Squaring the Circle

Squaring the Circle

Monday, May 16, 2016

DM Entry: New Creature: Nri-Chaksha "Maneater Demon Zombie"

Inspired by the "rakshasa zombie of India" in the movie World War Z.

Nri-chaksha Template

Nri-chaksha, or “maneater demon zombies” as they are sometimes called, are corpses reanimated by demon possession through infected bites from other nri-chakshas. These flesh-mad undead creatures sprint to and pounce upon any healthy living creature within their perception. These near-mindless creatures will charge headlong into danger with no regards to its own safety.
Nri-chakshas appear to be extremely desiccated creatures but not rotting, as is the case with common zombies. Their eyes are a matte off-white to yellowish color, and their pupils are severely affected by what appears to be cataracts, although their vision does not seem to be diminished in the least.
Nri-chakshas constantly twitch their fingers, hands, arms, and jaws in unusual and grotesque ways. An undisturbed nri-chaksha will make a sort of “cacking” sound with its mouth and may stand in place waiting for sounds of life to happen by. A disturbed nri-chaksha emits a terrifying, rasping howl as it sprints to its target.

Creating a Nri-chaksha

“Nri-chaksha” is an acquired template that can be added to any corporeal living creature that died after being bitten by another nri-chaksha. Only undiseased creatures are attacked by nri-chaksha, and diseased creatures never rise as nri-chaksha.
Size and Type: The creature’s type changes to undead and gains the evil subtype. It retains any subtypes except non-evil alignment subtypes (such as good) and subtypes that indicate kind (such as goblinoid or reptilian). It does not gain the augmented subtype. It uses all the base creature’s statistics and special abilities except as noted here.
Hit Dice: Drop any Hit Dice from class levels (to a minimum of 1), double the number of Hit Dice left, and raise them to d12s. If the base creature has more than 10 Hit Dice (not counting those gained with experience), it can’t be made into a nri-chaksha with this template.
Speed: All of the base creature’s speeds improve by +10 feet.
Base Attack: A nri-chaksha has a base attack bonus equal to ½ its Hit Dice.
Attacks: A nri-chaksha loses all the natural weapons of the base creature (except claws and bites). A nri-chaksha also gains a bite and two claw attacks (if it did not already have those attack forms). Even those nri-chaksha with proficiency or feats that grant bonuses to manufactured weapons never use them, instead relying on their natural claw and bite attacks.
Damage: A nri-chaksha’s bite deals 1d4 points of damage plus 1½ times its Strength modifier (for Medium base creatures) and its claws each deal 1d3 points of damage plus half its Strength modifier (for Medium base creatures). If it already had better claw or bite damage, use the original damage.
Special Attacks: A nri-chaksha retains none of the base creature’s special attacks, but gains the following.
Infect (Ex): A creature bitten by a nri-chaksha must make a Fortitude save (DC 10 + half the nri-chaksha’s HD with an additional +4 racial bonus) or die in 1d3 rounds, then rise as a new nri-chaksha 1d3 rounds after that. Remove disease removes the nri-chaksha infection, and so does severing the infected limb with a slashing weapon—doing so deals 4d6 points of damage, 2d8 bleed, and loss of limb. Nri-chaksha never attack a living creature that is already infected by a disease, and such a creature never rises as a nri-chaksha either. The location of the bite is up to the DM’s discretion, but should usually be determined randomly.
Pounce (Ex): If a nri-chaksha charges, it can make a full attack.
Trip (Ex): A nri-chaksha that hits with a bite or claw attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the nri-chaksha.
Special Qualities: A nri-chaksha loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee attacks. Nri-chakshas also gain darkvision 60 feet and great leap.
Great Leap (Ex): As a move action, a nri-chaksha can make a great leap. The creature can cover any distance up to the distance indicated by the result of its Jump check, even if that distance exceeds its base speed. When using this ability, a nri-chaksha calculates distances for standing long and high jumps as if it were making a running long or high jump. The nri-chaksha often leaps even horizontal distances rather than sprinting because of this ability.
Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +½ HD + 2.
Abilities: A nri-chaksha’s Strength and Dexterity both increase by +6, it has no Constitution score, its Wisdom changes to 10, and its Intelligence and Charisma both change to 1.
Skills: The nri-chaksha loses all but 1 rank in each skill that the base creature had ranks in. The nri-chaksha gains a +20 racial bonus on Jump checks and can always choose to take 10 on Jump checks.
Feats: A nri-chaksha retains all feats of the base creature and gains the following feats as racial bonus feats (even if it does not meet the prerequisites):
Fleet of Foot (from Complete Warrior, allowing the nri-chaksha to make a single 90 degree turn during a charge; armored nri-chakshas cannot take advantage of this feat and never take the time to remove its armor)
Powerful Charge (the first attack during a charge deals an extra 1d8 points of damage for Medium nri-chakshas)
Challenge Rating: As the base creature +4.
Treasure: None.
Alignment: Always neutral evil.
Level Adjustment: —.

