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  1. Arthect
  2.  
  3. These diminutive antlike humanoids prefer to dwell in caves, but dwell anywhere they can hide and build.
  4.  
  5. ==Arthect Racial Traits==
  6.  
  7. +2 Dexterity, +2 Wisdom, -2 Intelligence: Arthects are swift and observant, but very simple-minded.
  8. Small: Arthects are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
  9. Insectoid: Arthects are humanoids with the insectoid subtype.
  10. Slow Speed: Arthects have a base speed of 20 feet and a climb speed of 20 feet.
  11. Darkvision: Arthects can see in the dark up to 60 feet.
  12. Low-Light Vision: Arthects can see twice as far as humans can in conditions of dim light.
  13. Ant Ingenuity: Arthects receive a +2 racial bonus on Stealth checks and on any one Craft skill, chosen at character creation.
  14. Natural Armor: Arthects have a tough carapace that grants them a +1 natural armor bonus to their AC.
  15. Swarming: Much like the ants they resemble, arthects are adept at burying their enemies in a sea of bodies. Up to two arthects can share the same square at the same time. If two arthects in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.
  16. Languages: Arthects begin play speaking only Sectri. Arthects with high Intelligence scores can choose from the following: Common, Goblin, Sylvan, and Undercommon.
  17.  
  18. ==========
  19.  
  20. Arthect inquisitor 1
  21. LN Small humanoid (insectoid)
  22. Init +3
  23. Senses: low-light vision, darkvision 60ft
  24.  
  25. ==Defense==
  26.  
  27. AC 18, touch 14, flat-footed 15 (+3 armor, +3 Dex, +1 natural, +1 size)
  28. hp 10 (1d8+2)
  29. Fort +3, Ref +3, Will +5
  30.  
  31. ==Offense==
  32.  
  33. Speed 20ft, climb 20ft
  34. Melee: rapier +2 (1d4/18-20)
  35. Ranged: heavy crossbow +2 (1d8/19-20
  36. Special Attacks: swarming
  37. Domain Spell-Like Abilities (CL 1st)
  38. —6/day: strength surge (+1 bonus)
  39. Inquisitor Spells Known (CL 1st)
  40. —1st (2/day): Cure Light Wounds, Expeditious Retreat
  41. —0 (at will): Acid Splash, Detect Magic, Light, Read Magic
  42. Domain: Strength
  43.  
  44. ==Statistics==
  45.  
  46. Str 10, Dex 16, Con 13, Int 6, Wis 17, Cha 12
  47. BAB +0, CMB -1, CMD 12
  48. Feats: Martial Weapon Proficiency (rapier)
  49. Skills: Craft (traps) +4, Perception +7, Sense Motive +7, Stealth +13
  50. —Racial Modifiers: +2 Craft (any one), +2 Stealth
  51. Languages: Sectri
  52. SQ: judgment 1/day, monster lore +3, stern gaze
  53.  
  54. ==Ecology==
  55.  
  56. Environment: warm forests and underground
  57. Organization: pair, squad (4-8), or colony (20-80)
  58. Treasure: NPC gear (rapier, heavy crossbow, studded leather, other treasure)
  59.  
  60. ==============================
  61.  
  62. Blatzin
  63.  
  64. These creatures, much like the cockroaches they resemble, feed on the refuse and leavings of civilization. They often come into conflict with goblins, otyughs, and other such urban scavengers.
  65.  
  66. ==Blatzin Racial Traits==
  67.  
  68. +4 Constitution, +2 Intelligence, -4 Charisma: Blatzins are clever and incredibly tough, but have poor hygiene and are generally unpleasant.
  69. Small: Blatzins are Small creatures and gain a +1 size bonus to their AC and Attack rolls, a -1 size penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
  70. Insectoid: Blatzins are humanoids with the insectoid subtype.
  71. Normal Speed: Blatzins have a base speed of 30 feet and a climb speed of 20 feet.
  72. Darkvision: Blatzins can see in the dark up to 60 feet.
  73. Low-Light Vision: Blatzins can see twice as far as humans can in conditions of dim light.
  74. Roach Endurance: Blatzins are very difficult to bring down through indirect means. They gain a +4 racial bonus on saves against diseases and poisons, even magical ones.
