The Beastmaster - 3e custom monsters
Rayu













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By Alhadis
















RAYU
Large Aberration
Hit Dice: 12d8+48 (96 hp)
Initiative: +0
Speed: 65 ft., fly 30 ft. (clumsy)
AC: 20(-1 size, +11 natural)
Attacks: 2 scythes +14 melee
Damage: Scythe 1d12+5 and poison
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Attacks: Spell-like abilities, spells, poison, webbing, telepathy
Special Qualities: Damage reduction 10/+1, SR 12
Saves: Fort+8, Ref+7, Will+10
Abilities: Str 20, Dex 16, Con 18, Int 16, Wis 15, Cha 16
Skills: Appraise+8, Bluff+10, Climb+10, Concentration+9, Disguise+8, Escape Artist+8, Hide+8, Knowledge(any one+8, Listen+9, Move silently+8, Spot+4
Feats: Alertness, Cleave, Power-attack
___________________________________________________
Climate/Terrain: Warm forests (jungles)
Organization: Solitary
Challenge Rating: 10
Treasure: Double standard
Alignment: Always neutral evil
Advancement: 13-25 HD(Large)

Rayu are wierd monsters combining the features of a dwarf, praying mantis, gorilla, horse and spider. They are highly intelligent and seemingly plot only to harm all other's welfare, but aside from this, their motivations are largely unknown, as is their origins. Perhaps they are outsiders native to some distant plane, or are magical creations of some wizard's experiments? Regardless, their origins are murky and unknown. Rayu inhabit steamy jungles and rainforests, cajoling all other evil beasts to get them to do their bidding. Rayu make their homes in large shacks containing their possessions. There is an 80% chance that a Rayu's shack contains 1d4+1 eighth-level treasures, in addition to the Rayu's standard treasure, and is guarded by 1d4+1 empowered, maximized mass charmed trolls, orcs, and wererats. Rayu speak their own language, Rayu, in addition to common, abyssal, and infernal.
 
COMBAT
Rayu are strong fighters as well as powerful magic-wielders. They rend their opponents apart with razor sharp scythe-like claws backed up by their own magic.
Spell-like abilities: At will- animate rope, mage armour, detect chaos, detect evil, detect good, detect law, detect thoughts, haste, magic missile, magic weapon, polymorph self, stoneskin, Tenser's floating disc, veil
Spells: A rayu casts arcane spells as a 13th-level sorcerer.
Poison (Ex): Fortitude save (DC 18). Initial 1d4 and secondary 1d6 temporary Constitution damage.
Webbing (Ex): Rayu may fire webbing from their abdomen at an opponent within 20 feet as a standard action. The subject must succeed at a Reflex save (DC 17) or act as if under a web effect.
Telepathy (Su): Rayu may communicate with any creature within 120 feet that has a language.