The Beastmaster - 3e custom monsters


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By planeshifter

Medium-Size Monstrous Humanoid

Hit Dice: 1d8+3 (9 hp)
Initiative: +0
Speed: 20 ft.
AC: 17 (+8 natural)
Attacks: Broad Sword +4 melee; or Ranseur +5 melee
Damage: broad sword 1d4+2, ranseur 1d4+1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Fast healing, damage reduction
Saves: Fort +8, Ref +2, Will +3
Abilities: Str 16, Dex 12, Con 18, Int 15, Wis 13, Cha 11
Skills: Heal +4, Intimidate +7, Search +4
Feats: Cleave, Improved Critical (broad sword or ranseur), Toughness x2
Climate/Terrain: Any land and underground
Organization: Gang (2-7), Band (8-15 plus 2 2nd leval paladins) or Cult (16-50 25% non combatants plus 4 2nd leval paladins and 1 8th level paladin)
Challenge Rating: 2
Treasure: Double standard
Alignment: Usually lawful good
Advancement: By character class
Rah'khuti are a race of good creature cursed with undeath because of their ancestors crimes. As they were once a buetiful but decadant race, whose acts of debauchery sickened even the gods. Hence they were punished eternally for their evil ways, and the punishment was their downfall, for the gods stole their skin. Now, most of the Rah'khuti descendants hate their origins and seek to prove themselves to the gods that they are capable of good things. Rah'khuti look like well-muscled humans in shape, minus the skin. Their bodys instead are just the muscles of their body, apart from their skull. They are often slightly taller and heavier than humans. Their voices are often found to be their strangest feature. Males have deep rumbling, metallic voices as if they were speaking into a metal tin. Females however have quiet, purring voices that have a high-metallic quality to them, like the ringing of audible harmonics. Rah'khuti live for about 800 years, because they have fairly slow metabolisms. Rah'khuti are very intelligent and perceptive beings, despite their seeming lethargic bodys, plus can take wounds that would normally slay a human. Their language (called Rah'khutini) is an ancient and complex one, involving deep growling, voice rumbling and well-pronounced words for males; for females snarling, voice picthing and harmonized words. Rah'khuti speak Common and Rah'khutian.
Rah'khuti always stop evil whenever they see it, even if it could present a danger to them. They never trick opponents, for that is not honorable. They are not against using tactics and often deploy stratedgys in the battlefield.
Damage Reduction (Ex): Rah'khuti have a DR of 8/+1.
Fast Healing (Ex): Rah'khuti heal 5 HP at the rate of 1 round.
Rah'khuti see themselves as the guardians of the world against all evil. Despite their horrific appearance they are rarely predujiced by other races. However when evil lurks in the lands of humanoids, their sudden and inexplicable appearance disturbs the natives. Naming a Rah'khuti is a strange ritual. Depending on any birthmarks or coloration differences on the body. So a child born with a dark crimson body and two visible birth-marks would be named 'Khuty'lasda'jah'. Many other races find these hard to pronounce correctly and adventuring Rah'khuti often gain nicknames. They dont really own citys of their own, although their are some great Rah'khutian citys in the plane of shadow.
A Rah'khutis favored class is Paladin. Some of the more intellectual Rah'khuti pursue spellcraft and take levels in Wizard, especially Abjuration spells. Claims of Rah'khuti Monks haven't been confirmed, although if they do exist theres a good bet they are powerful. Rah'khuti sometimes dont have the discipline of the Paladin, but they have the heart. Thus a great deal of Rah'khuti are Fighters. In some of the eastern lands claims of Rah'khuti Samurai and Sohei.