Drentaur |
Drentaur Large Monsterous Humanoid Hit Dice: 4d8+10 (44 hp) Inititive: +2 (Dex) Speed: 50 ft. AC: 20 (-1 size, +2 dex, +5 chain mail barding, +1 light shield, +3 natural armor), 11 touch, 18 flat-footed Base Attack/Grapple: +4/+12 Attacks: Rapier +9 melee; or hooves +7 melee; or hand crossbow +6 ranged; or composite longbow (+4 Str bonus) +6 ranged Full Attack: Rapier (1d8+4/18-20) and 2 hooves (1d6+2/20); or hand crossbow (1d6/19-20); or composite longbow (+4 Str bonus) (2d6+4/x3) Face/Reach: 10 ft./5 ft. Special Attacks: Poison, Spell-like Abilities Special Qualities: Drow Traits, Spell Resistance Saves: Fort +3, Ref +6, Will +4 Abilities: Str 18, Dex 14, Con 14, Int 12, Wis 11, Chr 12 Skills: Listen +4, Hide +5, Move Silently +7, Search +3, Spot +4, Survival +4 Feats: Weapon Focus (Rapier), Weapon Focus (hoof) Climate/Terrain: Any Organization: Solitary, Band (2-4) Challenge Rating: 4 Treasure: Standard Alignment: Usually Chaotic Evil Advancement: By character class Level Adjustment: +4 level adjustment Drentaurs speak Elven, Common and Undercommon Drentaurs are the horrific result of a modified Drider ritual intent on punishing dark elves for their transgressions against the matron houses. The cursed drow now has the upper torso of a dark elf, but the lower half of a horse. These creatures are not as tall as a normal centaurs; usually standing slightly above 6 ft. and weighing over 1,800 lbs. Combat: Drentaur's make best use of their new form. Though some still cling to lighter weight weapons that they weilded before the transformation such as rapiers and hand crossbows, others turn to heavier weapons such as falcions, great swords, and lances. Drentaur's love to use speed to their advantage, harassing thier enemies with a few shots from their bows before retreating. Drentaurs pursue their prey relentlessly, taking pleasure killing others. Drentaur's are not afraid to enter into melee combat, in fact they revel in it. If a drentaur charges with a lance, the weapon deals x2 the damage as would from the back of a mount. Once combat begins, a drentaur attacks in a frenzy with both his weapons and hooves. Drentaurs have a number of spell-like abilities at their disposal, spells such as: 1/day Dancing lights (DC 11), faerie fire, darkness, levitate, detect magic, detect good, detect law, detect evil and detect chaos. Difficulty is based off charisma. Ecology: The cursed drow centaurs generally flee to the surface from the underdark as their hooves are not meant for the underground caverns. Shunned by their society, feared by the upper races and hated by the sylvan creatures they now resemble, drentaurs are faced with a harsh world. Some band together to roam the country side looking for merchants to raid or small villages to harrass. Others look for means of co-existing with the surface worlders and isolate themselves to avoid conflict. These are generally regarded as weak by their drentaur brethren and often times killed by those who share the same plight. |
Drentaur Traits (Ex): Drentaur's possess the following racial traits - +8 Str, +4 Dex, +4 Con, +2 Int, +2 Chr - Darkvision 120 ft. - Weapon Proficiency: Drentaur's are automatically proficient in the hand crossbow, rapier and shortsword. - Hooves: Drentaur's have 2 hooves that deal 1d6+(1/2 Str bonus). - +2 racial bonus on Listen, Search and Spot checks. Any drentaur that comes within 5 ft. of a secret or concealed door is entitled a search check as if she were actively looking for it. - Immunity to magic sleep effects, and has a +2 racial bonus on saves versus enchantment spells and effects. - Spell Resistance: Drentaur's spell resistance is equal to 15 + Class levels. - Large Size: -1 penalty on all attack rolls and armor class. -4 penalty on all Hide checks and a +4 bonus on all Grapple checks. Lifting and carrying limits are double those of Medium size creatures. - A drentaur's base movement speed is 50 feet. - Racial Hit Dice: A drentaur begins with four levels of monsterous humanoid which provide 4d8 Hit Dice, a Base Attack bonus of +4, and base saving throw bonuses of +1 Fort, +4 Ref, +4 Will - Racial Skills: A drentaur's monsterous humanoid levels give it 7 x (2+Int modifier) in skill points with the class skills of: Listen, Hide, Move Silently, Search, Spot and Survival. - Racial Feats: A drentaur's monsterous humanoid levels gives it 2 feats. - +3 natural armor bonus - +2 racial bonus on Will saves versus spells and spell-like effects. - Spell Abilities: 1/day Dancing Lights, faerie fire, darkness, detect magic, detect good, detect law, detect evil, detect chaos and levitate. Caster level is equal to the character level. - Automatic Languages: Common, Elven and Undercommon. Bonus Languages: Abyssal, Aquan, Draconic, Drow Sign Language, Gnome, Goblin, Sylvan - Favored Class: Wizards (male), Cleric (female) |