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Danu
2007-04-26, 01:26 AM
KRYHGER
Medium Magical Beast
Hit Dice: 1d10+2 (7 hp)
Initiative: +5
Speed: 30 ft. (6 squares), swim 30 ft, fly 20 ft. (clumsy)
Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Base Attack/ Grapple: +1/ +3
Attack: Bite +3 melee (1d6+2)
Full Attack: Bite +3 melee (1d6+2), 2 claws +1 melee (1d6+1), 2 wing slaps +1 melee (1d4+1), tail slap +1 melee (1d8+1)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: Pounce, rake 1d6+1, ravage 1d8+1, rend 1d8+1
Special Qualities: Darkvision 60 ft, low-light vision, hold breath, scent.
Saves: Fort +4, Ref +5, Will +1
Abilities: Str 14, Dex 12, Con 14, Int 8, Wis 12, Cha 8
Skills: Climb +6, Hide +6, Move Silently +6, Swim +10.
Feats: Multiattack.
Environment: Warm or temperate marsh.
Organization: Solitary or pair.
Challenge Rating: 2.
Treasure: Standard.
Alignment: Always neutral.
Advancement: 2-8 HD (Medium), 9-14 HD (Large), 15-25 HD (Huge).
Level Adjustment +2 (cohort)

Lurking in the deep marsh, a pair of ophidian eyes stare hungrily into yours. As you look closer, you realize the eyes are framed by a powerfully muscled head, almost half-cat and half-crocodile, with a wide jaw and rows of razor-like teeth. The rest of the creature is built in that strangely powerful, yet almost clumsy way.

A kryhger is a beast that appears to be some bizarre amalgamation between a crocodile and panther. With the great cat's long sleek form, a kryhger's other-wise svelte and glossy obsidian colored coat is interrupted by rough black scaly skin, similar to that found on most aquatic reptiles.
http://www.geocities.com/trebane2/pez/indent.gifThe head of the beast is much larger then one would expect, with a wide jaw and rows of powerful teeth. Along its back are placed massive wings which, while apparently clumsy, look powerful enough to crush a man with a single blow. Its cat-like form ends with the tail, which is about as about as wide as the creature's body and powerful muscled.
http://www.geocities.com/trebane2/pez/indent.gifThe entire creature bristles with arrogance and restrained power, its dark eyes glowing with a hostile intellect.

PERSONALITY/RELATIONS
http://www.geocities.com/trebane2/pez/indent.gifA kryhger is an innately aggressive and fiercely territorial creature. Despite this, they have a keen intellect, and rarely attempt to attack creatures they associate with trouble. Youn kryhgers quickly learn to associate humanoids, giants, dragons, and hags with immense danger, and will go out of their way to avoid such creatures. While a solitary boatman might not be much of a challenge, a group of adventurers can be extremely dangerous.
http://www.geocities.com/trebane2/pez/indent.gifMost kryhgers encountered by adventurers are controlled or manipulated by more powerful monsters. In some cases, a kryhger might be driven to attack when itís food supply is running low.
http://www.geocities.com/trebane2/pez/indent.gifOddly, a kryhgerís favorite food has been noted to be a rather unusual source of meat. According to many ancient journals, kryhgers are extremely fond of the flesh of trolls. They treat such food as a delicacy, as the typical krygher is incapable of killing a troll on its own.

ORIGIN
The origin of these creatures is hotly debated by the few scholars actually familiar with them. Arguments fly over whether they are a magical experiment, or a naturally evolved aberration formed from the magical hybridization.
http://www.geocities.com/trebane2/pez/indent.gifIn truth, the creatures are ancient descendent of creatures native to the elemental plane of water, which traveled to the material plane several thousand years previously. While their ancient forebears have long since gone extinct, the kryhger remains solidly entrenched in the marshes and rivers today.

COMBAT
Kryhgers prefer to get into combat with their charge so they can make full use of their attacks and gain the +2 bonus on attack rolls. If a kryhger has problems hitting a particular foe, it will retreat and regroup. Although they have wings, kryhgers rarely use them for any purpose except to hit enemies.
http://www.geocities.com/trebane2/pez/indent.gifLightning Fast (Ex): Kryhger's gain a +4 racial bonus on Initiative checks, and a +2 bonus on Reflex saves.
http://www.geocities.com/trebane2/pez/indent.gifPounce (Ex): If a kryhger charges a foe, it may make its full attack, including two rake attacks.
http://www.geocities.com/trebane2/pez/indent.gifHold Breath (Ex): A kryhger can hold its breath for a number of rounds equal to 4 x its Constitution score before it risks drowning.
http://www.geocities.com/trebane2/pez/indent.gifRake (Ex): Attack bonus +1 melee, damage 1d6+1
http://www.geocities.com/trebane2/pez/indent.gifRavage (Ex): If a kryhger hits with its bite and both claw attacks, it rips into the flesh of its opponent, automatically dealing an additional 1d8+1 points of damage.
http://www.geocities.com/trebane2/pez/indent.gifRend (Ex): If a kryhger hits with both claw attacks it latches onto its foe's flesh and tears the flesh. This attack automatically deals an additional 1d8+1 points of damage.
http://www.geocities.com/trebane2/pez/indent.gifSkills: Kryhgers have a +4 racial bonus on Hide and Move Silently checks. They have a +2 racial bonus on Climb checks. Kryhger's have a +8 racial bonus on Swim checks to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimmng, provided it swims in a straight line.

Icewalker
2007-04-26, 01:38 AM
So if it rakes it gets 8 attacks...?

Very cool idea, seems like an overly large number of attacks and a slightly low HD to me, but I like it. Swamp crocowingypanthermonsterthing!
Nice fluff.


buuuut...you forgot the poll :frown:

Danu
2007-04-26, 01:46 AM
...

You're right. I did.