (often simply calling themselves Zhong) are natural schemers, ceaselessly plotting to advance their wicked agendas. Always careful to put their own interests first, they nonetheless will use their guile & talent with words to form alliances with other evil races, cultures, & organizations. Their penchant for cunning & treachery are unparalleled, so they remain a constant threat to the other civilized peoples of Siraaj.

    The Empire of She was deeply divided along dogmatic lines, & that schism has only widened over the ages. Their split is over issues of religious doctrine, & now the she-da-zhong are in a state akin to civil war. The she-da-zhong of the Asp faction vehemently & implacably oppose the she-da-zhong of the Cobra faction. Both the Asps & the Cobras worship a vile & bloodthirsty god, Martuakh, the Serpent Lord. The Asps believe that Martuakh is an approachable deity, one that will answer prayers & offer support to anyone who makes the proper living sacrifices. The Cobras, on the other hand, deem that Martuakh’s favor can only be gained within the walls of a temple, where all sacrifices are administered by the priests.

    This rift has pitted both of the she-da-zhong parties against one another, to the benefit of all other peoples. It has also led to many differences in culture among the former parties. The Asps now live in the sandy portions of the desert, at home among the dunes, whereas the Cobras tend to live in the rocky areas of the desert, choosing to live on arid mountains wherever possible. Asps prefer to perform simple rituals that can be performed anywhere, & they typically consume the flesh of those who have been slaughtered the name of their ophidian god. Cobras, however, would rather stage prolonged, elaborate rituals in their temples, focusing on the torture & agony of their offered victims.

    Despite their profound divisions, the Asps & the Cobras are alike in many ways. In both sects of the she-da-zhong, other reptilian creatures are held in high esteem. They both are highly devout, & zealously dedicated to their evil policies. They are extremely secretive & duplicitous, always eager to trap potential sacrificial victims in their webs of deceit. Most telling of all, though, is the architecture of their dwellings, temples, & other buildings; both parties eschew stairs & angled rooms in favor of ramps & curving surfaces.

    The Asps & the Cobras are stratified by their bloodlines. The Lessers (Kiung/Kyang) take care of public issues, such as social events & trade negotiations. The Greaters (Lujeng/Lojing) are in charge of labor concerns, performing much of the physical work that isn’t done by slaves. Ruling over all are the Elders (Chungwa/Xanghua), who are the priests in the temples & the counselors of the courthouses.
    Last edited by Zeta Kai; 2011-02-26 at 01:51 PM.

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    Default Re: [Hourglass of Zihaja] Chapter 9: Creatures

    She-Da-Zhong, Asp (Lesser)

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    Medium Monstrous Humanoid
    Hit Dice: 4d8 (18HP)
    Initiative: +6
    Speed: 30’ (6 squares), Burrow 20’ (4 squares, sand only)
    Armor Class: 18 (+2 Dex, +2 natural, +3 masterwork studded leather, +1 masterwork light shield); touch 12; flat-footed 16
    Base Attack/Grapple: +4/+3
    Attack: Masterwork Spear +4 melee (1d8-1/×3, 20’ range increment)
    Full Attack: Masterwork Spear +4 melee (1d8-1/×3, 20’ range increment)
    Space/Reach: 5’/5’
    Special Attacks: Spell-Like Abilities
    Special Qualities: Alternate Form, Darkvision 60’, Detect Poison, Monstrous Humanoid traits, Skills, Spell Resistance 14
    Saves: Fort +1, Ref +6, Will +4
    Abilities: Str 9 (-1), Dex 15 (+2), Con 11 (+0), Int 10 (+0), Wis 10 (+0), Cha 14 (+2)
    Skills: Bluff +5, Disguise +4*, Hide +5, Listen +4, Sense Motive +2, Spot +4
    Feats: Alertness (Bonus), Blind-Fight (Bonus), Dodge, Improved Initiative
    Environment: warm deserts (Siraaj)
    Organization: solitary, pair, gang (3-6), nest (3-12 Lessers, 2-6 Greaters, & 2-4 Elders) or tribe (25-150 Lessers, 10-90 Greaters, & 10-40 Elders)
    Challenge Rating: 3
    Treasure: standard
    Alignment: usually Neutral Evil
    Advancement: by character class
    Level Adjustment: +1

    Combat
    With an air of superiority, lessers will battle with wit & guile, preferring traps & ambushes to a fair fight. They will employ their magic in combat to great effect, using fog cloud to obscure vision, hold person to paralyze opponents, etc. They will often throw their spears at weak opponents, opting for an easy kill rather than take the risk of getting injured in melee.

    Spell-Like Abilities
    • 1/Day: hold person (DC15), shocking grasp, fog cloud, true strike
    • Caster level 4th. The save DCs are Charisma-based.

    Alternate Form (Sp): A lesser asp can assume the form of a Tiny-Large size asp (see the Snake entry of the Monster Manual, page 280) as a spell-like ability. The she-da-zhong loses its natural weapons (if any) & gains the natural weapon of the asp form that it assumes. If the she-da-zhong has a venomous bite of its own, then it uses its own or the asp’s venom, whichever is more potent.

    Detect Poison (Sp): A lesser asp can use detect poison (as the spell; caster level 6th) as a spell-like ability.

    Monstrous Humanoid traits: All creatures with the Monstrous Humanoid type possess the following traits:
    • Darkvision out to 60’.
    • Proficient with all simple weapons.
    • Monstrous humanoids not indicated as wearing armor are not proficient with armor or shields.
    • Monstrous humanoids eat, sleep, & breathe.

    Skills: A lesser asp has a +6 racial bonus on Disguise checks when masquerading as a human.

    She-Da-Zhong Lore
    Characters that have ranks in Knowledge (Nature) can learn more about she-da-zhong. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC’s.
    DC13: “Hailing from the Western Continent, a race of snake-worshippers have come to Admaja with an unknown agenda.” A character making this check recalls all monstrous humanoid traits.
    • DC18: “These serpent-folk are the she-da-zhong; they can transform into snakes, & lie to you in both shapes.” A character making this check knows the workings of the Alternate Form & Detect Poison qualities.
    • DC23: “They seek to corrupt & dominate all within their venomous grasp, & they have many magical powers at their disposal to do as such.” A character making this check remembers a she-da-zhong’s spell-like abilities, as well as any other special attacks & qualities.
    • DC28: “They worship Martuakh, a sinister god that demands gory sacrifice, so their idols of the Serpent Lord are often covered in blood.” A character making this check is familiar with the she-da-zhong’s culture, society, & habits. This also grants the character basic knowledge about Martuakh.
    • DC33: “The she-da-zhong of the Asp faction are in a kind of civil war with the she-da-zhong of the Cobra faction, separated by their differing religious & cultural tenets.” A character making this check knows the history of the she-da-zhong, & the reason for the separation between the Asps & the Cobras.

    Abilities & Racial Features
    Lesser asp characters possess the following racial traits:
    • Strength -2, Dexterity +2, Wisdom +2.
    • Monstrous Humanoid: A lesser asp is not subject to spells or effects that affect humanoids only, such as charm person or dominate person. It is still subject to charm monster or dominate monster, however.
    • Medium Size: As Medium creatures, lesser asps have no special bonuses or penalties due to their size.
    • Racial Hit Dice: A lesser asp begins with 4 levels of humanoid, which provide 4d8 Hit Dice, a base attack bonus of +4, & base saving throw bonuses of Fortitude +1, Reflex +4, & Will +4.
    • Racial Skills: A lesser asp’s humanoid levels give it skill points equal to 7 × (2 + Int modifier, minimum 1). Its class skills are Bluff, Disguise, Hide, Listen, Sense Motive, & Spot. Also, a lesser asp has a +6 racial bonus on Disguise checks when masquerading as a human.
    • Racial Feat: A lesser asp’s humanoid levels give it 1 feat. Also, a lesser asp has Alertness & Blind-Fight as bonus feats.
    • A lesser asp’s base land speed is 30 feet.
    • A lesser asp’s base burrow speed is 20 feet, but it only works when travelling through sand.
    • Darkvision out to 60 feet.
    • Spell-Like Abilities
      • 1/Day: hold person (DC15), shocking grasp, fog cloud, true strike
      • Caster level 4th. The save DCs are Charisma-based.
    • Alternate Form (Sp): A lesser asp can assume the form of a Tiny-Large size asp (see the Snake entry of the Monster Manual, page 280) as a spell-like ability. The she-da-zhong loses its natural weapons (if any) & gains the natural weapon of the asp form that it assumes. If the she-da-zhong has a venomous bite of its own, then it uses its own or the asp’s venom, whichever is more potent.
    • Detect Poison (Sp): A lesser asp can use detect poison (as the spell; caster level 6th) as a spell-like ability.
    • +2 natural armor bonus.
    • Automatic Languages: Azbai-She (Asp She-da-zhong). Bonus Languages: Alhaggi, Common, & Draconic.
    • Favored Class: Rogue.
    • Level Adjustment: +1.

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    Please see Yuan-ti in the Monster Manual 1, pages 269-273.


    At first, this lithe being appeared to be a slim-hipped human with smooth, pale skin. Upon closer inspection though, the scaly patches on its body, sharp features, & unblinking eyes betray it as an inhuman creature. Soon, more alien features are revealed, such as a forked tongue & pointed teeth.

    Known amongst themselves as the Azbi Yura, the she-da-zhong of the Asp Party are independent, free-minded, & evil to the core. The lessers (Kiung) take care of public issues, such as social events & trade negotiations. They often pretend to be human, emulating human culture (with varying degrees of success) in order to better ensnare sacrificial prey.

    A lesser asp is about 5’-6’ tall, & weighs around 90-160 pounds. They speak Alhaggi, Common, Draconic, & Azbai-She.

    Plot Hooks
    • A cloaked emissary claiming to be from the Eastern Continent is looking to establish trade relations.
    • A pilgrimage through the desert is hiring protection due to recent attacks by serpentine abductors.
    • A zhong invasion force is planning a celebration commemorating their arrival on the continent.

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    Default Re: [Hourglass of Zihaja] Chapter 9: Creatures

    She-Da-Zhong, Asp (Greater)

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    Medium Monstrous Humanoid
    Hit Dice: 7d8+7 (38HP)
    Initiative: +6
    Speed: 30’ (6 squares), Burrow 20’ (4 squares, sand only)
    Armor Class: 22 (+2 Dex, +6 natural, +3 masterwork studded leather, +1 masterwork light shield); touch 12; flat-footed 20
    Base Attack/Grapple: +7/+8
    Attack: Masterwork Spear +9 melee (1d8+1/×3, 20’ range increment)
    Full Attack: Masterwork Spear +9/+4 melee (1d8+1/×3, 20’ range increment) & Bite +4 melee (1d6 plus Poison)
    Space/Reach: 5’/5’
    Special Attacks: Poison, Produce Acid, Spell-Like Abilities
    Special Qualities: Alternate Form, Chameleon Power, Darkvision 60’, Detect Poison, Monstrous Humanoid traits, Scent, Spell Resistance 16
    Saves: Fort +3, Ref +7, Will +9
    Abilities: Str 13 (+1), Dex 15 (+2), Con 13 (+1), Int 16 (+3), Wis 18 (+4), Cha 18 (+4)
    Skills: Bluff +13, Disguise +12, Hide +10, Listen +14, Sense Motive +13, Spot +14
    Feats: Alertness (Bonus), Blind-Fight (Bonus), Combat Expertise, Dodge, Improved Initiative
    Environment: warm deserts (Siraaj)
    Organization: solitary, pair, gang (3-6), nest (3-12 Lessers, 2-6 Greaters, & 2-4 Elders) or tribe (25-150 Lessers, 10-90 Greaters, & 10-40 Elders)
    Challenge Rating: 5
    Treasure: standard
    Alignment: usually Neutral Evil
    Advancement: by character class
    Level Adjustment: +3

    Combat
    Wickedly intelligent, greaters are more martially-oriented than their pure-blooded brethren. As such, they will more readily enter close-quarter melee, using their venomous bites & magical abilities to great advantage. They often employ blindness/deafness & solid fog to control the battlefield, dispatching foes with true strike & shocking grasp.

