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Bestiary of the Fiendish and Unfriendly in Lingusia




Kattachi Scorpion Men

Large Size Monstrous Humanoid
Hit Dice: 6D8 (average
Initiative: 0
Speed: 30 feet
Armor Class: 15 (-1 size, +6 natural armor)
Attacks: Scimitar +9/+4 melee, Long bow +6/+1 ranged, Tail strike +9 melee
Damage: By weapon type: Scimitar 1d6+3, Long Bow 1d8, Tail Strike 1d4+3 and venom (see text)
Face/Reach: 5 ft by 5 ft/5 ft
Special Attack: Venomous strike
Special Qualities: Natural chitinous armor +6 AC, Heat & cold resistant (damage resistance 5 against natural elemental effects)
Saves: Fortitude +7, Reflexes +2, Will +2.
Abilities: Str 17 (+3), Dex 11, Con 14 (+2), Int 10, Wis 10, Cha 8 (-1).
Skills: Spot +6, Listen +4, Knoweldge: Underworld +2
Feats: Point Blank Shot, Ambidexterity
Climate/Terrain: Arid, subterranean
Organization: Loose clans under the rulership of a single queen; patrols average 2-6
Challenge Rating: 4
Treasure: standard
Alignment: Neutral Good or Evil
Advancement: 8 HD (chieftain), 12 HD (queen)
Kattachi scorpion men are a degenerate race created eons ago for the sadistic whim of Kathack, the repulsive demon god. Kathack is the immortal lord of insects, and in a spiteful conflict lost to time, he saw fit to impregnate human women with his own kin, and the birth result spawned (among other monstrosities) the Kattachi.
Each Kattachi is a male or female who is fully capable of combat from a young age. They are trained early on and reach adulthood by the ag eof 10-12. Only one Kattachi may rise to the status of Queen in a given network, and if the Queen is killed, another Kattachi woman will metamorphose to take her place within a few weeks.
Kattachi have been cursed by their god with the need to breed with humans in order to continue their species, so most raids with the surface world are to secure breeding stock. They may also seize elves and other demi-humans, but the hybrid children of such unions are always degenerate or deformed in some manner. Still, there have been wan times when such was a necessity.
Weapons and Armor: Kattachi prefer pole weapons, scimitars, and shields. They usually wear lamellar. All Kattachi have natural chitinous armor (see below), and a character with familiarity in armor smithing and tanning could craft the chitin in to a non-metallic plate mail which was half the normal weight of splint mail, and +6 AC modifier (otherwise like splint mail).
Venomous Tail-Sting:
Each scorpion man has a venomous stinger, with one load of venom available for use per day. The effects of the poison are equivalent to Large Scorpion Poison (DC 18; 1d6 STR damage initially, 1d6 STR secondary; See page 79-80 of the DMG), and the Kattachi will typically strike with the tail every other round until a successful hit is made and the venom is discharged. All poison effects are cumulative, if you are hit by multiple attacks. For every +3 hit dice over base the Kattachi has, he has one additional discharge in his stinger per day.
Natural Chitinous Armor: This grants them a +6 AC bonus. They still wear armor on their human form, but even here their human skin is stretched taught over a chitinous, bony frame.
Elemental Endurance: The Kattachi are used to temperature extremes, and receive the equivalent of damage resistance 5/0 against such damage. Magical damage ignores this modifier.
Darkvision 120': The Kattachi are wel adapted to surviving in the caverns of the Underworld and the night of the desert. They can see with darkvision for 120 feet.
Classes: Kattachi have Fighter as their favored class. They would have a character EL modifier of class level+5 for purposes of calculating experience.

