Difference between revisions of "Sith-makar Forgotten"
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'''Skills:''' Survival: 2 (+5), Intimidate: 4 (+8), Perception: 1 (+5), Climb 1 (+7 or 9) |
'''Skills:''' Survival: 2 (+5), Intimidate: 4 (+8), Perception: 1 (+5), Climb 1 (+7 or 9) |
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− | '''Tactics:''' At the sight of prey, the Forgotten becomes single-minded and cannot be dissuaded. They retain limited cunning, however, so may also peruse prey or attempt to ambush them. They rage immediately when fighting. When found in packs, one will attempt to trip using Knockdown, with packmates swarming the fallen creature. |
+ | '''Tactics:''' At the sight of prey, the Forgotten becomes single-minded and cannot be dissuaded. They retain limited cunning, however, so may also peruse prey or attempt to ambush them. They rage immediately when fighting. When found in packs, one will attempt to trip using Knockdown, with packmates swarming the fallen creature. While they prefer the flesh of sith-makar over other humanoids, they will consume both. |
====Notes==== |
====Notes==== |
Revision as of 07:47, 18 March 2015
This creature superficially resembles its tribesfolk, though its posture is hunched and features exaggerated. Most possess exaggerated claws and fangs, their scales twisted and nobby from an overabundance of mana. Their intelligence is merciless and cunning.
Despite their appearance, the Forgotten are a tragic creature. There are two ways the Forgotten may form. The first is through their own desperation; not every sith-makar Awakened and (even some who had) seek to strengthen their own draconic ties. To do so, they begin eating the flesh of their kin. Over time, the excess of energies warps them and flesh becomes the one thing they hunger for.
Charn discovered this property by accident...but were quick to turn it to their advantage. Captured and force-fed the bodies of their tribesfolk, the Charnese-wrought Forgotten are deliberately wrought shocktroops. Those who do not grow claws naturally have leather devices made for them and strapped to their forearms, with jagged edges.
There is no known way to reverse the process.
Mechanically, they are sith-makar with the Vast-wrought template added, and barbarian level(s), so may be adjusted for challenge.
For inspiration, imagine the Reavers from Firefly, or certain creatures from Beastmaster.
Summary
CR 5
CE Medium Monstrous Humanoid (Abberation sith-makar)
Init 1; Senses Darkvision 60', low-light vision
Defense
AC 17 (+4 natural, +4 Hide armor, +1 dex, -2 rage)
HP 46 (4d12+20)
Fort +6 (8 when raging), Ref +2, Will +3 (4 when raging, additional +4 versus mind-affecting)
Special Qualities Uncanny Dodge, Trap Sense +1, Resist Fire 5, immune to sleep effects, paralysis effects, disease and poison. DR 5/cold iron, and SR 16.
Offense
Speed 30 feet
Melee +9 d4+5 bite and 2 claws at +9 d6+5
Space 5' Reach 5'
Special Rage, Breath Weapon
Statistics
Str 16 (20), Dex 12, Con 16 (20), Int 6, Wis 11, Cha 12
Feats: Razortusk, Run or Keen Scent
Rage Powers: Lesser Beast Totem, Knockdown
Skills: Survival: 2 (+5), Intimidate: 4 (+8), Perception: 1 (+5), Climb 1 (+7 or 9)
Tactics: At the sight of prey, the Forgotten becomes single-minded and cannot be dissuaded. They retain limited cunning, however, so may also peruse prey or attempt to ambush them. They rage immediately when fighting. When found in packs, one will attempt to trip using Knockdown, with packmates swarming the fallen creature. While they prefer the flesh of sith-makar over other humanoids, they will consume both.
Notes
Breath Weapon (Ex): A Forgotten creature can spray a 30-foot cone of acidic bile from its mouth as a standard action once every 1d4 rounds. The acid damage caused by this attack at CR5 is 2d6. A successful Reflex save (DC 16, or 10 + 1/2 Forgotten's HD + the Forgotten's Constitution modifier) halves any damage taken from this attack. Feel free to change the damage type to reflect a mockery of their ancestry.
Shattered Mind (deformity): The mutant takes a –2 penalty to Intelligence, but gains a +2 racial bonus on Will saves.
Uncanny Dodge: As barbarian ability.
Advancement
Spell resistance increases to 11 + its adjusted CR. DR increases to DR 10/cold iron if the base creature has 11 HD or more. Breathweapon increases to 1d6/2 hit dice.