    Poison (Ex): Injury, Fortitude save (DC14), initial damage 1d6 Dexterity, secondary damage 1d6 Constitution; the save DC is Constitution-based.

    Produce Acid (Sp): A greater asp has the magical power to exude acid from its body, dealing 3d6 points of acid damage to the next creature that it touches, including a creature that is hit by its bite attack. If the she-da-zhong is grappling or pinning a foe when it uses this power, then its grasp deals 5d6 points of acid damage. The acid becomes inert when it leaves the she-da-zhong’s body, & the she-da-zhong are immune to its effects.

    Spell-Like Abilities
    • 3/Day: blindness/deafness (DC16), shocking grasp, true strike
    • 1/Day: contagion (DC17), hold person (DC17), solid fog
    • Caster level 8th. The save DCs are Charisma-based.

    Alternate Form (Sp): A greater asp can assume the form of a Tiny-Large size asp (see the Snake entry of the Monster Manual, page 280) as a spell-like ability. The she-da-zhong loses its natural weapons (if any) & gains the natural weapon of the asp form that it assumes. If the she-da-zhong has a venomous bite of its own, then it uses its own or the asp’s venom, whichever is more potent.

    Chameleon Power (Sp): A greater asp can magically change the coloration of itself & its equipment to match its surroundings, granting it a +10 circumstance bonus on Hide checks.

    Detect Poison (Sp): A greater asp can use detect poison (as the spell; caster level 6th) as a spell-like ability.

    Monstrous Humanoid traits: All creatures with the Monstrous Humanoid type possess the following traits:
    • Darkvision out to 60’.
    • Proficient with all simple weapons.
    • Monstrous humanoids not indicated as wearing armor are not proficient with armor or shields.
    • Monstrous humanoids eat, sleep, & breathe.

    Scent (Ex): A greater asp can detect opponents by sense of smell within 30’ (×2 for upwind opponents, ×½ for downwind opponents).

    Greater Asp Variants
    The statistics above reflect the most common form of a greater asp, with the head & scaly skin of a serpent but otherwise human features. The curse of the she-da-zhong produces a wide variety of greaters, however, manifesting their serpentine nature in different ways. To generate a random she-da-zhong greater, roll d% & consult the following table:
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    {table=head]d%|Variant
    01-50|As described above
    51-75|Human head, but arms are snakes (2 bite attacks instead of 1, 1d4+1 plus poison)
    76-90|Snake tail in addition to human legs (speed 30’, can constrict Small or smaller creatures for 1d4+1 damage)
    91-00|Snake tail instead of human legs (speed 20’, climb 15’, can constrict Medium or smaller creatures for 1d6+1 damage)[/table]

    Constrict (Ex): A greater asp with a snake tail deals extra damage (1d4+1 points if it also has legs, or 1d6+1 points if it does not) with a successful grapple check against a creature small enough for it to constrict.

    She-Da-Zhong Lore
    Characters that have ranks in Knowledge (Nature) can learn more about she-da-zhong. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC’s.
    • DC13: “Hailing from the Western Continent, a race of snake-worshippers have come to Admaja with an unknown agenda.” A character making this check recalls all monstrous humanoid traits.
    • DC18: “These serpent-folk are the she-da-zhong; they can transform into snakes, & lie to you in both shapes.” A character making this check knows the workings of the Alternate Form & Detect Poison qualities.
    • DC23: “They seek to corrupt & dominate all within their venomous grasp, & they have many magical powers at their disposal to do as such.” A character making this check remembers a she-da-zhong’s spell-like abilities, as well as any other special attacks & qualities.
    • DC28: “They worship Martuakh, a sinister god that demands gory sacrifice, so their idols of the Serpent Lord are often covered in blood.” A character making this check is familiar with the she-da-zhong’s culture, society, & habits. This also grants the character basic knowledge about Martuakh.
    • DC33: “The she-da-zhong of the Asp faction are in a kind of civil war with the she-da-zhong of the Cobra faction, separated by their differing religious & cultural tenets.” A character making this check knows the history of the she-da-zhong, & the reason for the separation between the Asps & the Cobras.

    Abilities & Racial Features
    Greater asp characters possess the following racial traits:
    • Strength +2, Dexterity +2, Intelligence +2, Wisdom +8, Charisma +10.
    • Monstrous Humanoid: A greater asp is not subject to spells or effects that affect humanoids only, such as charm person or dominate person. It is still subject to charm monster or dominate monster, however.
    • Medium Size: As Medium creatures, greater asps have no special bonuses or penalties due to their size.
    • Racial Hit Dice: A greater asp begins with 7 levels of humanoid, which provide 7d8 Hit Dice, a base attack bonus of +7, & base saving throw bonuses of Fortitude +2, Reflex +5, & Will +5.
    • Racial Skills: A greater asp’s humanoid levels give it skill points equal to 10 × (2 + Int modifier, minimum 1). Its class skills are Bluff, Disguise, Hide, Listen, Sense Motive, & Spot.
    • Racial Feats: A greater asp’s humanoid levels give it 2 feats. Also, a greater asp has Alertness & Blind-Fight as bonus feats.
    • A greater asp’s base land speed is 30 feet.
    • A greater asp’s base burrow speed is 20 feet, but it only works when travelling through sand.
    • Darkvision out to 60 feet.
    • Natural Weapon (Ex): Bite (1d6 + Str plus Poison); piercing damage.
    • Poison (Ex): Injury, Fortitude save (DC14), initial damage 1d6 Dexterity, secondary damage 1d6 Constitution; the save DC is Constitution-based.
    • Produce Acid (Sp): A greater asp has the magical power to exude acid from its body, dealing 3d6 points of acid damage to the next creature that it touches, including a creature that is hit by its bite attack. If the she-da-zhong is grappling or pinning a foe when it uses this power, then its grasp deals 5d6 points of acid damage. The acid becomes inert when it leaves the she-da-zhong’s body, & the she-da-zhong are immune to its effects.
    • Spell-Like Abilities
      • 3/Day: blindness/deafness (DC16), shocking grasp, true strike
      • 1/Day: contagion (DC17), hold person (DC17), solid fog
      • Caster level 8th. The save DCs are Charisma-based.
    • Alternate Form (Sp): A greater asp can assume the form of a Tiny-Large size asp (see the Snake entry of the Monster Manual, page 280) as a spell-like ability. The she-da-zhong loses its natural weapons (if any) & gains the natural weapon of the asp form that it assumes. If the she-da-zhong has a venomous bite of its own, then it uses its own or the asp’s venom, whichever is more potent.
    • Chameleon Power (Sp): A greater asp can magically change the coloration of itself & its equipment to match its surroundings, granting it a +10 circumstance bonus on Hide checks.
    • Detect Poison (Sp): A greater asp can use detect poison (as the spell; caster level 6th) as a spell-like ability.
    • Scent (Ex): A greater asp can detect opponents by sense of smell within 30’ (×2 for upwind opponents, ×½ for downwind opponents).
    • Greater Asp Variants: As the same quality in the monster entry above.
    • +6 natural armor bonus.
    • Spell Resistance 16.
    • Automatic Languages: Azbai-She (Asp She-da-zhong). Bonus Languages: Alhaggi, Common, & Draconic.
    • Favored Class: Bard.
    • Level Adjustment: +3.

    4E Material
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    Please see Yuan-ti in the Monster Manual 1, pages 269-273.


    This creature has the body of a smooth-skinned human with sharp features & slim hips. Its sallow skin is covered with lustrous scales, & its lithe frame is topped with an ophidian head, complete with long fangs & forked tongue. The strange being’s unblinking eyes are slit like a cat’s, & gleam with an unnerving intellect.

    Known amongst themselves as the Azbi Yura, the she-da-zhong of the Asp Party are independent, free-minded, & evil to the core. The greaters (Lujeng) are in charge of labor concerns, performing much of the physical work that isn’t done by slaves. They often must construct temples & excavate tunnels, but their real joy lies in the forging of wicked blades & vicious torture devices.

    A greater asp is about 5’-6’ tall, & weighs around 90-160 pounds. They speak Alhaggi, Common, Draconic, & Azbai-She.

    Plot Hooks
    • Some prominent local officials have disappeared as of late, & lizardfolk are said to be to blame.
    • A man has appeared in town, claiming to have escaped from a zhong slave camp.
    • The partially-eaten bodies of several missing people have been found in the nearby sand dunes.
    Last edited by Zeta Kai; 2011-02-27 at 12:22 PM.

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    Default Re: [Hourglass of Zihaja] Chapter 9: Creatures

    She-Da-Zhong, Asp (Elder)

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    Large Monstrous Humanoid
    Hit Dice: 9d8+27 (67HP)
    Initiative: +6
    Speed: 30’ (6 squares), Climb 20’ (4 squares), Burrow 20’ (4 squares, sand only)
    Armor Class: 24 (-1 size, +2 Dex, +12 natural, +1 masterwork light shield); touch 11; flat-footed 22
    Base Attack/Grapple: +9/+16
    Attack: Masterwork Spear +12 melee (2d6+3/×3, 20’ range increment)
    Full Attack: Masterwork Spear +12 melee (2d6+3/×3, 20’ range increment) & Bite +7 melee (2d6+1 plus Poison)
    Space/Reach: 10’/10’
    Special Attacks: Aversion, Constrict 1d6+4, Improved Grab, Poison, Produce Acid, Spell-Like Abilities
    Special Qualities: Alternate Form, Chameleon Power, Darkvision 60’, Detect Poison, Monstrous Humanoid traits, Scent, Spell Resistance 18
    Saves: Fort +6, Ref +8, Will +11
    Abilities: Str 17 (+3), Dex 15 (+2), Con 17 (+3), Int 18 (+4), Wis 20 (+5), Cha 20 (+5)
    Skills: Bluff +17, Disguise +17, Hide +14, Listen +19, Sense Motive +17, Spot +19
    Feats: Alertness (Bonus), Blind-Fight (Bonus), Combat Expertise, Dodge, Improved Initiative, Mobility
    Environment: warm deserts (Siraaj)
    Organization: solitary, pair, gang (3-6), nest (3-12 Lessers, 2-6 Greaters, & 2-4 Elders) or tribe (25-150 Lessers, 10-90 Greaters, & 10-40 Elders)
    Challenge Rating: 7
    Treasure: standard
    Alignment: usually Neutral Evil
    Advancement: by character class
    Level Adjustment: +5

    Combat
    The undisputed leaders of the she-da-zhong, the elders are eager to display their superiority & dominance. In groups, they will order any purebloods under their command to attack first, & then any present halfbloods. They will freely use their magical powers against opponents, favoring contagion & bestow curse to more personal attacks, such as slay living & shocking grasp. If necessary, they will enter melee, constricting & biting every creature within reach in a violent frenzy.

