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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    Kerabolo
    Large Outsider (Native)
    Hit Dice: 2d8+2 (11 hp)
    Initiative: +0
    Speed: 30 ft. (6 squares)
    Armor Class: 18 (+5 natural, +4 chain shirt, -1 size), touch 9, flatfooted 18
    Base Attack/Grapple: +2/+7
    Attack: Greataxe +3 melee (3d6+1 damage)
    Full Attack: Greataxe +3 melee (3d6+1 damage), or 2 Claws +3 melee (1d4+1 damage) and tail -2 melee (1d4 damage)
    Space/Reach: 10 ft./5 ft. (10 ft. with tail)
    Special Attacks: Lightning Bolt
    Special Qualities: Darkvision 60 ft., Scent, Resistance to electricity 5, cold 5, and fire 5, protection from sonic attacks, vulnerability to gas attacks, Glide
    Saves: Fort +4, Ref +3, Will +2
    Abilities: Str 13, Dex 10, Con 13, Int 12, Wis 9, Cha 10
    Skills: Diplomacy +3, Disguise +6, Intimidate +6, Knowledge (Nature) +7, Listen +5, Search +6, Spot +5, Survival +9
    Feats: Power Attack
    Environment: Warm Forests
    Organization: Solitary, pair, or gang (3-4)
    Challenge Rating: 1
    Treasure: Standard
    Alignment: Usually Lawful Evil
    Advancement: By character class
    Level Adjustment: +3

    A massive hornhead with sleek, gray scales can be seen wandering through the village. Its red eyes give it an demonic appearance, and the lump in its cloak makes it look like a humpback.

    Kerabolos (“Hornhead Devils”) are the descendents of Hornheads and the infernal Cornugons. Kerabolos are rare, but are often seen as abominations by their fellow hornheads. Kerabolos are a race of Tiefling, much like Tanarukks and Fey’rii. Many are Lawful Evil, much like their outsider ancestors.

    What separates Kerabolos from most Tiefling races are their large wings. Although for the most part they are too weak to fly with, they allow Kerabolos to smoothly glide from cliff to cliff. This comes in handy, as most are banished from their villages to the mountains to the north. Kerabolos also retain the Cornugon’s affinity to lightning, being partially immune to it and capable of creating it themselves.

    Combat
    Kerabolos like to glide down towards opponents and slaughter them with their natural attacks and weapons. If outmatched by a particularly strong foe, a Kerabolo does not hesitate to fire a bolt of lightning at them.

    Glide (Ex): Most Kerabolos have wings only strong enough to carry them with the wind. A Kerabolo can use her wings to glide, negating damage from a fall from any height and allowing 15 feet of forward travel for every 5 feet of descent. Kerabolo glide at a speed of 20 feet with clumsy maneuverability. Even if a Kerabolo’s maneuverability improves, she can’t hover while gliding. A Kerabolo can’t glide while carrying a medium or heavy load. If a Kerabolo becomes unconscious or helpless while in midair, her wings naturally unfurl, and powerful ligaments stiffen them. She falls in a corkscrew formation and takes 1d6 damage, regardless of actual distance fallen. At 5 HD, a Kerabolo can fly (20 ft., clumsy maneuverability) for a number of consecutive rounds equal to her Constitution modifier. She may not fly while carrier a medium or heavy load while fatigued or exhausted. She may fly for double that amount before becoming fatigued. If she flies more than 10 minutes per day, she becomes fatigued. Because a Kerabolo can glide before, after, and between rounds of actual flight, she can remain aloft for extended periods, even if she can only use flight for 1 round at a time without becoming fatigued. At 10 HD, a Kerabolo has enough stamina and prowess to fly without tiring. She can fly at a speed of 20 feet (clumsy maneuverability) with no more exertion than walking or running. A Kerabolo with flight can make a dive attack. A dive attack works like a charge, but the Kerabolo must move a minimum of 20 feet and descend at least 5 ft. A Kerabolo can make a dive attack only when wielding a piercing weapon. If the dive attack hits, it deals double damage. A Kerabolo with flight can use the run action while flying, provided she flies in a straight line.

