The Beastmaster - 3e custom monsters
Op-cha-chl-olp-chah













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By planeshifter
















OP-CHA-CHL-OLP-CHAH
Large Aberration (Electric)
Hit Dice: 10d12 (62 hp)
Initiative: +2 (Impoved Initiative)
Speed: 50 ft.
AC: 25 (-1 size, +5 natural)
Attacks: 2 Gores +7 melee, Bite +2 melee, Falchion +3 melee
Damage: Gore 1d8+4, Bite 1d4-2 plus stun, Falchion 2d4+3
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Spell-like abilities, Stun
Special Qualities: Electricity immunity, sonic resistance 20
Saves: Fort +9, Ref +3, Will +7
Abilities: Str 18, Dex 13, Con 12, Int 19, Wis 16, Cha 11
Skills: Intimidate +4, Jump +7, Scry +5, Search +9, Sense Motive +3, Spellcraft +3, Use Magic Device +5
Feats: Multiattack, Ambidexterity, Craft Staff, Combat Casting, Craft Wonderous Item
__________________________________________________
Climate/Terrain: Any land and underground
Organization: Solitary, pair, council (4-6 plus 1 5th-8th level leaders) or school (7-15 plus 3 5th-8th level lieutenants and 1 6th-10th level leader)
Challenge Rating: 5
Treasure: Triple standard magic items, standard coins 50%; standard goods 50%
Alignment: Usually lawful neutral
Advancement: By character class

Op-cha-chl-olp-chah (op-chal-cho-ka) are an unusual race of arcane aberrations that know many secrets of magic. They are also called 'crescent men' or 'moon magician' because of their bizarre appearance. They look like a large 6 ft. long from top to bottom stone-like crescent moon with pebbly skin and two side-ward seemingly grinning, toothy mouths on each side. They have 3 thick-sey exo-skeletoned legs placed symetrically around the side and back of the crescent, and on the upper regions two bluntly taloned, thick arms. They often dress in elaborate, wizardly gowns and wear bizarre jewlerry made up of all kinds of extraplanar, magical or psionic substances. One of their subtle features is their constant flux of electricity within inthemselves that they are able to control, infact those that touch them get a slight tingly sensation in their hands, however Op-cha-chl-olp-chah can put this flux to a higher setting to be able to stun opponents. Op-cha-chl-olp-chah speak their own complex language Op-cha-lah-cha (op-chal-lak-a), common and infernal, abyssal or celestial and terran, ignan, aquan or auran.

COMBAT
Op-cha-chl-olp-chah are masters of the arcane, and casting spells in battle comes as second nature to them. They have a mostly harmless bite that can stun their prey, so they often do so to avoid bloodspill and violence which they disdain.
Spell-like abilities (Sp): At will- blink, lightning bolt, magic circle against chaos and magic circle against evil. 3/day- chain lightning, dismissal, otilukes resilient sphere and permanency. These spells are as cast by an 11th level Wizard.
Stun (Su): Once per 10 rounds, if an Op-cha-chl-olp-chah makes a sucessful bite attack against an enemy, it may administer an electrical charge that stuns it's opponents. It deals 2d10 points of subdual damage to it's bitten target.

OP-CHA-CHL-OLP-CHAH SOCIETY
Op-cha-chl-olp-chah's are a surprisingly lawful race for their seemingly bizarre physiques. Everything about them is complex including their language, activitys, knowledge, hobbies, etc. They rarely stay in one place for long, not even their citys do. They often shift their entire citys along with it's inhabitants to other planes of existence so they do their research without having to put themselves at too much risk. However many of the younger Op-cha-chl-olp-chah's feel curious about the outside world, and often go on expeditions with a few more open minded elders.

OP-CHA-CHL-OLP-CHAH CHARACTERS
A Op-cha-chl-olp-chah's favored class is Wizard. A few hate the order and constraint of society and sometimes run away and become sorcerors or occasionally psions.