    Aversion (Sp): An elder asp can magically create a compulsion effect targeting one creature within 30’. The target must succeed a Will save (DC23) or gain an aversion to serpents for 10 minutes. Affected creatures must stay at least 20’ away from any snake or she-da-zhong, alive or dead; if already within 20’, they are compelled to move away. A subject unable to move away, or one attacked by serpents, is overcome with revulsion, which reduces their Dexterity score by 4 points until the effect wears off or the subjects is no longer within 20’. This ability is otherwise similar to an antipathy spell (caster level 16th). The save DC is Charisma-based.

    Constrict (Ex): An elder asp deals 1d6+4 points of damage with a successful grapple check.

    Improved Grab (Ex): To use this ability, an elder asp must hit a Large or smaller creature with its Bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, then it establishes a hold & can Constrict.

    Poison (Ex): Injury, Fortitude save (DC17), initial damage 1d6 Dexterity, secondary damage 1d6 Constitution; the save DC is Constitution-based.

    Produce Acid (Sp): An elder asp has the magical power to exude acid from its body, dealing 3d6 points of acid damage to the next creature that it touches, including a creature that is hit by its bite attack. If the she-da-zhong is grappling or pinning a foe when it uses this power, then its grasp deals 5d6 points of acid damage. The acid becomes inert when it leaves the she-da-zhong’s body, & the she-da-zhong are immune to its effects.

    Spell-Like Abilities
    • At-will: blindness/deafness (DC17), shocking grasp
    • 3/Day: contagion (DC18), hold person (DC18), solid fog
    • 1/Day: bestow curse (DC19), slay living (DC20)
    • Caster level 10th. The save DCs are Charisma-based.

    Alternate Form (Sp): An elder asp can assume the form of a Tiny-Large size asp (see the Snake entry of the Monster Manual, page 280) as a spell-like ability. The she-da-zhong loses its natural weapons (if any) & gains the natural weapon of the asp form that it assumes. If the she-da-zhong has a venomous bite of its own, then it uses its own or the asp’s venom, whichever is more potent.

    Chameleon Power (Sp): An elder asp can magically change the coloration of itself & its equipment to match its surroundings, granting it a +10 circumstance bonus on Hide checks.

    Detect Poison (Sp): An elder asp can use detect poison (as the spell; caster level 6th) as a spell-like ability.

    Monstrous Humanoid traits: All creatures with the Monstrous Humanoid type possess the following traits:
    • Darkvision out to 60’.
    • Proficient with all simple weapons.
    • Monstrous humanoids not indicated as wearing armor are not proficient with armor or shields.
    • Monstrous humanoids eat, sleep, & breathe.

    Scent (Ex): An elder asp can detect opponents by sense of smell within 30’ (×2 for upwind opponents, ×½ for downwind opponents).

    Skills: An elder asp can always choose to take 10 on Climb checks, even if rushed or threatened.

    She-Da-Zhong Lore
    Characters that have ranks in Knowledge (Nature) can learn more about she-da-zhong. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC’s.
    • DC13: “Hailing from the Western Continent, a race of snake-worshippers have come to Admaja with an unknown agenda.” A character making this check recalls all monstrous humanoid traits.
    • DC18: “These serpent-folk are the she-da-zhong; they can transform into snakes, & lie to you in both shapes.” A character making this check knows the workings of the Alternate Form & Detect Poison qualities.
    • DC23: “They seek to corrupt & dominate all within their venomous grasp, & they have many magical powers at their disposal to do as such.” A character making this check remembers a she-da-zhong’s spell-like abilities, as well as any other special attacks & qualities.
    • DC28: “They worship Martuakh, a sinister god that demands gory sacrifice, so their idols of the Serpent Lord are often covered in blood.” A character making this check is familiar with the she-da-zhong’s culture, society, & habits. This also grants the character basic knowledge about Martuakh.
    • DC33: “The she-da-zhong of the Asp faction are in a kind of civil war with the she-da-zhong of the Cobra faction, separated by their differing religious & cultural tenets.” A character making this check knows the history of the she-da-zhong, & the reason for the separation between the Asps & the Cobras.

    Abilities & Racial Features
    Elder asp characters possess the following racial traits:
    • Strength +6, Dexterity +2, Constitution +4, Intelligence +4, Wisdom +10, Charisma +12.
    • Monstrous Humanoid: An elder asp is not subject to spells or effects that affect humanoids only, such as charm person or dominate person. It is still subject to charm monster or dominate monster, however.
    • Large Size: As a Large creature, an elder asp gains a -1 size penalty to Armor Class, a -1 size penalty on attack rolls, & a -4 size penalty on Hide checks, but he or she uses Medium-size weapons, gains a +4 size bonus on Grapple checks, & his or her lifting & carrying limits are 2× of those of a Medium character.
    • Racial Hit Dice: An elder asp begins with 9 levels of humanoid, which provide 9d8 Hit Dice, a base attack bonus of +9, & base saving throw bonuses of Fortitude +3, Reflex +6, & Will +6.
    • Racial Skills: An elder asp’s humanoid levels give it skill points equal to 12 × (2 + Int modifier, minimum 1). Its class skills are Bluff, Disguise, Hide, Listen, Sense Motive, & Spot. Also, an elder asp can always choose to take 10 on Climb checks, even if rushed or threatened.
    • Racial Feats: An elder asp’s humanoid levels give it 3 feats. Also, an elder asp has Alertness & Blind-Fight as bonus feats.
    • An elder asp’s base land speed is 30 feet.
    • An elder asp’s base climb speed is 20 feet.
    • An elder asp’s base burrow speed is 20 feet, but it only works when travelling through sand.
    • Darkvision out to 60 feet.
    • Natural Weapon (Ex): Bite (2d6 + Str plus Poison); piercing damage.
    • Aversion (Sp): An elder asp can magically create a compulsion effect targeting one creature within 30’. The target must succeed a Will save (DC23) or gain an aversion to serpents for 10 minutes. Affected creatures must stay at least 20’ away from any snake or she-da-zhong, alive or dead; if already within 20’, they are compelled to move away. A subject unable to move away, or one attacked by serpents, is overcome with revulsion, which reduces their Dexterity score by 4 points until the effect wears off or the subjects is no longer within 20’. This ability is otherwise similar to an antipathy spell (caster level 16th). The save DC is Charisma-based.
    • Constrict (Ex): An elder asp deals 1d6+4 points of damage with a successful grapple check.
    • Improved Grab (Ex): To use this ability, an elder asp must hit a Large or smaller creature with its Bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, then it establishes a hold & can Constrict.
    • Poison (Ex): Injury, Fortitude save (DC17), initial damage 1d6 Dexterity, secondary damage 1d6 Constitution; the save DC is Constitution-based.
    • Produce Acid (Sp): An elder asp has the magical power to exude acid from its body, dealing 3d6 points of acid damage to the next creature that it touches, including a creature that is hit by its bite attack. If the she-da-zhong is grappling or pinning a foe when it uses this power, then its grasp deals 5d6 points of acid damage. The acid becomes inert when it leaves the she-da-zhong’s body, & the she-da-zhong are immune to its effects.
    • Spell-Like Abilities
      • At-will: blindness/deafness (DC17), shocking grasp
      • 3/Day: contagion (DC18), hold person (DC18), solid fog
      • 1/Day: bestow curse (DC19), slay living (DC20)
      • Caster level 10th. The save DCs are Charisma-based.
    • Alternate Form (Sp): An elder asp can assume the form of a Tiny-Large size asp (see the Snake entry of the Monster Manual, page 280) as a spell-like ability. The she-da-zhong loses its natural weapons (if any) & gains the natural weapon of the asp form that it assumes. If the she-da-zhong has a venomous bite of its own, then it uses its own or the asp’s venom, whichever is more potent.
    • Chameleon Power (Sp): An elder asp can magically change the coloration of itself & its equipment to match its surroundings, granting it a +10 circumstance bonus on Hide checks.
    • Detect Poison (Sp): An elder asp can use detect poison (as the spell; caster level 6th) as a spell-like ability.
    • Scent (Ex): An elder asp can detect opponents by sense of smell within 30’ (×2 for upwind opponents, ×½ for downwind opponents).
    • +12 natural armor bonus.
    • Spell Resistance 18.
    • Automatic Languages: Azbai-She (Asp She-da-zhong). Bonus Languages: Alhaggi, Common, & Draconic.
    • Favored Class: Cleric.
    • Level Adjustment: +5.

    4E Material
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    Please see Yuan-ti in the Monster Manual 1, pages 269-273.


    This creature looks like a great serpent, except that its unblinking eyes betray a menacing intellect. It has two muscular humanoid arms, which end in serviceable four-fingered hands. A bifurcated tongue slides out from between its large jaws as it stares, as if in wait.

    Known amongst themselves as the Azbi Yura, the she-da-zhong of the Asp Party are independent, free-minded, & evil to the core. Ruling over all are the elders (Chungwa), who are the priests in the temples & the counselors of the courthouses. They dominate those around them, forcing those within their coils to take part in their dark schemes.

    An elder asp is about 8’-12’ long, & weighs around 200-300 pounds. They speak Alhaggi, Common, Draconic, & Azbai-She.

    Plot Hooks
    • A zhong priest is walking openly through town, acting strangely & causing quite a stir.
    • The Maqurites have captured a zhong elder, & are planning to make an example of her.
    • An entire village in the deep desert has suddenly vanished overnight, leaving only empty buildings & cryptic notes warning of snakes.
    Last edited by Zeta Kai; 2011-02-27 at 12:20 PM.

  22. - Top - End - #52
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    Default Re: [Hourglass of Zihaja] Chapter 9: Creatures

    She-Da-Zhong, Cobra (Lesser)

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    Medium Monstrous Humanoid
    Hit Dice: 4d8+4 (22HP)
    Initiative: +4
    Speed: 30’ (6 squares)
    Armor Class: 16 (+1 natural, +3 masterwork studded leather, +2 masterwork heavy shield); touch 10; flat-footed 16
    Base Attack/Grapple: +4/+5
    Attack: Masterwork Flail +6 melee (1d8+1) or Masterwork Shortbow +5 ranged (1d6+1/×3, 60’ range increment)
    Full Attack: Masterwork Flail +6/+1 melee (1d8+1) or Masterwork Shortbow +5 ranged (1d6+1/×3, 60’ range increment)
    Space/Reach: 5’/5’
    Special Attacks: Spell-Like Abilities
    Special Qualities: Alternate Form, Darkvision 60’, Detect Poison, Monstrous Humanoid traits, Spell Resistance 14
    Saves: Fort +2, Ref +4, Will +4
    Abilities: Str 13 (+1), Dex 11 (+0), Con 13 (+1), Int 12 (+1), Wis 10 (+0), Cha 12 (+1)
    Skills: Disguise +4*, Intimidate +5, Knowledge (any) +4, Listen +6, Spellcraft +5, Spot +5
    Feats: Alertness (Bonus), Dodge, Improved Initiative
    Environment: warm deserts (Siraaj)
    Organization: solitary, pair, gang (4-8), nest (3-12 Lessers, 2-5 Greaters, & 4-8 Elders) or tribe (25-150 Lessers, 10-80 Greaters, & 15-50 Elders)
    Challenge Rating: 3
    Treasure: standard
    Alignment: usually Lawful Evil
    Advancement: by character class
    Level Adjustment: +1

    Combat
    With an air of superiority, lessers will battle with wit & guile, preferring traps & ambushes to a fair fight. They will employ their magic in combat to great effect, using obscuring mist to cloud vision, touch of idiocy to hobble opponents, etc. They will often fire their bows at weak opponents rather than wield their flails, opting for an easy kill rather than take the risk of getting injured in melee.