Human Bureaucrat Maneater Demon Zombie

CR 4

Male Human Expert 2, Nri-chaksha template
NE Medium Undead (Evil)
Init +3; Senses Darkvision 60 ft; Listen +0, Spot +0
AC 13, touch 13, flat-footed 10
     (Dex +3)
hp 18 (2 HD)
Immune Undead immunities
Fort +0, Ref +3, Will +3
Speed 40 ft
Melee bite +5 (1d4+4 plus infect plus trip), and 2 claws +0 (1d3+1 plus trip)
Space 5 ft; Reach 5 ft
Base Attack +1; Grapple +4
Attack Options Pounce
Special Actions Great leap
Abilities Str 16, Dex 16, Con —, Int 1, Wis 10, Cha 1
Feats Fleet of Foot B, Powerful Charge B, Skill Focus (Gather Information), Skill Focus (Knowledge [Local]), Skill Focus (Profession [Bureaucrat]), Skill Focus (Sense Motive)
Skills Bluff -4, Craft (calligraphy) -4, Decipher Script -4, Diplomacy -4, Forgery -4, Gather Information -1, Intimidate -4, Jump +23, Knowledge (local) -1, Profession (bureaucrat) +4, Search -4, Sense Motive +4
Great Leap (Ex) See above.
Infect (Ex) See above, DC 15.
Pounce (Ex) See above.
Trip (Ex) See above.
Skills The nri-chaksha has a +20 racial bonus on Jump checks and can always choose to take 10 on Jump checks.
Alignment Always neutral evil.
Typical Treasure None

Friday, May 13, 2016

DM Entry: New Race: Anggitay

The anggitay is from Philippine mythology, appearing much like a centaur with the addition of a single horn that grows from the center of its forehead.

Anggitay

Medium Monstrous Humanoid
Darkvision 60 ft
Languages Anggitay, Elven, Sylvan
Speed 40 ft
Melee horn (1d6 plus strength modifier). The horn is usually used as a secondary natural weapon, while the anggitay uses one or two weapons in its hands.
Space/ Reach 5 ft/ 5 ft

Spell-like abilities (caster level equals HD)
1/day-detect magic, lay of the land
1/week-dimension door

Abilities Dex +4, Con +4, Int -4, Wis -4, Cha +4
Monocorn (Ex) Anggitay horns are considered masterwork natural weapons and can be enhanced by magic as if they were masterwork short swords.
Feats Anggitays gain Acrobatic as a racial bonus feat.
Skills Anggitays have a +4 racial bonus on Jump and Tumble checks. Because of its natural land speed of 40 feet, it also gains a +4 bonus to Jump checks (see the Jump skill).
Favored Class Dragonfire Adept. Anggitay also prefer dread necromancer, shugenja, and warlock.

Level Adjustment +0.

Society Anggitays live in a tribal social structure, and occasionally intermingle with common centaurs. In the rare union between an anggitay and the much larger centaur, the offspring will be a normal centaur 10% of the time, or an anggitay 90% of the time. While anggitay females are highly fertile when coupled with an anggitay male (85% chance of conception each time), a female anggitay mating with a male centaur produces a child only about 15% of the time. Male anggitay mating with a female centaur never produces offspring. All anggitay-centaur offspring are sterile.