Difference between revisions of "Kermohryg (3.5e Monster)"
(→Strategies and Tactics) |
|||
Line 47: | Line 47: | ||
===Strategies and Tactics=== | ===Strategies and Tactics=== | ||
− | + | [[File:Deumus.png|thumb|right|A Kermohryg lord calms down an agitated vassal.]] | |
Kermohryg avoid to step into the fray themselves, but leave it to their underlings and minions to deal with violence. When a kermohryg is forced to fight, they rely on their sheer size and strength backed up by their spell-like abilities. | Kermohryg avoid to step into the fray themselves, but leave it to their underlings and minions to deal with violence. When a kermohryg is forced to fight, they rely on their sheer size and strength backed up by their spell-like abilities. | ||
Latest revision as of 20:42, 1 June 2022
| |||||||||
Rate this article Discuss this article |
Kermohryg[edit]
LN Large Giant | |
Init/Senses | +2/Darkvision 60'; Listen -1, Spot -1 |
Aura | <-Auras around the creature.-> |
AC | 11, touch 9, flat-footed 11; <- AC from other effects, such as wild shaping or spells -> (-1 size, +2 natural) |
hp | 22 (4d8+4 HD); <- Damage reduction, Fast healing, Temporary HPs, etc. -> |
PR/Resist | <-psionic version of sr->/<-including energy resistance-> |
Fort/Ref/Will | +5/+1/+0 |
Speed | 30 |
Melee | 2d6+4 |
Space/Reach | 10/10 |
Base Atk/Grp | +3/+7 |
Atk Options | Greatsword +5 |
Special Actions | Spell-Like Abilities, Feudal Investiture |
Abilities | Str 14, Dex 11, Con 13, Int 14, Wis 8, Cha 13 |
SQ | Magical Knack |
Feats | Commoner Authority, Draconic AuraDrM |
Skills | Diplomacy +10, Intimidate +8, Knowledge (local) +11, Knowledge (nobility) +11 |
Advancement | By character class |
Feudal Investiture (Su) | A kermohryg can turn a willing intelligent creature into a feudal vassal. The vassal gains a bonus to Craft and Profession checks to earn money equal to the hit dice of the kermohryg as long as he lives in the same settlement that the kermohryg rules. In return, the kermohryg can use command at-will as a spell-like ability against the vassal. Both sides can end the Feudal Investiture at any time, but the vassal must be invested for the entirety of the week to benefit from the bonus. |
Magical Knack (Ex) | Kehrmoryg use all spell-like abilities at +1 caster level. |
Skills | +2 racial bonus to Diplomacy and Knowledge (Nobility) |
Spell-Like Abilities(Sp): A kermohryg can choose one of the following spell-like abilities, which it can thereafter manifest at-will: Piercing SightToM, Tugging Shadows or Wave of Emptiness. Additionally, the kermohryg can use Regal Presence at-will. Caster level equals the kehrmoryg's Racial hit Dice. Save DCs are derived from Charisma.
Kermohryg speak Common and Giant.
Strategies and Tactics[edit]
Kermohryg avoid to step into the fray themselves, but leave it to their underlings and minions to deal with violence. When a kermohryg is forced to fight, they rely on their sheer size and strength backed up by their spell-like abilities.
Ecology[edit]
Environment: Plane of Shadow
Typical Physical Characteristics: Adult kermohryg stand 9 to 10 feet tall and weigh 600 to 650 pounds. Their skin color encompasses garish colors from deep green over crimson to purple. They resemble vastly overgrown imps or fiendish goblins. They wear the finest clothing they can find, at least fit for a courtier if not for nobility.
Alignment: Usually lawful neutral
Society[edit]
Kermohryg society is solitary, with its members only meeting for political reasons and for mating (and even then usually in a political marriage). Kermohryg are however attracted to the settlements of the smaller races, where they tend to worm their way to the political top through a mixture of charm, diplomacy, exchange of favors and last but not least the benefits of their investiture which can greatly improve the life of commoners.
Kermohryg will sometimes crossbreed with a human or illumian mistress, creating a half-kermohryg in the process.
Kermohryg As Characters[edit]
Kermohryg favor the warlock class (although there is also a great number of aristocrats). They have a level adjustment of +4.
Back to Main Page → 3.5e Homebrew → Monsters