  75. Carrion Sense: Blatzins have a natural ability to sniff out carrion. This functions like the scent ability, but only for corpses and badly wounded creatures (creatures with 25% or fewer hit points).
  76. Scavenger: Blatzins gain a +2 racial bonus on Appraise and Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste.
  77. Light Sensitivity: Blatzins are dazzled in areas of bright sunlight or within the radius of a Daylight spell.
  78. Urban Stride: Blatzins can move through natural difficult terrain within urban areas. Magically-altered difficult terrain affects them normally.
  79. Compression: Blatzins can fit through surprisingly small spaces. They can move through areas as small as one-quarter their space without squeezing or one-eight of their space when squeezing.
  80. Languages: Blatzins begin play speaking Common and Sectri. Blatzins with high Intelligence scores can choose from the following: Dwarven, Elven, Giant, Gnome, Goblin, and Halfling.
  81.  
  82. ==========
  83.  
  84. Blatzin alchemist 1 (CR 1/2)
  85. CN Small humanoid (insectoid)
  86. Init +1
  87. Senses: darkvision 60ft, low-light vision, carrion sense
  88.  
  89. ==Defense==
  90.  
  91. AC 14, touch 12, flat-footed 13 (+2 armor, +1 Dex, +1 size)
  92. hp 16 (1d8+8)
  93. Fort +6, Ref +3, Will +0; +4 vs disease and poison
  94. Weaknesses: light sensitivity
  95.  
  96. ==Offense==
  97.  
  98. Speed 30ft, climb 20ft
  99. Melee: shortspear +2 (1d4+1)
  100. Ranged: bomb +2 (1d6+3 fire)
  101. Special Attacks: bomb 4/day (1d6+3 fire, DC 13)
  102.  
  103. ==Statistics==
  104.  
  105. Str 12, Dex 13, Con 18, Int 17, Wis 10, Cha 4
  106. BAB +0, CMB +0, CMD 11
  107. Feats: Brew Potion, Throw Anything, Toughness
  108. Skills: Appraise +7, Craft (alchemy) +8, Heal +4, Knowledge (nature) +7, Perception +4, Stealth +6, Survival +4
  109. Languages: Common, Dwarven, Elven, Goblin, Sectri
  110. SQ: compression, mutagen (+4/-2, +2 natural, 10 minutes), scavenger, urban stride
  111.  
  112. ==Ecology==
  113.  
  114. Environment: any urban
  115. Organization: solitary, pair or mob (5-10)
  116. Treasure: NPC gear (shortspear, alchemist’s lab, studded leather, other treasure)
  117.  
  118. ==============================
  119.  
  120. Coleon
  121.  
  122. The largest of the insectoid races, coleons are as tough as they are enormous, with thick armor and incredible brawn.
  123.  
  124. ==Coleon racial traits==
  125.  
  126. +2 Constitution, +2 Charisma, -2 Intelligence: Coleons are gregarious and hardy creatures, but not terribly intelligent.
  127. Large: Coleons are Large creatures, and gain a +2 size bonus to Strength and a -2 size penalty to Dexterity. They take a -1 size penalty to AC and attack rolls, a +1 size bonus to their CMB and CMD, and a -4 size penalty on Stealth checks.
  128. Insectoid: Coleons are humanoids with the insectoid subtype.
  129. Slow Speed: Coleons have a base speed of only 20 feet. However, their speed is never reduced by armor or encumbrance.
  130. Senses: Coleons possess both low-light vision and 60-foot darkvision.
  131. Natural Armor: Coleons’ thick carapaces grant them a +3 natural armor bonus to their AC.
  132. Ferocity: Coleons can remain conscious and continue fighting even if their hit point totals fall below 0. Coleons are still staggered at 0 hit points or lower and lose 1 hit point each round as normal.