    Spell-Like Abilities
    • 1/Day: obscuring mist, sleep (DC12), stinking cloud (DC14), touch of idiocy
    • Caster level 4th. The save DCs are Charisma-based.

    Alternate Form (Sp): A lesser cobra can assume the form of a Tiny-Large size cobra (see the Snake entry of the Monster Manual, page 280) as a spell-like ability. The she-da-zhong loses its natural weapons (if any) & gains the natural weapon of the cobra form that it assumes. If the she-da-zhong has a venomous bite of its own, then it uses its own or the cobra’s venom, whichever is more potent.

    Detect Poison (Sp): A lesser cobra can use detect poison (as the spell; caster level 6th) as a spell-like ability.

    Monstrous Humanoid traits: All creatures with the Monstrous Humanoid type possess the following traits:
    • Darkvision out to 60’.
    • Proficient with all simple weapons.
    • Monstrous humanoids not indicated as wearing armor are not proficient with armor or shields.
    • Monstrous humanoids eat, sleep, & breathe.

    Skills: A lesser cobra has a +4 racial bonus on Disguise checks when masquerading as a human.

    She-Da-Zhong Lore
    Characters that have ranks in Knowledge (Nature) can learn more about she-da-zhong. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC’s.
    • DC13: “Hailing from the Western Continent, a race of snake-worshippers have come to Admaja with an unknown agenda.” A character making this check recalls all monstrous humanoid traits.
    • DC18: “These serpent-folk are the she-da-zhong; they can transform into snakes, & lie to you in both shapes.” A character making this check knows the workings of the Alternate Form & Detect Poison qualities.
    • DC23: “They seek to corrupt & dominate all within their venomous grasp, & they have many magical powers at their disposal to do as such.” A character making this check remembers a she-da-zhong’s spell-like abilities, as well as any other special attacks & qualities.
    • DC28: “They worship Martuakh, a sinister god that demands gory sacrifice, so their idols of the Serpent Lord are often covered in blood.” A character making this check is familiar with the she-da-zhong’s culture, society, & habits. This also grants the character basic knowledge about Martuakh.
    • DC33: “The she-da-zhong of the Asp faction are in a kind of civil war with the she-da-zhong of the Cobra faction, separated by their differing religious & cultural tenets.” A character making this check knows the history of the she-da-zhong, & the reason for the separation between the Asps & the Cobras.

    Abilities & Racial Features
    Lesser cobra characters possess the following racial traits:
    • Intelligence +2, Wisdom +2.
    • Monstrous Humanoid: A lesser cobra is not subject to spells or effects that affect humanoids only, such as charm person or dominate person. It is still subject to charm monster or dominate monster, however.
    • Medium Size: As Medium creatures, lesser cobras have no special bonuses or penalties due to their size.
    • Racial Hit Dice: A lesser cobra begins with 4 levels of humanoid, which provide 4d8 Hit Dice, a base attack bonus of +4, & base saving throw bonuses of Fortitude +1, Reflex +4, & Will +4.
    • Racial Skills: A lesser cobra’s humanoid levels give it skill points equal to 7 × (2 + Int modifier, minimum 1). Its class skills are Disguise, Intimidate, Knowledge (any 1), Listen, Spellcraft, & Spot. Also, a lesser cobra has a +4 racial bonus on Disguise checks when masquerading as a human.
    • Racial Feat: A lesser cobra’s humanoid levels give it 1 feat. Also, a lesser cobra has Alertness as a bonus feat.
    • A lesser cobra’s base land speed is 30 feet.
    • Darkvision out to 60 feet.
    • Spell-Like Abilities
      • 1/Day: obscuring mist, sleep (DC12), stinking cloud (DC14), touch of idiocy
      • Caster level 4th. The save DCs are Charisma-based.
    • Alternate Form (Sp): A lesser cobra can assume the form of a Tiny-Large size cobra (see the Snake entry of the Monster Manual, page 280) as a spell-like ability. The she-da-zhong loses its natural weapons (if any) & gains the natural weapon of the cobra form that it assumes. If the she-da-zhong has a venomous bite of its own, then it uses its own or the cobra’s venom, whichever is more potent.
    • Detect Poison (Sp): A lesser cobra can use detect poison (as the spell; caster level 6th) as a spell-like ability.
    • +1 natural armor bonus.
    • Automatic Languages: Najai-She (Cobra She-da-zhong). Bonus Languages: Alhaggi, Common, & Draconic.
    • Favored Class: Paladin (of Tyranny).
    • Level Adjustment: +1.

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    Please see Yuan-ti in the Monster Manual 1, pages 269-273.


    At first, this lithe being appeared to be a slim-hipped human with smooth, pale skin. Upon closer inspection though, the scaly patches on its body, sharp features, & unblinking eyes betray it as an inhuman creature. Soon, more alien features are revealed, such as a forked tongue & pointed teeth.

    Known amongst themselves as the Naja Xian, the she-da-zhong of the Cobra Party are strict, authoritarian, & utterly evil. The lessers (Kyang) take care of public issues, such as social events & trade negotiations. They often pretend to be human, emulating human culture (with varying degrees of success) in order to better ensnare sacrificial prey.

    A lesser cobra is about 5’-6’ tall, & weighs around 90-160 pounds. They speak Alhaggi, Common, Draconic, & Najai-She.

    Plot Hooks
    • A new religious group has been constructing a temple on the outskirts of town, apparently dedicated to some serpent god.
    • A zhong was captured by the local authorities trying to sneak into the sultan’s palace, & it due to stand trial.
    • The bazaar is buzzing with rumors that one of the merchants is secretly a zhong spy.
    Last edited by Zeta Kai; 2011-02-27 at 11:31 PM.

  23. - Top - End - #53
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    Default Re: [Hourglass of Zihaja] Chapter 9: Creatures

    She-Da-Zhong, Cobra (Greater)

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    Medium Monstrous Humanoid
    Hit Dice: 7d8+14 (45HP)
    Initiative: +4
    Speed: 30’ (6 squares)
    Armor Class: 19 (+4 natural, +3 masterwork studded leather, +2 masterwork heavy shield); touch 10; flat-footed 19
    Base Attack/Grapple: +7/+10
    Attack: Masterwork Flail +11 melee (1d8+3) or Masterwork Shortbow +8 ranged (1d6+3/×3, 60’ range increment)
    Full Attack: Masterwork Flail +11/+6/+1 melee (1d8+3) & Bite +5 melee (1d6+1 plus Poison) or Masterwork Shortbow +8/+3 ranged (1d6+3/×3, 60’ range increment)
    Space/Reach: 5’/5’
    Special Attacks: Poison, Cower, Spell-Like Abilities
    Special Qualities: Alternate Form, Chameleon Power, Darkvision 60’, Detect Poison, Monstrous Humanoid traits, Scent, Spell Resistance 19
    Saves: Fort +4, Ref +5, Will +9
    Abilities: Str 17 (+3), Dex 11 (+0), Con 15 (+2), Int 18 (+4), Wis 18 (+4), Cha 16 (+3)
    Skills: Disguise +13, Intimidate +13, Craft or Knowledge (any) +14, Listen +16, Spellcraft +14, Spot +16
    Feats: Alertness (Bonus), Combat Expertise, Dodge, Improved Initiative
    Environment: warm deserts (Siraaj)
    Organization: solitary, pair, gang (4-8), nest (3-12 Lessers, 2-5 Greaters, & 4-8 Elders) or tribe (25-150 Lessers, 10-80 Greaters, & 15-50 Elders)
    Challenge Rating: 5
    Treasure: standard
    Alignment: usually Lawful Evil
    Advancement: by character class
    Level Adjustment: +3

    Combat
    Wickedly intelligent, greaters are more martially-oriented than their pure-blooded brethren. As such, they will more readily enter close-quarter melee, using their venomous bites & magical abilities to great advantage. They often employ obscuring mist & stinking cloud to control the battlefield, dispatching foes with sleep & vampiric touch.

    Cower (Su): A greater cobra can daunt its enemies by unfurling its hood. Once per minute, as a move action, it can open its hood. All opponents within 20’ must make a Will save (DC16) or become shaken for 1d6+4 rounds. The save DC is Charisma-based.

    Poison (Ex): Injury, Fortitude save (DC15), initial damage 1d6 Constitution, secondary damage 2d6 Constitution; the save DC is Constitution-based.

    Spell-Like Abilities
    • 3/Day: obscuring mist, sleep (DC14), touch of idiocy
    • 1/Day: charm monster (DC17), stinking cloud (DC16), vampiric touch
    • Caster level 8th. The save DCs are Charisma-based.

    Alternate Form (Sp): A greater cobra can assume the form of a Tiny-Large size cobra (see the Snake entry of the Monster Manual, page 280) as a spell-like ability. The she-da-zhong loses its natural weapons (if any) & gains the natural weapon of the cobra form that it assumes. If the she-da-zhong has a venomous bite of its own, then it uses its own or the cobra’s venom, whichever is more potent.

    Chameleon Power (Sp): A greater cobra can magically change the coloration of itself & its equipment to match its surroundings, granting it a +10 circumstance bonus on Hide checks.

    Detect Poison (Sp): A greater cobra can use detect poison (as the spell; caster level 6th) as a spell-like ability.

    Monstrous Humanoid traits: All creatures with the Monstrous Humanoid type possess the following traits:
    • Darkvision out to 60’.
    • Proficient with all simple weapons.
    • Monstrous humanoids not indicated as wearing armor are not proficient with armor or shields.
    • Monstrous humanoids eat, sleep, & breathe.

    Scent (Ex): A greater cobra can detect opponents by sense of smell within 30’ (×2 for upwind opponents, ×½ for downwind opponents).

    Greater Cobra Variants
    The statistics above reflect the most common form of a greater cobra, with the head & scaly skin of a serpent but otherwise human features. The curse of the she-da-zhong produces a wide variety of greaters, however, manifesting their serpentine nature in different ways. To generate a random she-da-zhong greater, roll d% & consult the following table:
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    {table=head]d%|Variant
    01-25|As described above
    26-50|Human head, but arms are snakes (2 bite attacks instead of 1, 1d4+1 plus poison)
    51-75|Snake tail in addition to human legs (speed 30’, can constrict Small or smaller creatures for 1d4+1 damage)
    76-00|Snake tail instead of human legs (speed 20’, climb 15’, can constrict Medium or smaller creatures for 1d6+1 damage)[/table]

    Constrict (Ex): A greater cobra with a snake tail deals extra damage (1d4+1 points if it also has legs, or 1d6+1 points if it does not) with a successful grapple check against a creature small enough for it to constrict.