    Lightning Bolt (Sp): Once per day, Kerabolos may cast lightning bolt as a spell-like ability. Caster level equal to HD.

    Protection from Sonic Attacks (Ex): A Kerabolo's earholes are well protected, giving it a +4 circumstance bonus on saving throws against sonic effects and attacks.

    Vulnerability to Gas Attacks (Ex): A Kerabolo's metabolism and reliance on scent makes it vulnerable to attacks conveyed through gas, including stinking cloud, cloudkill, and poisonous gas. Kerabolos suffer a -4 penalty on saving throws against gas-based effects and attacks.

    Kerabolo Racial Traits
    • +2 Strength, +2 Constitution, +2 Intelligence, -2 Wisdom
    • Large Outsider (Native): As large creatures, Kerabolos may carry twice as much as a medium creature, gains a +4 bonus to grapple checks, and gains a -1 penalty on armor class and attack rolls. As Native Outsiders, Kerabolos can be raised and resurrected.
    • Base Speed 30 ft. (6 squares)
    • Darkvision out to 60 ft.
    • Scent
    • Resistance to Resistance to electricity 5, cold 5, and fire 5
    • +5 natural armor
    • Racial Levels: Kerabolos start with two levels of Outsider, giving them 2d8 HD, BAB of +2, and +3 to all saves. A Kerabolo has one racial feat.
    • Racial Skills:A Kerabolo gains a number of skill points for both HD equal to (8 + INT modifier), with x4 at 1st level. Its class skills are Diplomacy, Disguise, Intimidate, Knowledge (Nature), Listen, Search, Spot, and Survival.
    • Glide (Ex): Most Kerabolos have wings only strong enough to carry them with the wind. A Kerabolo can use her wings to glide, negating damage from a fall from any height and allowing 15 feet of forward travel for every 5 feet of descent. Kerabolo glide at a speed of 20 feet with clumsy maneuverability. Even if a Kerabolo’s maneuverability improves, she can’t hover while gliding. A Kerabolo can’t glide while carrying a medium or heavy load. If a Kerabolo becomes unconscious or helpless while in midair, her wings naturally unfurl, and powerful ligaments stiffen them. She falls in a corkscrew formation and takes 1d6 damage, regardless of actual distance fallen. At 5 HD, a Kerabolo can fly (20 ft., clumsy maneuverability) for a number of consecutive rounds equal to her Constitution modifier. She may not fly while carrier a medium or heavy load while fatigued or exhausted. She may fly for double that amount before becoming fatigued. If she flies more than 10 minutes per day, she becomes fatigued. Because a Kerabolo can glide before, after, and between rounds of actual flight, she can remain aloft for extended periods, even if she can only use flight for 1 round at a time without becoming fatigued. At 10 HD, a Kerabolo has enough stamina and prowess to fly without tiring. She can fly at a speed of 20 feet (clumsy maneuverability) with no more exertion than walking or running. A Kerabolo with flight can make a dive attack. A dive attack works like a charge, but the Kerabolo must move a minimum of 20 feet and descend at least 5 ft. A Kerabolo can make a dive attack only when wielding a piercing weapon. If the dive attack hits, it deals double damage. A Kerabolo with flight can use the run action while flying, provided she flies in a straight line.
    • Lightning Bolt (Sp): Once per day, Kerabolos may cast lightning bolt as a spell-like ability. Caster level equal to HD.
    • Protection from Sonic Attacks (Ex): A Kerabolo's earholes are well protected, giving it a +4 circumstance bonus on saving throws against sonic effects and attacks.
    • Vulnerability to Gas Attacks (Ex): A Kerabolo's metabolism and reliance on scent makes it vulnerable to attacks conveyed through gas, including stinking cloud, cloudkill, and poisonous gas. Kerabolos suffer a -4 penalty on saving throws against gas-based effects and attacks.
    • Automatic Language: Draconic. Bonus Languages: Yuan-Ti, Infernal, Common.
      Favored Class: Barbarian
      Level Adjustment: +3
    Last edited by LOTRfan; 2011-03-17 at 05:07 PM.
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