The Beastmaster - 3e custom monsters


Ancestor of the Sarlis | Ancient Defender | Animari | Antalotion | Arach-Thalos | Artic Beholder | Astral Giant | Augusti Tyrannis | Azimuth | Bak'juum | Beholithid | Bhagrhi Guard | Bheall | Blinking Spirit | Boarverine | Bone Dancer | Brackish Naga | Brain Leech | Bringer of the Plague | Bronze Golem | Butcher Bug | Cehram | Chaos Slime | Chulkharachatk | Cinderelle | Crackmonger | Crimson | Cromizard | Crystalline Beholder | Cura-kana | Dahlia | Darken Terror | Demiholders | Dire Brain Mole | Dire Cassowary | Dire Shrew | Dream Filcher | Eadar | Entolith | Eqaeros | Ethereal Giant | Euglassi Terror | Filcherani | Filcher Spider | Fly | Fodarick | Frostskull | Frukuku | Gelatinous Dragon | Glops | Glowbeetle | Gothfara | Gnass'Ti | Grasping Cluster | Graveyard Guardian | Hakuna | Hoji Krakhoruz | Horror Serpent | Ice Mummy | Illithiobat | Illusionary Dragon | Illutach | Inro | Jiuiliu Hounds | J'udgerii | Jyartau | Kahjinh | Kai-chini | Ka-zou-pkal-hla | Kxacchtahl | Lifeless Liberator | Luxvrakax | Maaegio RaKK | Magrako | Maintainer | Malevolant Playmate | Malicrocious | Massacumber | Mau | Mauorahn | Mudjagh | Nammayl Herhyrll | Nanobeholder | Necromantic Dragon | Noiroit | Onyx Serpent | Op-cha-chl-olp-chah | Orolathea | Osaki | Oyukurii | Phazango | Plebian Vampire | Prismatic Butterfly | Propagator Swarm | Pryzm Golem | Pseudooze | Psianatrix | Psibleed | Psionic Splinter | Psychic Beholders | Qel'tu'E | Rah'khuti | Raptivator | Rayu | Reality Render | Reizvolloth | Rime Hunter | Rokaijaihn | Rygylions | Shadow of Merdrayth | Skelek | Skelos-Flora | Sleeper Puff | Slider Rat | Snoo | Sphiz | Stone Dragon | Ssychkick | Syijo Slyvu | Thermostalk | Thoul | Tikapik | Trichronifics | Tyhistlar | Uulturex | Uyoroka | Vegenesque | Violetjay | VrGu | Wallozar | Whiphoorwhill | Wretched Ghoul | Xaghtaa'H | Xainyaer | Xaothoid | X'chil'e | Yijiuji Hounds | Zaskalahka | Zy'Larjk

By planeshifter

Small Humanoid (Law)
Hit Dice: 1d8 (5 hp)
Initiative: +4 (+2 Dex, +2 Improved Initiative)
Speed: 40 ft.
AC: 17 (+1 Size, +4 Inertial Armor, +2 Dex)
Attacks: Unarmed strike* +2 melee and Nunchaku +2 melee or Kama +2 melee.
Damage: Unarmed strike* 1d4+2, Nunchaku 1d4 or Kama 1d4
Special Attacks: Psionics
Special Qualities: Blind-sight, Monks unarmed strike
Saves: Fort +6, Ref +8, Will +7
Abilities: Str 14, Dex 17, Con 15, Int 13, Wis 19, Cha 12
Skills: Autohypnosis +10, Balance +5, Concentration +7, Diplomacy +4, Jump +8, Knowledge (Psionics) +7, Knowledge (Religion) +5, Remote View +3, Stabilize Self +4, Tumble +5
Feats: Improved Initiative, Inertial Armor
Climate/Terrain: Any land and underground
Organization: Solitary, pair, class (5-20 and 1 3rd-7th level monk or psion) or school (25-80 plus 5 3rd-7th level monks or psions plus 1 4th-15th level monk or psion)
Challenge Rating: 2
Treasure: Standard
Alignment: Always lawful good
Advancement: By character class

Kahjinh are a race of anceint and wise humanoids that protect the innocent and constantly seek enlightenment. They are quite a strange looking race, they stand about 4 to 4 1/2 ft. tall and weigh about 55 to 85 pounds. They have hairless skin that is either a dark peach color with a slight reddish-tint or slightly darker and more olive-colored tone. Their most striking feature however is their nearly featureless heads. It is nothing more than a bald, eyeless, earless, noseless head, rxcept for their friendly and quite out-of-place mouths full of smiling well-kept teeth. Despite a lack of sensory organs they seem to get around fine. They explain that they evolved without the need for to many sense, for they use their minds to interact with the world around them. They speak common and their own language.

Picking a fight with a Kahjinh is not great idea. They have their culturally imprssed monk like abilities and their powerful minds to contend with. They rarely kill creatures unless they are truly evil.
Monks unarmed strike (Ex): All Kahjinh can use their fists as weapons, it comes naturally to them. Even if they haven't taken levels in Monk they can induce non-subdual damage to opponents unless the specifically dont want to kill them with their unarmed strike. They can swicth to sub-dual to lethal whenever they please.
Blind-sight (Ex): Kahjinh can ascertain all foes within 120 ft. of themselves through psionic senses.
Psionics (Sp): At will- burst, combat precognition, detect psionics, far punch, feel light, hear light, lesser concussion, know direction and see sound. All of these powers are as mannifested by a 5th level Psion.
Attack/Defense modes (Sp): At will- id insinuation, mind thrust/empty mind, mental barrier, tower of iron will.

Kahjinh often live in very large monasterys in the wilderness led by very powerful senseis. They put spiritual enlightenment and compassion before all other things. Men and women are equal in rights and both genders can be found in any occupation. They never weakness in anybody, even evil beings, although they will deny their hatred to them. Disabled Kahjinh are given equal rights too, and are tuaght alternate methods of fighting. Able-bodied Kahjinh often decide to concentrate on their bodies more, pushing them to their limits. Those with disabilitys however often have better intellects and constantly expand their ever growing minds.

A Kahjinhs favored classe's are Monk and Psion. A rare few decide to combine these two classe's indefinately and become Psychic Warriors.