    She-Da-Zhong Lore
    Characters that have ranks in Knowledge (Nature) can learn more about she-da-zhong. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC’s.
    • DC13: “Hailing from the Western Continent, a race of snake-worshippers have come to Admaja with an unknown agenda.” A character making this check recalls all monstrous humanoid traits.
    • DC18: “These serpent-folk are the she-da-zhong; they can transform into snakes, & lie to you in both shapes.” A character making this check knows the workings of the Alternate Form & Detect Poison qualities.
    • DC23: “They seek to corrupt & dominate all within their venomous grasp, & they have many magical powers at their disposal to do as such.” A character making this check remembers a she-da-zhong’s spell-like abilities, as well as any other special attacks & qualities.
    • DC28: “They worship Martuakh, a sinister god that demands gory sacrifice, so their idols of the Serpent Lord are often covered in blood.” A character making this check is familiar with the she-da-zhong’s culture, society, & habits. This also grants the character basic knowledge about Martuakh.
    • DC33: “The she-da-zhong of the Asp faction are in a kind of civil war with the she-da-zhong of the Cobra faction, separated by their differing religious & cultural tenets.” A character making this check knows the history of the she-da-zhong, & the reason for the separation between the Asps & the Cobras.

    Abilities & Racial Features
    Greater cobra characters possess the following racial traits:
    • Strength +4, Constitution +2, Intelligence +4, Wisdom +8, Charisma +8.
    • Monstrous Humanoid: A greater cobra is not subject to spells or effects that affect humanoids only, such as charm person or dominate person. It is still subject to charm monster or dominate monster, however.
    • Medium Size: As Medium creatures, greater cobras have no special bonuses or penalties due to their size.
    • Racial Hit Dice: A greater cobra begins with 7 levels of humanoid, which provide 7d8 Hit Dice, a base attack bonus of +7, & base saving throw bonuses of Fortitude +2, Reflex +5, & Will +5.
    • Racial Skills: A greater cobra’s humanoid levels give it skill points equal to 10 × (2 + Int modifier, minimum 1). Its class skills are Disguise, Intimidate, Craft or Knowledge (any 1), Listen, Spellcraft, & Spot.
    • Racial Feats: A greater cobra’s humanoid levels give it 2 feats. Also, a greater cobra has Alertness as a bonus feat.
    • A greater cobra’s base land speed is 30 feet.
    • Darkvision out to 60 feet.
    • Natural Weapon (Ex): Bite (1d6 + Str plus Poison); piercing damage.
    • Cower (Su): A greater cobra can daunt its enemies by unfurling its hood. Once per minute, as a move action, it can open its hood. All opponents within 20’ must make a Will save (DC16) or become shaken for 1d6+4 rounds. The save DC is Charisma-based.
    • Poison (Ex): Injury, Fortitude save (DC15), initial damage 1d6 Constitution, secondary damage 2d6 Constitution; the save DC is Constitution-based.
    • Spell-Like Abilities
      • 3/Day: obscuring mist, sleep (DC14), touch of idiocy
      • 1/Day: charm monster (DC17), stinking cloud (DC16), vampiric touch
      • Caster level 8th. The save DCs are Charisma-based.
    • Alternate Form (Sp): A greater cobra can assume the form of a Tiny-Large size cobra (see the Snake entry of the Monster Manual, page 280) as a spell-like ability. The she-da-zhong loses its natural weapons (if any) & gains the natural weapon of the cobra form that it assumes. If the she-da-zhong has a venomous bite of its own, then it uses its own or the cobra’s venom, whichever is more potent.
    • Chameleon Power (Sp): A greater cobra can magically change the coloration of itself & its equipment to match its surroundings, granting it a +10 circumstance bonus on Hide checks.
    • Detect Poison (Sp): A greater cobra can use detect poison (as the spell; caster level 6th) as a spell-like ability.
    • Scent (Ex): A greater cobra can detect opponents by sense of smell within 30’ (×2 for upwind opponents, ×½ for downwind opponents).
    • Greater Cobra Variants: As the same quality in the monster entry above.
    • +4 natural armor bonus.
    • Spell Resistance 19.
    • Automatic Languages: Najai-She (Cobra She-da-zhong). Bonus Languages: Alhaggi, Common, & Draconic.
    • Favored Class: Wizard.
    • Level Adjustment: +3.

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    Please see Yuan-ti in the Monster Manual 1, pages 269-273.


    This creature has the body of a smooth-skinned human with sharp features & slim hips. Its sallow skin is covered with lustrous scales, & its lithe frame is topped with an ophidian head, complete with long fangs & forked tongue. The strange being’s unblinking eyes are slit like a cat’s, & gleam with an unnerving intellect.

    Known amongst themselves as the Naja Xian, the she-da-zhong of the Cobra Party are strict, authoritarian, & utterly evil. The greaters (Lojing) are in charge of labor concerns, performing much of the physical work that isn’t done by slaves. They often must construct temples & excavate tunnels, but their real joy lies in the forging of wicked blades & vicious torture devices.

    A greater cobra is about 5’-6’ tall, & weighs around 90-160 pounds. They speak Alhaggi, Common, Draconic, & Najai-She.

    Plot Hooks
    • Rumor has it that a temple is being built in a nearby cliff-side by some mysterious snake-like creatures.
    • A rumor has spread that the zhong with destroy a temple unless a local official is killed, & the locals are beginning to panic.
    • A zhong has challenged a local noble to a duel-to-the-death, a fight that the nobleman cannot hope to win.

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    She-Da-Zhong, Cobra (Elder)

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    Large Monstrous Humanoid
    Hit Dice: 9d8+36 (76HP)
    Initiative: +4
    Speed: 30’ (6 squares), Climb 20’ (4 squares)
    Armor Class: 21 (-1 size, +10 natural, +2 masterwork heavy shield); touch 9; flat-footed 21
    Base Attack/Grapple: +9/+18
    Attack: Masterwork Flail +14 melee (2d6+5) or Masterwork Shortbow +9 ranged (1d8+5/×3, 60’ range increment)
    Full Attack: Masterwork Flail +14/+9/+4 melee (2d6+5) & Bite +8 melee (2d6+4 plus Poison) or Masterwork Shortbow +9/+4 ranged (1d8+5/×3, 60’ range increment)
    Space/Reach: 10’/10’
    Special Attacks: Aversion, Constrict 1d6+7, Cower, Improved Grab, Poison, Spell-Like Abilities
    Special Qualities: Alternate Form, Chameleon Power, Darkvision 60’, Detect Poison, Monstrous Humanoid traits, Scent, Spell Resistance 21
    Saves: Fort +7, Ref +6, Will +11
    Abilities: Str 21 (+5), Dex 11 (+0), Con 19 (+4), Int 20 (+5), Wis 20 (+5), Cha 18 (+4)
    Skills: Disguise +16, Intimidate +16, Craft or Knowledge (any two) +17, Listen +19, Spellcraft +17, Spot +19
    Feats: Alertness (Bonus), Combat Expertise, Dodge, Improved Initiative, Mobility
    Environment: warm deserts (Siraaj)
    Organization: solitary, pair, gang (4-8), nest (3-12 Lessers, 2-5 Greaters, & 4-8 Elders) or tribe (25-150 Lessers, 10-80 Greaters, & 15-50 Elders)
    Challenge Rating: 7
    Treasure: standard
    Alignment: usually Lawful Evil
    Advancement: by character class
    Level Adjustment: +5

    Combat
    The undisputed leaders of the she-da-zhong, the elders are eager to display their superiority & dominance. In groups, they will order any purebloods under their command to attack first, & then any present halfbloods. They will freely use their magical powers against opponents, favoring crushing despair to more personal attacks, such as dominate person. If necessary, they will enter melee, constricting & biting every creature within reach in a violent frenzy.

    Aversion (Sp): An elder cobra can magically create a compulsion effect targeting one creature within 30’. The target must succeed a Will save (DC22) or gain an aversion to serpents for 10 minutes. Affected creatures must stay at least 20’ away from any snake or she-da-zhong, alive or dead; if already within 20’, they are compelled to move away. A subject unable to move away, or one attacked by serpents, is overcome with revulsion, which reduces their Dexterity score by 4 points until the effect wears off or the subjects is no longer within 20’. This ability is otherwise similar to an antipathy spell (caster level 16th). The save DC is Charisma-based.

    Constrict (Ex): An elder cobra deals 1d6+7 points of damage with a successful grapple check.

    Cower (Su): An elder cobra can daunt its enemies by unfurling its hood. Once per minute, as a move action, it can open its hood. All opponents within 20’ must make a Will save (DC18) or become shaken for 1d6+4 rounds. The save DC is Charisma-based.

    Improved Grab (Ex): To use this ability, an elder cobra must hit a Large or smaller creature with its Bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, then it establishes a hold & can Constrict.

    Poison (Ex): Injury, Fortitude save (DC18), initial damage 1d6 Constitution, secondary damage 2d6 Constitution; the save DC is Constitution-based.

    Spell-Like Abilities
    • At-will: obscuring mist, touch of idiocy
    • 3/Day: charm monster (DC18), stinking cloud (DC17), vampiric touch
    • 1/Day: crushing despair (DC18), dominate person (DC19)
    • Caster level 10th. The save DCs are Charisma-based.

    Alternate Form (Sp): An elder cobra can assume the form of a Tiny-Large size cobra (see the Snake entry of the Monster Manual, page 280) as a spell-like ability. The she-da-zhong loses its natural weapons (if any) & gains the natural weapon of the cobra form that it assumes. If the she-da-zhong has a venomous bite of its own, then it uses its own or the cobra’s venom, whichever is more potent.

    Chameleon Power (Sp): An elder cobra can magically change the coloration of itself & its equipment to match its surroundings, granting it a +10 circumstance bonus on Hide checks.

    Detect Poison (Sp): An elder cobra can use detect poison (as the spell; caster level 6th) as a spell-like ability.

    Monstrous Humanoid traits: All creatures with the Monstrous Humanoid type possess the following traits:
    • Darkvision out to 60’.
    • Proficient with all simple weapons.
    • Monstrous humanoids not indicated as wearing armor are not proficient with armor or shields.
    • Monstrous humanoids eat, sleep, & breathe.

    Scent (Ex): An elder cobra can detect opponents by sense of smell within 30’ (×2 for upwind opponents, ×½ for downwind opponents).

    Skills: An elder cobra can always choose to take 10 on Climb checks, even if rushed or threatened.

