The Beastmaster - 3e custom monsters


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By Simeon38X

Large Monstrous Humanoid (Reptilian, chaos)

Hit Dice: 2d10+4 (23 hp)
Initiative: +0
Speed: 40 ft. Climb 40 ft.
AC: 14 (+3 natural)
Attacks: 2 claws +3 melee
Damage: Claw 1d4+4
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Drug blood, drug wish, poison immunity, deseise immunity, fast healing 2, raging alacrity
Saves: Fort +5, Ref +6, Will +5
Abilities: Str 15, Dex 12, Con 14, Int 10, Wis 9, Cha 11
Skills: Balance +5, Diplomacy -4, Escape Artist +2, Intimidate +4, Knowledge (drugs) +12, Jump +5, Tumble +2
Feats: Endurance, Improved Bull Rush, Improved Unarmed Strike, Power Attack
Climate/Terrain: Any land and underground
Organization: Solitary, pair or addiction (3-6)
Challenge Rating: 2
Treasure: Double-standard drugs
Alignment: Usually chaotic neutral
Advancement: By character class

Crackmongers are savage, avaricous beings that dedicate their lives to tempting pure beings into drug addiction. In fact, their forms have been corrupted for so long by toxic medicines that they have literally become immune to almost all illness, and their once human-like forms have grossly enlarged and deformed somewhat. One of the most disturbing natures of a Crackmonger however is their unpredictability. They can look dazed and lethargic one minute, but then suddenly erupt into a spasmoric frenzy of violence, often unaware of the extent of the damage they are causing.
Crackmongers are about 8 to 9 ft. tall and a either tall and lanky, brutishly muscular or grossly fat. They have scaly, rough skin covered which gives the tell-tale signs of knotted uscle and sinew. The only facial features they still retain are a single eye, (which is either bloodshot, twicthing, weepy or any combination of blatant deteriation) and a gaping, drooling fanged mouth. If they do manage to grow hair, it is usually greasy, long and matted, though ironically many Crackmongers do style and dye it.
Crackmongers speak Common, Undercommon and their own gluttural language.

Crackmongers who prepare themselves for a fight usually take a few drugs to enhance their abilities, since they wont suffer the after affects of taking them. But even a dazed Crackmonger caught flat-footed can turn nasty.
Drug blood (Ex): When a Crackmonger takes any type of drug, it suffers non of the side affects. And if the save that a drug requires is failed, it suffers no penalty. In otherwords, Crackmongers are immune to any of the penalties to taking drugs (see the Book of Vile Darkness for drug rules)
Drug wish (Su): Crackmongers at will can form any type of drug at will. It is in affect like a wish spell cast by an 18th level Sorceror.
Raging Alacrity (Ex): If a Crackmonger is cuaght flat-footed or flanked, then it must make a will save (DC 18) or fly into a rage for 1d8 rounds. It gains +10 bonus to all jump and tumble checks and its claw damage deals 1d8+4 damage for the duration. However its intelligence drops to 3 and it cant perform skill checks that require thinking or concentration for the duration.

Crackmongers often live in other civilizations like an obscene cancer gnawing at its morals and ethics. They hate all restraint and revel in anarchy, though many give themselves appointed tasks such mercenary thugs, illegal smuggling or just general anarchist revolts. Crackmongers, despite their violent natures are not always evil. Infact many are artistic, open-minded beings that care little for appearance and beliefs of other beings. They just happen to be inherently unmoderated beings.

An Crackmongers favored class is Barbarian. An Crackmonger PC's ECL is equal to its class level +8; thus a 1st level Crackmonger Barbarian has an ECL of 9 and is the equivelant of a 9th level character.