The Beastmaster - 3e custom monsters
Qel'tu'E













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By planeshifter
















QEL'TU'E
Medium-Size Outsider (Chaotic)
Hit Dice:
1d12+9 (48 hp)
Initiative: +3 (Dex)
Speed: 90 ft.
AC: 13 (+4 Deflection, +1 Dex)
Attacks: 2 Tentacle Rake's +3 melee
Damage: Tentacle Rake 1d8+13
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Proto Burst
Special Qualities: Animate Objects, Awaken Objects, Immunities, SR 18
Saves: Fort +5, Ref +18, Will +8
Abilities: Str 14, Dex 22, Con 12, Int 13, Wis 15, Cha 11
Skills: Intimidate +12, Jump +13, Tumble +19 
Feats: Ambidexterity, Combat Reflexes, Deflect Arrows, Lightning Reflexes, Mobility, Skill Focus (Tumble)
__________________________________________________
Climate/Terrain: Any land and underground
Organization: Solitary (1-3 animated objects), pair (3-6 animated objects) or pack (3-8 plus 10-25 animated objects 15% awakened)
Challenge Rating: 14
Treasure: None
Alignment: Always chaotic neutral
Advancement: 49-55 HD (Medium-sized) 56-60 HD (Large)
 
Qel'tu'E are an unnatural race who may well have proto-deific taint deep within their blood-lines. If that was true, it may explain a few things about their nature and personality. They are creatures who can awaken inanimate matter, in others words they can make any non-living thing a living creature, and occasionally a fully-functional sentient being. Because of this however, this has made them very eccentric and egotistical creatures. Also, their mind patterns work in a slightly different way to most humanoids. They do not distinquish objects to being different from living creatures, they feel as though they are just not 'awake' yet. Hence they have a tendancy to refer to objects as he or she, quite literally. Qel'tu'E are about 5 ft. wide and 3 to 3 1/2 ft. tall. They always weigh 342 pounds, no matter what age or gender. Such strange anatomy features are often point to the proto-natural theory, although the exact reasons are unknown. They have bluish-silver, cyan-silver, purple-silver or magenta-silverish body tones with large hints of crimson, maroon and brown all over their bodies. They have disturbingly human-like faces wicth have semi-corpreal tendrils that swing in an unnaturally slow motion for it's method of movement. Instead of arms, they have what seem like two quite useless tentacles, although they are just as manually dextrous if not more-so than humanoids. Despite heir lack of limbs, they are surprisingly fast, how they accomplish this is unknown. Qel'tu'E have a strange but somehow familiar language that is the closest thing to a humanoid tounge you'll find in the proto-dimension's. They live for about 650 years, and speak Common and their own language.
COMBAT
Qel'tu'E are as voracious in combat as they are in mind. They leave their opponents baffled at their insanely high reflexes. They leap and bound from their opponents as if they were surrounding features of it's battleground, animated any object at hand.
Proto Burst (Ex): Once per round as a move-equivelant action a Qel'tu'E can create an inlux in the stream of reality. Cuasing 1d6+14 damage to any creature within a 30 ft. apart from objects and other Qel'tu'E.
Animate Objects (Su): Once per round, a Qel'tu'E can make objects within a 80 ft. radius of itself become animated objects. It can create 1d4+1 Tiny, 1d4 Small, 1d3 Medium-sized or 1 Large animated object/s. They fight to the death for the Qel'tu'E, but they only last for 1d6 minutes. It cannot have more than it's current animated object supply in a round, even if they last longer than a round.
Awaken Objects (Su): Once per day, a Qel'tu'E who has summoned a small or medium-sized animated object may make a permanent feature until it dies. It gains an Int score of 4+1d3 and never disappears after 1d6 rounds.
Immunities: Qel'tu'E are immune to sonic attacks and sleep affects. It is also immune to negative and subdual damage.