Kattachi Queen
Large Size Monstrous Humanoid
HD 12d8; HP 88; Init +4 (Improved Initiative); Spd 30 ft; AC 15; Att: Magical Dagger+1 +16/+11/+6 melee; Tail strike +15 melee; Dmg: Dagger+1 does 1d4+4; Tail Strike 1d4+3 and three venom charges (see Kattachi description); Spcl: Venomous strike; Natural chitinous armor +6 AC, Heat & cold resistant (damage resistance 5 against natural elemental effects); Saves: Fortitude +11, Reflexes +4, Will +4. Abilities: Str 17 (+3), Dex 11, Con 14 (+2), Int 16 (+3), Wis 14 (+2), Cha 13 (+1); Skills: Spot +8, Listen +8, Knowledge: Underworld +6, Diplomacy +3; Feats: Point Blank Shot, Ambidexterity, Improved Initiative, Power Attack; Challenge Rating: 8; Alignment: Neutral Good
Combat Notes: The queen will use Power Attack each round to take half her attack modifier and add it to damage instead. She will stop using Power Attack if she has not landed a hit by the third round of combat. She will use her venomous tail attack every round until all three venomous discharges are gone.

+ + + + + +



Velboshia-Lok Nodivia (“Guardians of the Old Kings”)
Medium-size Undead

Hit Dice: 8d12
Initiative: +6 (+2 Dex, 0 size, +4 Improved Initiative)
Speed: 30 feet
Armor Class: 20 (+2 Dex, +8 Natural); With Full Plate: AC 27
Attacks: 2 claws +7 or Greatsword (+1) +8; 4 eye attacks (area effect - cone) at +6 each
Damage: claws 1d6+3; greatsword 2d6+5.5; 19-20/X2; or eyes by effect
Face/Reach: 5 feet x 5 feet / special for eyes
Special Attack: 4 eye eam attacks: Flesh to Stone DC 17; Fireball as a 5th level mage DC 16; Disintigrate DC 17; Feeblemind DC 16
Special Qualities: Undead, eyestalks, damage reduction 15/+2, all-around vision (cannot be flanked, +10 spot)
Saves: Fortitude +5, Reflexes +4, Will +6
Abilities: Str 16 (+3), Dex 14 (+2), Con --, Int 13 (+1), Wis 12 (+1), Cha 11 (0)
Skills: Listen +7, Spot +20, Hide +7, Intimidate +4, Move Silently +8, Spellcraft +8
Feats: Improved Initiative, Blind Fight, Combat Reflexes
Climate/Terrain: Any Tomb
Organization: none2-4 usually found in task of guarding tomb
Challenge Rating: 8
Treasure: standard
Alignment: Lawful evil, lawful neutral, or chaotic neutral
Advance: 8-14 HD

Ancient guardians of the Tombs of the Gods, these dessicated corpses were once the proud Temple Guards of the Divine Palaces in the mythic city Corti’Zahn. When the War of the Gods destroyed the early Fertile Empires of Hyrkania and laid low the mortal forms of the divine lords, the temple guardians who died in the conflict against the demons were mummified and submitted to a terrible necromantic process to revive them as eternal tomb protectors. Something horrible corrupted the spells of reanimation, however, seeping in from the Chaos Energy which permeated the land in the wake of the war, and grew like a fungus in the bodies of these undead guardians. The bodies became covered in a mss-like green substance, which tinged their skeletal forms, ate the mummified flesh, and devoured the skull-caps of the bodies, from which then extruded four tendril-like appendages, each with a hideous blinking, sickly eye attached at the end.
Many of these corrupted tomb guardians remained eternal guardians, but some were freed for reasons most suspicious, and certain Necromancers found them useful for guarding other things, as well. However, the geas of duty upon the Velboshia Lok Nodivia is so strong that, the moment the necromantic control slips over them, they will immediately seek to return to a tomb and continue guarding (a different tomb, if they must!)
Properties:
Undead:
Velboshia Lok Nodivia are undead, as described in the MM.
Eyestalks: The four eyestalks produce a special effect for each eye (see special attack, in the text). A called shot to an eye that does 10 more points of damage will sever the stalk and stop that special attack.
Damage Reduction: 15/+2 protection, due to the enchantments placed on the undead.
All-Around Vision: The creature cannot be caught flat-footed from a flanking attack, and cannot be surprised. If the creature is reduced to one eyestalk through targeting attacks, it loses this ability.
Habitats within Lingusia: The Slithotendan Mountains, the Ruins of Hoggoth, and Old Galon are popular places to find these rare and dangerous guardians.