    She-Da-Zhong Lore
    Characters that have ranks in Knowledge (Nature) can learn more about she-da-zhong. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC’s.
    • DC13: “Hailing from the Western Continent, a race of snake-worshippers have come to Admaja with an unknown agenda.” A character making this check recalls all monstrous humanoid traits.
    • DC18: “These serpent-folk are the she-da-zhong; they can transform into snakes, & lie to you in both shapes.” A character making this check knows the workings of the Alternate Form & Detect Poison qualities.
    • DC23: “They seek to corrupt & dominate all within their venomous grasp, & they have many magical powers at their disposal to do as such.” A character making this check remembers a she-da-zhong’s spell-like abilities, as well as any other special attacks & qualities.
    • DC28: “They worship Martuakh, a sinister god that demands gory sacrifice, so their idols of the Serpent Lord are often covered in blood.” A character making this check is familiar with the she-da-zhong’s culture, society, & habits. This also grants the character basic knowledge about Martuakh.
    • DC33: “The she-da-zhong of the Asp faction are in a kind of civil war with the she-da-zhong of the Cobra faction, separated by their differing religious & cultural tenets.” A character making this check knows the history of the she-da-zhong, & the reason for the separation between the Asps & the Cobras.

    Abilities & Racial Features
    Elder cobra characters possess the following racial traits:
    • Strength +8, Constitution +6, Intelligence +6, Wisdom +10, Charisma +10.
    • Monstrous Humanoid: An elder cobra is not subject to spells or effects that affect humanoids only, such as charm person or dominate person. It is still subject to charm monster or dominate monster, however.
    • Large Size: As a Large creature, an elder cobra gains a -1 size penalty to Armor Class, a -1 size penalty on attack rolls, & a -4 size penalty on Hide checks, but he or she uses Medium-size weapons, gains a +4 size bonus on Grapple checks, & his or her lifting & carrying limits are 2× of those of a Medium character.
    • Racial Hit Dice: An elder cobra begins with 9 levels of humanoid, which provide 9d8 Hit Dice, a base attack bonus of +9, & base saving throw bonuses of Fortitude +3, Reflex +6, & Will +6.
    • Racial Skills: An elder cobra’s humanoid levels give it skill points equal to 12 × (2 + Int modifier, minimum 1). Its class skills are Disguise, Intimidate, Craft or Knowledge (any 2), Listen, Spellcraft, & Spot. Also, an elder cobra can always choose to take 10 on Climb checks, even if rushed or threatened.
    • Racial Feats: An elder cobra’s humanoid levels give it 3 feats. Also, an elder cobra has Alertness as a bonus feat.
    • An elder cobra’s base land speed is 30 feet.
    • An elder cobra’s base climb speed is 20 feet.
    • Darkvision out to 60 feet.
    • Natural Weapon (Ex): Bite (2d6 + Str plus Poison); piercing damage.
    • Aversion (Sp): An elder cobra can magically create a compulsion effect targeting one creature within 30’. The target must succeed a Will save (DC22) or gain an aversion to serpents for 10 minutes. Affected creatures must stay at least 20’ away from any snake or she-da-zhong, alive or dead; if already within 20’, they are compelled to move away. A subject unable to move away, or one attacked by serpents, is overcome with revulsion, which reduces their Dexterity score by 4 points until the effect wears off or the subjects is no longer within 20’. This ability is otherwise similar to an antipathy spell (caster level 16th). The save DC is Charisma-based.
    • Constrict (Ex): An elder cobra deals 1d6+7 points of damage with a successful grapple check.
    • Cower (Su): An elder cobra can daunt its enemies by unfurling its hood. Once per minute, as a move action, it can open its hood. All opponents within 20’ must make a Will save (DC18) or become shaken for 1d6+4 rounds. The save DC is Charisma-based.
    • Improved Grab (Ex): To use this ability, an elder cobra must hit a Large or smaller creature with its Bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, then it establishes a hold & can Constrict.
    • Poison (Ex): Injury, Fortitude save (DC18), initial damage 1d6 Constitution, secondary damage 2d6 Constitution; the save DC is Constitution-based.
    • Spell-Like Abilities
      • At-will: obscuring mist, touch of idiocy
      • 3/Day: charm monster (DC18), stinking cloud (DC17), vampiric touch
      • 1/Day: crushing despair (DC18), dominate person (DC19)
      • Caster level 10th. The save DCs are Charisma-based.
    • Alternate Form (Sp): An elder cobra can assume the form of a Tiny-Large size cobra (see the Snake entry of the Monster Manual, page 280) as a spell-like ability. The she-da-zhong loses its natural weapons (if any) & gains the natural weapon of the cobra form that it assumes. If the she-da-zhong has a venomous bite of its own, then it uses its own or the cobra’s venom, whichever is more potent.
    • Chameleon Power (Sp): An elder cobra can magically change the coloration of itself & its equipment to match its surroundings, granting it a +10 circumstance bonus on Hide checks.
    • Detect Poison (Sp): An elder cobra can use detect poison (as the spell; caster level 6th) as a spell-like ability.
    • Scent (Ex): An elder cobra can detect opponents by sense of smell within 30’ (×2 for upwind opponents, ×½ for downwind opponents).
    • +10 natural armor bonus.
    • Spell Resistance 21.
    • Automatic Languages: Najai-She (Cobra She-da-zhong). Bonus Languages: Alhaggi, Common, & Draconic.
    • Favored Class: Cleric.
    • Level Adjustment: +5.

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    Please see Yuan-ti in the Monster Manual 1, pages 269-273.


    This creature looks like a great serpent, except that its unblinking eyes betray a menacing intellect. It has two muscular humanoid arms, which end in serviceable four-fingered hands. A bifurcated tongue slides out from between its large jaws as it stares, as if in wait.

    Known amongst themselves as the Naja Xian, the she-da-zhong of the Cobra Party are strict, authoritarian, & utterly evil. Ruling over all are the elders (Xanghua), who are the priests in the temples & the counselors of the courthouses. They dominate those around them, forcing those within their coils to take part in their dark schemes.

    An elder cobra is about 8’-12’ long, & weighs around 200-300 pounds. They speak Alhaggi, Common, Draconic, & Najai-She.

    Plot Hooks
    • Many refugees have recently come from the mountains, fleeing a growing threat of zhong attacks.
    • A mysterious plague has swept through the area, & a group of robed clerics have suddenly appeared, claiming to be able to cure it.
    • The mutilated body of a missing noble has been found, showing signs of poisoning & snake bites.

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    Default Re: [Hourglass of Zihaja] Chapter 9: Creatures

    Simurgh

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    Colossal Magical Beast
    Hit Dice: 25d10+125 (262HP)
    Initiative: +11
    Speed: 20’ (4 squares), Fly 120’ (24 squares, good maneuverability)
    Armor Class: 37 (-8 size, +11 Dex, +6 deflection, +18 natural); touch 19; flat-footed 26
    Base Attack/Grapple: +25/+58
    Attack: Talon +32 melee (6d6+15)
    Full Attack: 2 Talons +32 melee (6d6+15) & Bite +27 melee (4d6+7)
    Space/Reach: 30’/20’
    Special Attacks: Majesty, Spell-Like Abilities
    Special Qualities: Aura of Power, Death’s Gate, Immunities, Magical Beast traits
    Saves: Fort +19, Ref +25, Will +18
    Abilities: Str 40 (+15), Dex 33 (+11), Con 20 (+5), Int 19 (+4), Wis 26 (+8), Cha 23 (+6)
    Skills: Diplomacy +16, Hide +5, Intimidate +18, Knowledge (Arcana) +15, Knowledge (Geography) +14, Knowledge (Nature) +15, Knowledge (The Planes) +14, Listen +19, Move Silently +22, Sense Motive +18, Spellcraft +15, Spot +21, Survival +20, Tumble +21
    Feats: Awesome Blow, Flyby Attack, Improved Bull Rush, Improved Flyby Attack, Iron Will, Leadership, Power Attack, Skill Focus (Spot), Wingover
    Environment: any (Siraaj)
    Organization: solitary, council (2-5), or court (6-12)
    Challenge Rating: 20
    Treasure: standard
    Alignment: usually Lawful Neutral
    Advancement: 26-50HD (Colossal)
    Level Adjustment: N/A

    Combat
    Simurghs may be calm & reserved beings nowadays, but they are terrifying combatants, conjuring up the glory & terror of their imperial ancestors. They usually begin a battle with either Majesty or one of their mind-affecting spell-like abilities, preferring to stop a conflict before it can start. Failing that, it will often take flight, using more offensive magical attacks to control the fight, employing their natural weapons only as a last resort. They are loathe to retreat from a losing battle, but as prudent & wise beings, they will do so if it is necessary.

    Majesty (Su): A simurgh can confound opponents with its imposing radiance. Three times per day, a simurgh can unveil its Majesty; all creatures within 60’ must make a Will save (DC28) or be dazzled, fascinated, or stunned (simurgh’s choice) for 1d4 rounds. The save DC is Charisma-based. Other simurghs are immune to Majesty.

    Spell-Like Abilities
    • At Will: calm emotions (DC18), enthrall (DC18), obscuring mist, sound burst (DC18)
    • 3/Day: chain lightning (DC22), control weather, greater shout (DC24), mirage arcana (DC21)
    • 1/Day: dominate monster (DC25), mass charm monster (DC24), meteor swarm (DC25), whirlwind (DC24)
    • Caster level 21st. The save DCs are Charisma-based.

    Aura of Power (Su): A simurgh has an invisible (yet nearly tangible) field of energy around its body, emitted by the sheer force of its personality. As such, a simurgh adds its Charisma bonus (if any) to their armor class as a deflection bonus.

    Death’s Gate (Su): When a simurgh dies, a portal opens directly-adjacent to the simurgh’s body, pulling it onto Najmah. This portal acts just like a gate spell cast by the simurgh itself, except the simurgh need not concentrate on it for it to remain open (due to it being dead). This portal will remain open for 1d6+4 rounds before spontaneously closing.

    Immunities (Ex): A simurgh is immune to disease, poison, sleep & paralysis effects; in addition, it is not subject to subdual damage, ability damage, ability drain, or death from massive damage

    Magical Beast traits: All creatures with the Magical Beast type possess the following traits:
    • Darkvision out to 60’.
    • Proficient with its natural weapons only.
    • Proficient with no armor.
    • Magical Beasts eat, sleep, & breathe.

    Simurgh Lore
    Characters that have ranks in Knowledge (Arcana) can learn more about simurghs. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC’s.
    • DC25: “The largest of beasts lives in the sky, riding the wind, & it is hardly a beast at all.” A character making this check recalls all magical beast traits.
    • DC30: “Called a simurgh, this regal creature is mighty & magnificent, capable of laying waste to lesser beings.” A character making this check knows the workings of the Death’s Gate ability, as well as its immunities.
    • DC35: “Tranquil yet severe, simurghs are able to command the Small Ones through sheer force of personality.” A character making this check remembers the mechanics of Majesty & Aura of Power.
    • DC40: “Long ago they ruled the world, before their power was lost in a devastating civil war, whose initial cause has been lost & forgotten.” A character making this check is familiar with a simurgh’s spell-like abilities.

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    Cutting across the sky is a magnificent & fearsome figure. Larger than a house, the avian creature soars through the air on wings that no horse could pull. Its enormous body is covered with multicolored plumage; the blues, whites, & browns mixing to produce an almost royal palette. The head of the gigantic form is like that of a great & terrible beast, yet its eyes glimmer with a composed intelligence.

    Many birds fly through the air, but one creature rules over them all. Mightier than the homa, greater than the samandar, it is truly the Lord of the Skies. Imperious & frightening, this avian being is known as a Simurgh.