  133. Languages: Coleons begin play speaking Common and Sectri. Coleons with high Intelligence scores can choose from the following: Aklo, Boggard, Draconic, Giant, Gnoll, Goblin, and Orc.
  134.  
  135. ==========
  136.  
  137. Coleon fighter 1 (CR 1)
  138. N Large humanoid (insectoid)
  139. Init +4
  140. Senses: low-light vision, darkvision 60ft
  141.  
  142. ==Defense==
  143.  
  144. AC 17, touch 9, flat-footed 17 (+5 armor, +3 natural, -1 size)
  145. hp 17 (1d10+7)
  146. Fort +5, Ref +0, Will +1
  147.  
  148. ==Offense==
  149.  
  150. Speed 20ft
  151. Melee: halberd +3 (2d8+4/x3)
  152. Ranged: sling +0 (1d6+3)
  153.  
  154. ==Statistics==
  155.  
  156. Str 17, Dex 11, Con 16, Int 6, Wis 12, Cha 12
  157. BAB +1, CMB +5, CMD 15
  158. Feats: Improved Initiative, Toughness
  159.  
  160. ==Ecology==
  161.  
  162. Environment: any warm land
  163. Organization: solitary or pair
  164. Treasure: NPC gear (halberd, sling with 40 bullets, scale mail, other treasure)
  165.  
  166. ==============================
  167.  
  168. Lepid
  169.  
  170. Entrancingly beautiful insectoids, lepids are artists and explorers who seek the greatest sights in the world.
  171.  
  172. ==Lepid Racial Traits==
  173.  
  174. +2 Dexterity, +2 Charisma: Lepids are agile and magnetic.
  175. Insectoid: Lepids are humanoids with the insectoid subtype.
  176. Medium: Lepids are Medium creatures and receive no penalties or bonuses due to their size.
  177. Normal Speed: Lepids have a base speed of 30 feet. They can also fly at a speed of 30 feet, with clumsy maneuverability.
  178. Senses: Like all insectoids, lepids have low-light vision and 60-foot darkvision.
  179. Scaled Dancer: Lepids gain a +2 racial bonus on Perform (dance) checks, and Acrobatics and Perform are always class skills for lepids.
  180. Spell-Like Ability: Lepids can cast Suggestion as a spell-like ability once per day. The caster level is equal to the lepid’s character level.
  181. Languages: Lepids begin play speaking Common and Sectri. Lepids with high Intelligence scores can choose any language they want (except secret languages like Druidic).
  182.  
  183. ==========
  184.  
  185. Lepid bard 1
  186. NG Medium humanoid (insectoid)
  187. Init +3
  188. Senses: low-light vision, darkvision 60ft; Perception +3
  189.  
  190. ==Defense==
  191.  
  192. AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
  193. hp 10 (1d8+2)
  194. Fort +1, Ref +5, Will +1
  195.  
  196. ==Offense==
  197.  
  198. Speed 30ft, fly 30ft (clumsy)
  199. Melee: short sword +3 (1d6/19-20)
  200. Special Attacks: bardic performance 7 rd/day (countersong, distraction, fascinate, inspire courage +1)
  201. Spell-Like Abilities (CL 1st)
  202. —1/day: Suggestion (DC 13)
  203. Bard spells known (CL 1st)
  204. —1st (2/day): Charm Person (DC 14), Feather Fall
  205. —0 (at will): Dancing Lights, Detect Magic, Prestidigitation, Read Magic
  206.  
  207. ==Statistics==
  208.  
  209. Str 10, Dex 16, Con 13, Int 12, Wis 8, Cha 17
  210. BAB +0, CMB +0, CMD 13
  211. Feats: Skill Focus (Perform [Dance])
  212. Skills: Acrobatics +9, Diplomacy +7, Knowledge (history, nobility) +5, Perception +3, Perform (dance) +12, Sleight of Hand +7
  213. Languages: Common, Elven, Sectri
  214. SQ: bardic knowledge +1
  215.  
