Wednesday, March 6, 2019

See you later.....

Karikanti, "Gatormen"
CR 4                                                                                                               XP: 1,200
CN Medium monstrous humanoid 
Init +6; Senses darkvision 60 ft; Perception +13
AC 16, touch 12, flat-footed 14 (+4 natural, +2 Dex)
HP 69 (8d10+24)
Fort +5, Ref +8, Will +9
Speed 30 ft.
Melee slam +13 (1d6+4), bite +12 (1d6+2), tail slap +10 (1d8+6)
Special Attacks death throes (DC 17), drowning curse (DC 16)
Str 18, Dex 14, Con 16, Int 8, Wis 16, Cha 15
Base Atk +8; CMB +12; CMD 24
Feats Improved Initiative, Multiattack, Power Attack, Weapon Focus (slam)
Skills Acrobatics +5, Perception +13, Stealth +12, Survival +13, Swim +12
  Racial Modifiers  +8 Stealth in marshy terrain, +8 Survival in marshy terrain
Languages Common, Karikanti
SQ amphibious, man eater, marsh hunter, smell lies
Death Throes (Ex) When slain, a gatorfolk thrashes about in a frenzy inflicting 2d6 damage to any creature within five feet. A DC 17 Reflex save halves this damage. The save DC is Constitution-based.
Drowning Curse (Su) Once per day a gatorfolk may target any foe within 30 ft. with their drowning curse as a free action. The target must succeed on a DC 16 Will save or take –10 to any Swim checks thereafter. A remove curse or like enchantment cures this effect. The save DC is Charisma–based.
Man Eater (Su) A karikanti can spend 1 minute devouring a medium sized humanoid foe to regain 5 hit points, or gain 5 temporary hit points if they are already at full hit points. Temporary hit points gained in this manner persist for 1 hour. A karikanti cannot gain more than 30 temporary hit points using this ability.
Marsh Hunter (Ex) A karikanti moves through marshy terrain with ease, ignoring difficult terrain in marshy environs.
Smell Lies (Ex) The karikanti cannot be deceived; they smell lies like foulness on the water, and all Bluff checks against them automatically fail. This ability has no effect on other uses of the Bluff skill, such as feinting in combat.
Rrraog, Gatorfolk Stalker
CR 7                                                                                                               XP: 3,200
Male karikanti (gatorfolk) ranger 4
CE Medium monstrous humanoid
Init +8; Senses Perception +21
AC 19, touch 14, flat-footed 15 (+4 natural, +1 shield, +4 Dex)
HP 94 (8d10+4d10+28)
Fort +8, Ref +14, Will +9
Speed 30 ft., swim 40 ft.
Melee slam +16 (1d6+5), bite +16 (1d6+5), tail slap +14 (1d8+2)
Special Attacks death throes (DC 16), drowning curse (DC 14), favored enemy (humans +2)
Spells Prepared (CL 1st)
  1st-Entangle (DC 13)
Str 20, Dex 18, Con 15, Int 13, Wis 15, Cha 10
Base Atk +11; CMB +16; CMD 30
Feats Alertness, Combat Reflexes, Endurance, Improved Initiative, Multiattack, Mythic Two-Weapon Defense, Power Attack, Two-Weapon Fighting
Skills Acrobatics +9, Climb +20, Knowledge (nature) +16, Perception +21, Sense Motive +6, Stealth +19, Survival +17, Swim +17
  Racial Modifiers +8 Stealth and Survival in marshy terrain
Languages Common, Karikanti, Tulita
Gear +2 handaxe, +1 dagger, knuckle bone necklace, silver signet ring of Viscount Senegar Deepwarder
Death Throes (Ex) When slain, a gatorfolk thrashes about in a frenzy dealing 2d6 points of damage to any creature within five feet. A DC 17 Reflex save halves this damage. The save DC is Constitution-based.
Drowning Curse (Su) Once per day a gatorfolk may target any foe within 30 ft. with their drowning curse as a free action. The target must succeed on a DC 16 Will save or take -10 to any Swim checks thereafter. A remove curse or like enchantment cures this effect. The save DC is Charisma-based,
Man Eater (Su) A karikanti can spend 1 minute devouring a medium sized humanoid foe to regain 5 hit points, or gain 5 temporary hit points if they are already at full hit points. Temporary hit points gained in this manner persist for 1 hour. A karikanti cannot gain more than 30 temporary hit points using this ability.
Marsh Hunter (Ex) A karikanti moves through marshy terrain with ease, ignoring difficult terrain in marshy environs.
Smell Lies (Ex) The karikanti cannot be deceived; they smell lies like foulness on the water, and all Bluff checks against them automatically fail. This ability has no effect on other uses of the Bluff skill, such as feinting in combat.

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