    The wisdom of a simurgh (sih-MERG) is legendary. Some see them as benevolent & placid, other view them as stern & haughty, yet their acumen is unquestioned. Called by some the Hazaqan-Leqad (“King of the Birds”), their guidance is widely sought. They dispense advice & justice in equal measure from their mountain perches, & there are few individuals who could stand against their might; only the eldest of dragons would even dare incite a simurgh’s wrath.

    Thousands of years ago, before the rise of the Empire of Admajai, even before the Age of Kingdoms, the simurghs ruled over the entirety of Siraaj, directly controlling the land-bound folk. Much more numerous that they are today, they were the god-kings of the sky. Worshipped by some & resented by others, they were opposed by none, so complete was their command of the land & sky. Yet their keen minds & long memories led to self-serving schemes & entrenched grudges, so thus were their undoing. Eventually a civil war of sorts erupted, wiping out their domain. Their numbers were decimated, & the survivors retreated to the far corners of the world, never to impose their will upon the Small Ones again.

    A simurgh is about 36’-48’ long, with a 72’-96’ wingspan, & weighs around 24-32 tons. They speak Archaic, Auran, Common, Draconic, & Gnoll.

    Plot Hooks
    • A new cult has formed in the mountains, centered on an avian god of wisdom & strength.
    • A dying simurgh needs a group of Small Ones to fulfill one last desire, a mission of great import & even greater peril.
    • A battle between two unbelievably large birds threatens to destroy a town full of terrified onlookers.

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    Default Re: [Hourglass of Zihaja] Chapter 9: Creatures

    Tasked Genie

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    A genie forced into indenture by another of its kind, employed to serve in its stead based on its clan or to fulfill a contract. Sometimes called a Taq-Sim (“Slave-Genie”), a tasked genie loses many of its normal abilities & attributes, gaining others in their place. They are considered a lesser caste in the world of the genies.

    Slaves of their own kind for so long that they have become manifestations of the task they long labored at, tasked genies are the menial servants of genie-kind. Hired or enslaved by mortal magicians, this broad caste of genies are the laborers, assistants & slaves of the great genie races & share an uneasy peerage with the nominally-free janni.

    Bound Subtype
    There are powerful spells that are able to entrap the souls of certain creatures, binding them to magical containers. There are also some magical contracts which can involve bondage to a container for a preset duration or as a conditional state as a clause. While bound to a container, the creature is under the command of the container’s possessor. A creature that is trapped in this manner becomes a Bound creature, & possesses the following traits (unless otherwise noted in a creature’s entry):

    Bound Traits
    • A Bound creature is of the Elemental or Outsider type only; other creature types cannot become Bound.
    • A Bound Outsider is always considered to be Native to the plane that it is currently in.
    • Servitude (Ex): A Bound creature must follow the commands given to it by the possessor of the binding item. This quality acts like a dominate monster spell, except the Bound creature is not allowed a saving throw. This remains in effect until the container is broken, the container’s possessor releases the Bound creature, or any magical contract binding it is fulfilled or nullified.
    • Container: A Bound creature spends much of its existence within a timeless transdimensional pocket, which in turn is within the magical container. While in this pocket dimension, the Bound creature cannot be harmed, & can be contacted only by summoning it into the real world. The container’s size is irrelevant; when the possessor summons the Bound creature, it exits the pocket & grows to its normal size; when the possessor dismisses the Bound creature, it shrinks again to fit within the container & re-enters the timeless pocket.
    • Elemental Heritage: A Bound creature manifests some of the elemental traits that it had before it was bound. It retains any element-based subtype (such as [Air], [Earth], [Fire], or [Water]); in addition, the creature will have the following abilities, based on their subtype:
      • Air: Fly 40’ (perfect maneuverability); gaseous form as an at-will spell-like ability
      • Earth: Burrow 20’; soften earth & stone as an at-will spell-like ability
      • Fire: produce flame as an at-will spell-like ability
      • Water: Swim 30’; water breathing as an at-will spell-like ability
    • A Bound creature cannot be dismissed (except by its possessor), but can be temporarily banished by a successful banishment spell.

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    Default Re: [Hourglass of Zihaja] Chapter 9: Creatures

    Architect, Tasked Genie

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    Medium Outsider (Bound, Native)
    Hit Dice: 7d8+14 (45HP)
    Initiative: +0
    Speed: 30’ (6 squares)
    Armor Class: 16 (+6 natural); touch 10; flat-footed 16
    Base Attack/Grapple: +7/+12
    Attack: Quarterstaff +12 melee (1d8+5/1d8+2)
    Full Attack: Quarterstaff +12/+7/+2 melee (1d8+5/1d8+2)
    Space/Reach: 5’/5’
    Special Attacks: Earth Mastery
    Special Qualities: Bound traits, Darkvision 60’, Native traits, Outsider traits, Siege Expert, Spell-Like Abilities
    Saves: Fort +6, Ref +5, Will +8
    Abilities: Str 17 (+3), Dex 10 (+0), Con 14 (+2), Int 16 (+3), Wis 13 (+1), Cha 10 (+0)
    Skills: Appraise +14, Concentration +12, Craft (any) +15, Knowledge (Architecture & Engineering) +15, Profession (any) +16, Spellcraft +16, Use Magic Device +13
    Feats: Iron Will, Magical Aptitude, Skill Focus (Profession)
    Environment: any (Najmah)
    Organization: any
    Challenge Rating: 7
    Treasure: ½ standard
    Alignment: usually Lawful Neutral
    Advancement: N/A
    Level Adjustment: N/A

    Combat
    Although they rarely have to participate in battle, architects are not entirely averse to it, & some see fighting as a means to escape their bondage. They will always alter the battlefield to suit them, if possible, transforming the landscape in their favor. Once they have their opponents at a disadvantage, they usually dispatch their foes with melee attacks or additional magic. They are not opposed to fleeing a lost battle, & thus will run away if put at a significant disadvantage themselves.

    Earth Mastery (Ex): An architect gains a +1 bonus to attack & damage rolls if both it & its foe are touching the ground. If an opponent in airborne or waterborne, the architect suffers a -4 penalty on attack & damage rolls (these modifiers are not included in the statistics block).

    Outsider traits: All creatures with the Outsider type possess the following traits:
    • Darkvision out to 60’.
    • An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be.
    • Proficient with all simple & martial weapons & any weapons mentioned in its entry.
    • Outsiders not indicated as wearing armor are not proficient with armor or shields.
    • Native outsiders breathe, eat, & sleep.

    Siege Expert (Ex): An architect is particularly adept at executing blockades. It gains a +4 competence bonus on all Craft, Knowledge, & Profession checks when designing, crafting, or operating siege engines or siege-based structures.

    Spell-Like Abilities
    • At Will: augury, soften earth & stone, stone shape, wood shape (DC15)
    • 3/Day: passwall, transmute mud to rock (DC18), transmute rock to mud (DC18)
    • 1/Day: animate objects, find the path (DC19)
    • Caster level 12th. The save DCs are Intelligence-based.

    Architect Lore
    Characters that have ranks in Knowledge (The Planes) can learn more about architects. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC’s.
    • DC17: “Some creatures from other realms are forced into indenture by strange magic, employed to serve in outright enslavement, or merely to fulfill a contract.” A character making this check recalls all bound native outsider traits.
    • DC22: “Some of the Bound serve as architects, devising & drafting plans for various construction projects.” A character making this check knows the workings of the Earth Mastery & Siege Expert abilities.
    • DC27: “Architects are particularly skilled at siege projects, both on defense & on offense.” A character making this check remembers the mechanics of an architect’s spell-like abilities.

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    The urbane figure looks like a smallish dao, only not as muscular. It wears long flamboyant robes, but it conspicuously devoid of jewelry. A strange runic symbol is branded onto its otherwise-unblemished marble skin.

    Architects are innovative developers eager to create anew at the expense of the old. Originally dao, many are kept by the earth genies in bondage, branded with slaving-symbols from mortal glyph tradition. They are mostly responsible for planning & implementing the dao’s gem-mining operations, but they are usually involved in the design phase of any major construction effort undertaken by genies. They physically resemble dao, but are human-sized & have glowing violet eyes.

    An architect is about 6-7’ tall & weighs around 1,200-1,400 pounds. They speak Common & Terran.

    Plot Hooks
    • A new gem mine is going to be built in the area soon, & the overseers are strange genie-like people.
    • A village is under siege from foreign invaders, & the blockade is being built by a brilliant engineer.
    • A new construction consortium has arrived in town, with innovative & flamboyant designs, & equally mysterious benefactors.

  28. - Top - End - #58
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    Default Re: [Hourglass of Zihaja] Chapter 9: Creatures

    Artist, Tasked Genie

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    Medium Outsider (Bound, Native)
    Hit Dice: 7d8+14 (45HP)
    Initiative: +4
    Speed: 30’ (6 squares)
    Armor Class: 19 (+4 Dex, +5 natural); touch 14; flat-footed 15
    Base Attack/Grapple: +7/+10
    Attack: Light Pick +10 melee (1d6+3/×4)
    Full Attack: Light Pick +10/+5 melee (1d6+3/×4)
    Space/Reach: 5’/5’
    Special Attacks: Spell-Like Abilities
    Special Qualities: Bound traits, Darkvision 60’, Native traits, Outsider traits, Tool Dependence
    Saves: Fort +7, Ref +9, Will +9
    Abilities: Str 16 (+3), Dex 19 (+4), Con 14 (+2), Int 14 (+2), Wis 15 (+2), Cha 17 (+3)
    Skills: Appraise +12, Concentration +12, Craft (any two) +16/+12, Perform (any) +16, Profession (any artistic) +12, Spellcraft +12
    Feats: Iron Will, Skill Focus (Craft #1), Skill Focus (Perform)
    Environment: any (Najmah)
    Organization: any
    Challenge Rating: 5
    Treasure: ½ standard
    Alignment: usually Chaotic Neutral
    Advancement: N/A
    Level Adjustment: N/A

    Combat
    Artists are averse to fighting, for fear of injuring their hands or tools. They will usually opt to avoid a battle by using illusion magic to hide or mind-altering magic to deflect attackers. If pressed into combat, they will use melee attacks, supplemented with whatever magic they have remaining. They are quick to surrender or flee, though, if a fight does not go their way.

    Spell-Like Abilities
    • At Will: detect thoughts (DC15), eagle’s splendor (DC15), fox’s cunning (DC15)
    • 3/Day: enthrall (usable by crafting or performing, DC15), glitterdust (DC15), mirror image
    • 1/Day: permanent image (DC19), shadow conjuration (DC17)
    • Caster level 13th. The save DCs are Charisma-based.

    Outsider traits: All creatures with the Outsider type possess the following traits:
    • Darkvision out to 60’.
    • An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be.
    • Proficient with all simple & martial weapons & any weapons mentioned in its entry.
    • Outsiders not indicated as wearing armor are not proficient with armor or shields.
    • Native outsiders breathe, eat, & sleep.