  216. ==Ecology==
  217.  
  218. Environment: Warm forests and plains
  219. Organization: solitary, pair, troupe (1–4) or swarm (10–50)
  220. Treasure: NPC gear (short sword, chain shirt, other treasure)
  221.  
  222. ==============================
  223.  
  224. Dipter
  225.  
  226. These disgusting, loathsome insectoids enjoy spreading disease and filth, and detest cleanliness. Despite being overgrown houseflies, dipters are powerful creatures and their CR is 1 higher than a normal NPC of their level.
  227.  
  228. ==Dipter Racial Traits==
  229.  
  230. +2 Dexterity, +2 Wisdom, -2 Charisma: Dipters are incredibly mobile and watchful, but downright disgusting.
  231. Insectoid: Dipters are humanoids with the insectoid subtype.
  232. Small: Dipters are Small creatures and receive all according penalties and bonuses from their size.
  233. Slow Speed: Dipters have a base land speed of only 20 feet, but they have a climb speed of 20 feet and a fly speed of 30 feet, with perfect maneuverability.
  234. Expert Climber: Dipters can climb on any wall or ceiling, as if subject to a constant nonmagical Spider Climb spell.
  235. Defensive Training: Dipters gain a +2 dodge bonus to Armor Class.
  236. Plagueborn: Dipters thrive in filth and squalor, gaining a +2 racial bonus on saving throws against disease, ingested poisons, and becoming nauseated or sickened.
  237. Senses: Dipters have low-light vision, 60-foot darkvision, and the carrion sense ability. In addition, they possess large, compound eyes that let them see in all directions; they gain a +4 racial bonus on Perception checks and cannot be flanked.
  238. Stench Aura: Dipters’ poor hygiene gives them an offensive, pungent odor. All living creatures withing 15 feet of a dipter (except other dipters) must succeed at a Fortitude saving throw (DC 10+1/2 the dipter’s character level+the dipter’s Con modifier) or be sickened for 5 rounds. Creatures that succeed cannot be sickened by that dipter’s stench for 24 hours. This is a poison effect.
  239. Languages: Dipters begin play speaking only Sectri. Dipters with high Intelligence scores can learn Common, Goblin, or Gnome.
  240.  
  241. ==========
  242.  
  243. Dipter rogue 1 (CR 1)
  244. NE Small humanoid (insectoid)
  245. Init +3
  246. Senses: all-around vision, carrion sense, darkvision 60ft, low-light vision
  247. Aura: stench (15ft, DC 11, 5 rounds)
  248.  
  249. ==Defense==
  250.  
  251. AC 19, touch 16, flat-footed 14 (+3 armor, +3 Dex, +2 dodge, +1 size)
  252. hp 10 (1d8+2)
  253. Fort +1, Ref +5, Will +3; +2 vs disease, ingested poison, sicken, nauseate
  254.  
  255. ==Offense==
  256.  
  257. Speed 20ft, climb 20ft, fly 30ft (perfect)
  258. Melee: dagger +4 (1d3+1/19-20)
  259. Special Attacks: sneak attack +1d6
  260.  
  261. ==Statistics==
  262.  
  263. Str 12, Dex 17, Con 13, Int 8, Wis 16, Cha 8
  264. BAB +0, CMB +0, CMD 13
  265. Feats: Alertness
  266. Skills: Disable Device +7, Escape Artist +7, Fly +17, Perception +13, Sense Motive +9, Sleight of Hand +7, Stealth +11
  267. —Racial Modifiers: +4 Perception
  268. Languages: Sectri
  269. SQ: expert climber, trapfinding
  270.  
  271. ==Ecology==
  272.  
  273. Environment: any urban
  274. Organization: solitary, pair or infestation (4–10)
  275. Treasure: NPC gear (dagger, studded leather, other treasure)
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