    Tool Dependence (Ex): An artist is only as good as the tools that they work with. Artists always carry a set of masterwork artisan’s tools (55gp, 5 lbs.) or a masterwork musical instrument (100gp, 3 lbs., hereinafter referred to as a tool); the +2 circumstance bonus to Craft checks is included in the statistics block. It their tools are ever lost, stolen, or destroyed, then they will suffer a -8 circumstance penalty to all Craft & Profession checks, as well as a -1 morale penalty on all attack rolls & saving throws, until the tools are replaced.

    Artist Lore
    Characters that have ranks in Knowledge (The Planes) can learn more about artists. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC’s.
    • DC15: “Some creatures from other realms are forced into indenture by strange magic, employed to serve in outright enslavement, or merely to fulfill a contract.” A character making this check recalls all bound native outsider traits.
    • DC20: “Some of the Bound serve as artists, using magic & muscle to make works of art in every conceivable size & form.” A character making this check knows the workings of an artist’s spell-like abilities.
    • DC25: “Artists are very dependent of their crafting tools, & are nearly lost without them.” A character making this check remembers the mechanics of the Tool Dependence abilities.

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    This strange figure appears to be a small djinn. A breeze seems to rustle its silvery hair, & its eyes glow an intense shade of blue. Not nearly as tall or as muscular as a normal djinn, the creature is dressed in fine white robes, & sports a runic scar on its pale smooth skin.

    Artists are masterful craftsmen, composers, painters & the like, with an intuitive understanding of the process of creativity. Possibly the most respected among greater genie culture, these tasked servants hold personal respect & political clout as providers of the finest works available. Originally djinni, their natures force masters to treat them well lest their inherent temperament lessen the quality of their art.

    An artist is about 6½’-7½’ tall & weighs around 650-750 pounds. They speak Auran & Common.

    Plot Hooks
    • A silver-haired djinn is tearing apart the area, desperately searching for some stolen items.
    • A disheveled magical being with shining eyes & an odd tattoo is on the run, & is hiding in town.
    • A djinn lord is in a state of despair because her artists are unable to create anything for her.

  29. - Top - End - #59
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    Default Re: [Hourglass of Zihaja] Chapter 9: Creatures

    Builder, Tasked Genie

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    Large Outsider (Bound, Native)
    Hit Dice: 7d8+14 (45HP)
    Initiative: -1
    Speed: 30’ (6 squares)
    Armor Class: 14 (-1 size, -1 Dex, +6 natural); touch 8; flat-footed 14
    Base Attack/Grapple: +7/+16
    Attack: Heavy Pick +11 melee (1d8+5/×4)
    Full Attack: Heavy Pick +11/+6/+1 melee (1d8+5/×4)
    Space/Reach: 10’/10’
    Special Attacks: Earth Mastery
    Special Qualities: Bound traits, Darkvision 60’, Native traits, Outsider traits, Siege Expert, Spell-Like Abilities
    Saves: Fort +6, Ref +4, Will +8
    Abilities: Str 21 (+5), Dex 9 (-1), Con 14 (+2), Int 14 (+2), Wis 13 (+1), Cha 10 (+0)
    Skills: Concentration +11, Craft (any) +13, Knowledge (Architecture & Engineering) +13, Profession (any) +15, Spellcraft +14, Use Magic Device +11, Use Rope +9
    Feats: Iron Will, Magical Aptitude, Skill Focus (Profession)
    Environment: any (Najmah)
    Organization: any
    Challenge Rating: 7
    Treasure: ½ standard
    Alignment: usually Lawful Neutral
    Advancement: N/A
    Level Adjustment: N/A

    Combat
    Although they do often participate in battle, builders are familiar with the business of war, & some see fighting as a means to escape their bondage. They will always alter the battlefield to suit them, if possible, transforming the landscape in their favor. Once they have their opponents at a disadvantage, they usually dispatch their foes with melee attacks or additional magic. They are not opposed to fleeing a lost battle, & thus will run away if put at a significant disadvantage themselves.

    Earth Mastery (Ex): A builder gains a +1 bonus to attack & damage rolls if both it & its foe are touching the ground. If an opponent in airborne or waterborne, the builder suffers a -4 penalty on attack & damage rolls (these modifiers are not included in the statistics block).

    Outsider traits: All creatures with the Outsider type possess the following traits:
    • Darkvision out to 60’.
    • An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be.
    • Proficient with all simple & martial weapons & any weapons mentioned in its entry.
    • Outsiders not indicated as wearing armor are not proficient with armor or shields.
    • Native outsiders breathe, eat, & sleep.

    Siege Expert (Ex): A builder is particularly adept at executing blockades. It gains a +4 competence bonus on all Craft, Knowledge, & Profession checks when designing, crafting, or operating siege engines or siege-based structures.

    Spell-Like Abilities
    • At Will: animate rope, bull’s strength (DC14), stone shape, wood shape (DC14)
    • 3/Day: major creation, passwall, wall of stone (DC17)
    • 1/Day: limited wish (construction-related only, DC19), move earth
    • Caster level 12th. The save DCs are Intelligence-based.

    Builder Lore
    Characters that have ranks in Knowledge (The Planes) can learn more about builders. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC’s.
    • DC17: “Some creatures from other realms are forced into indenture by strange magic, employed to serve in outright enslavement, or merely to fulfill a contract.” A character making this check recalls all bound native outsider traits.
    • DC22: “Some of the Bound serve as builders, manufacturing & assembling various construction projects with ease.” A character making this check knows the workings of the Earth Mastery & Siege Expert abilities.
    • DC27: “Builders are particularly skilled at siege projects, both on defense & on offense.” A character making this check remembers the mechanics of a builder’s spell-like abilities.

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    The large being appears to be an exceptionally-brawny dao. Its stocky frame is rippling with bulging muscles, & its skin has a rough, craggy texture. It is clad in only a simple robe, & it wears no jewels. An odd runic symbol mars its cheek.

    Builders are mighty & talented laborers, able to plan & construct complex structures with ease. Originally dao, many are kept by the earth genies in bondage, branded with slaving-symbols from mortal glyph tradition. They are employed by genies everywhere to create buildings, fortifications, mines, dams, & all other manner of construction projects. They physically resemble dao, but are taller & more muscular.

    A builder is about 9-10’ tall & weighs around 1,800-2,000 pounds. They speak Common & Terran.

    Plot Hooks
    • A group of large burly dao is demolishing buildings nearby to make way for a new construction project, but the buildings’ owners gave no permission.
    • The sultan has hired a genie to employ builders in the construction of a new palace, but the master is not to be trusted.
    • A runaway builder is causing trouble for his former master, laying traps & sabotaging buildings.

  30. - Top - End - #60
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    Default Re: [Hourglass of Zihaja] Chapter 9: Creatures

    Consort, Tasked Genie

    3E Material
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    Medium Outsider (Bound, Native)
    Hit Dice: 6d8+6 (33HP)
    Initiative: +5
    Speed: 40’ (8 squares)
    Armor Class: 20 (+5 Dex, +5 natural); touch 15; flat-footed 15
    Base Attack/Grapple: +6/+9
    Attack: Katar +9 melee (1d4+3/×3) or Shortbow +11 melee (1d6+3/×3)
    Full Attack: Katar +9/+4 melee (1d4+3/×3) or Shortbow +11/+6/+1 melee (1d6+3/×3)
    Space/Reach: 5’/5’
    Special Attacks: Spell-Like Abilities
    Special Qualities: Alternate Form, Bound traits, Darkvision 60’, Native traits, Outsider traits, Telepathy 100’
    Saves: Fort +6, Ref +10, Will +8
    Abilities: Str 16 (+3), Dex 21 (+5), Con 13 (+1), Int 14 (+2), Wis 17 (+3), Cha 24 (+7)
    Skills: Bluff +13, Concentration +7, Diplomacy +18, Gather Information +13, Listen +11, Perform (any) +13, Sense Motive +11, Spellcraft +8, Spot +11, Swim +9
    Feats: Alertness, Negotiator, Skill Focus (Diplomacy)
    Environment: any (Najmah)
    Organization: any
    Challenge Rating: 5
    Treasure: ½ standard
    Alignment: usually Chaotic Neutral
    Advancement: N/A
    Level Adjustment: N/A

    Combat
    Consorts are not suited for the battlefield, a fact that they are perfectly aware of. They are better served in other arenas, those of the mind & the senses. They are skilled at changing people’s minds, defusing a fight before it even starts. If pressed into a skirmish, they will use their magic to confuse & distract their opponents, using their normal weapons once they’ve confounded the enemies. They will surrender or flee at the first opportunity, even if they are winning a battle, so averse are they to warfare.

    Spell-Like Abilities
    • At Will: charm person (DC18), color spray (DC18), hypnotism (DC18), message
    • 3/Day: detect thoughts (DC19), suggestion (DC20), touch of idiocy
    • 1/Day: modify memory (DC21), persistent image (DC22), rainbow pattern (DC21)
    • Caster level 10th. The save DCs are Charisma-based.

    Alternate Form (Su): A consort can assume any Humanoid or Monstrous Humanoid form of Medium size or smaller as a standard action 3 times per day. The consort can remain in its Humanoid or Monstrous Humanoid form until it chooses to assume a new one or return to its natural form.

    Outsider traits: All creatures with the Outsider type possess the following traits:
    • Darkvision out to 60’.
    • An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be.
    • Proficient with all simple & martial weapons & any weapons mentioned in its entry.
    • Outsiders not indicated as wearing armor are not proficient with armor or shields.
    • Native outsiders breathe, eat, & sleep.

    Consort Lore
    Characters that have ranks in Knowledge (The Planes) can learn more about consorts. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC’s.
    • DC15: “Some creatures from other realms are forced into indenture by strange magic, employed to serve in outright enslavement, or merely to fulfill a contract.” A character making this check recalls all bound native outsider traits.
    • DC20: “Some of the Bound serve as consorts, transforming constantly to please their masters while listening to all of their secrets & concerns.” A character making this check knows the workings of the Alternate Form ability.
    • DC25: “Consorts have many powers to sway the thoughts of others, & they use them to great advantage.” A character making this check remembers the mechanics of a consort’s spell-like abilities.

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    A stunningly-handsome creature must be one of the genies, although it is nearly-human in size. A head taller than a man, one would guess from its pale indigo skin & violet eyes that it was some sort of marid. Closer inspection reveals a pattern of lustrous scales are visible on its lean body. The gorgeous being is dressed in scanty sheer robes, & adorned with jewelry that would make an efreet jealous. Most striking of all, though, is the mane of brightly-colored feathers that frame its exquisite face.

    Consorts are descended from enslaved marids; of peerless beauty, they can entice & tantalize minds with ease. Consorts bring companionship & pleasure to those they serve, but may exploit the secrets of those who would keep them. Their words can move nations, & many of their former masters have been utterly ruined by the secrets that they have revealed. Still, their services are in great demand, as the delightful experiences they can create are legendary. The children of consorts are half-genies or sabi of any elemental bloodline.

    A consort is about 6½’-7½’ tall & weighs around 250-350 pounds. They speak Aquan & Common.

    Plot Hooks
    • A nearby slave market has a special piece of merchandise for sale: a genuine Consort.
    • A beautiful woman with dark blue hair has been captivating men all over town with her charms, leaving them delirious & penniless.
    • An embarrassing scandal has sullied the sultan’s name, & someone in his harem is suspected of being responsible.

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