NeoExodus Monsters of NeoExodus - Khaynite.pdf

(1617 KB) Pobierz
Monsters of NeoExodus: Khaynite
LPJ9696
monsters of neoexodus:
khaynite
Background
The creature before you could pass
for human - indeed, it may once have
been human -, but it has clearly begun
a strange and terrible transformation.
Its pale, lean body is covered
with dozens of painful-
looking piercings
and arcane sigils,
and some of both
appear to be
moving…
The unrivalled
masters of the First
Ones and once rulers
of all Exodus, Khaynites
are an ancient and evil race
devoted, unsurprisingly, to
Khayne, the Blood God. The
Khaynites boast not only the favor
of their dark god, but also immense
reserves of pre-human science and
forbidden arcana.
At birth, a Khaynite appears little
different from any other humanoid; long
before reaching adulthood, however, the
creature begins to practice bizarre body
modification rituals, indulging in arcane
intoxicants, grafting alien flesh and
metal to its body, and honing the use of
its innate magical abilities by altering its
own form.
Despite their often bizarre form,
Khaynites possess overwhelming,
intoxicating force of personality. Many
humanoids, however revolted they may
be by the Khaynites’ appearance and
practices, are nonetheless completely
dominated by the creatures’ will. Once,
Written By Joshua Cole
Requires the use of the Dungeons & Dragons Player's Handbook, Third Edition, published by
Wizards of the Coast, Inc. This product utilizes updated material from the v.3.5 revision.
681140905.030.png 681140905.031.png 681140905.032.png
Monsters of NeoExodus: Khaynite
the Khaynites were the undisputed rulers of all
Exodus; over the millennia, they have laid countless
plans to restore their race to its former glories.
Khaynites love to toy with their opponents, using
traps, illusions, transmuted slaves and monsters to
drive them into a trap and wear down their resources
and their hope, only killing the unfortunate foes when
they have been driven to the brink of madness by the
horrors around them. When the time comes to strike
the final blow, however, most Khaynites cannot resist
taking up their sacrificial daggers and getting their
hands dirty.
Khaynites speak Khaynite and Exodite; most speak
Common, and many know other languages as well.
Khaynite - CR2
Male Khaynite Sorcerer 1
CE Medium Humanoid ( Khaynite, First One )
Initiative: +0 Senses Darkvision 60 ft.; Listen +1,
Spot +1
Languages: Khaynite, Common, Exodite.
AC: 10, touch 10, flat-footed 10
hp: 6 ( 1 HD ); DR 5/Silver
Saves: Fort +2, Ref +0, Will +3
Speed: 30 ft. (6 squares)
Melee: Morningstar +2 (1d8+2)
Melee: Dagger +3 (1d4+2)
Ranged: Dart +0 (1d4+2)
Space: 5 ft; Reach 5 ft.
Base Attack/Grapple: +0/+2
Combat Gear: Potion of eagle’s splendor (CL 3rd).
Spells Known ( CL 6th )
In physical combat, Khaynites rely on their above-
average strength and potent combinations of magical
defenses; masters of transmutation magic, they often
enter battle polymorphed into monstrous forms; many
prefer to employ slaved monsters of the same type to
confuse opponents.
Where Khaynites really shine, however, is in a contest
of magic. Extremely powerful spellcasters, they can
overmatch any humanoid arcanist or cleric with a
similar amount of training. Because of their immense
magical powers, Khaynites cast spells far more
effectively than their experience would dictate, often
catching opponents off guard.
Khaynite
Characters
Virtually all adult Khaynites have at least a few levels
in a spellcasting class, usually sorcerer. Any disgraces
who lack the aptitude for magic are ritually slain by
their kin. Many Khaynites also have cleric levels,
drawing power from their dark god as well as their
innate abilities; the most powerful Khaynites usually
become mystic theurges.
1st ( DC 16, 5/day ) — Enlarge person ( 6 min. ), magic
missile ( 3 missiles ).
0th ( DC 15, 5/day ) — Daze, detect magic ( 6 min. ),
mage hand, touch of fatigue ( 6 rounds )
Abilities: Str 14, Dex 10, Con 14, Int 12, Wis 13, Cha
21
Feats: Persuasive.
Skills: Bluff +11, Concentration +6, Intimidate +7,
Spellcraft +5.
Possessions: Combat gear plus morningstar, master-
work dagger and 500 gp.
A Khaynite’s favored class is sorcerer. Most Khaynite
leaders are sorcerer/clerics.
The Khaynite sorcerer presented here had the
following ability scores before racial adjustments: Str
12, Dex 10, Con 14, Int 8, Wis 13, Cha 15.
Powerful Caster ( Ex ): Khaynites are innately
magical creatures, and their self-modification rituals
have only served to increase their natural powers. A
Khaynite gets a +5 bonus to caster level in any spell-
casting class in which he has at least one level. This
ability does not grant additional spells or spell levels.
Khaynite
Paragon - CR5
Male Khaynite Paragon 3/Sorcerer 1
CE Medium Aberration ( Khaynite, First One )
Initiative: +0 Senses Darkvision 60 ft.; Listen +1,
Spot +1
Languages: Khaynite, Common, Exodite.
AC: 10, touch 10, flat-footed 10
Combat
Unlike many races whose cultures esteem knowledge
of science and the arcane, Khaynites delight in combat
and bloodshed.
Page 2
681140905.033.png 681140905.001.png 681140905.002.png 681140905.003.png 681140905.004.png 681140905.005.png 681140905.006.png 681140905.007.png
Monsters of NeoExodus: Khaynite
hp: 17 ( 4 HD ); DR 5/Silver
Saves: Fort +3, Ref +1, Will +6
Speed: 30 ft. ( 6 squares )
Melee: Dagger +3 ( 1d4+2/19-20 )
Space: 5 ft; Reach 5 ft.
Base Attack/Grapple: +1/+2
Special Actions: Bloodcast.
Combat Gear: Potion of cure moderate wounds ( CL
3rd ).
Spells Known ( CL 9th )
Khaynite Paragons have embraced their racial obses-
sion with blood magic and body modification,
altering their forms by transmutation and grafting and
embracing darkest sorceries imaginable.
Combat
Khaynite Paragons generally neglect their physical
skills as their magical powers grow into full flower.
A Khaynite Paragon’s supernatural superiority allows
him to eschew physical combat, indulging in it only
on a whim when his opponents are completely under
control.
2nd ( DC 19, 5/day ) — Touch of idiocy ( 90 min. )
Rarely encountered without an entourage of enslaved
or created minions, a Khaynite Paragon prefers to hurl
spells from behind a wall of servile flesh, particularly
favoring those arcane arts capable of subverting or
dominating his foes.
1st ( DC 18, 8/day ) — Chill touch ( 9 uses ), heighten
sense 1 ( 9 min .), magic missile ( 5 missiles )
0th ( DC 17, 6/day ) — Daze, detect magic ( 6 min. ),
mage hand, touch of fatigue ( 6 rounds )
Abilities: Str 12, Dex 10, Con 14, Int 16, Wis 13, Cha
22 ( 24 )
Feats: Craft Wondrous Item, Persuasive.
Skills: Bluff +16, Concentration +9, Intimidate +16,
Knowledge ( religion ) +10, Spellcraft +10.
Possessions: Combat gear plus dagger +1, cloak of
charisma +2 and 75 gp.
A Khaynite Paragon prepared for battle usually keeps
one or two of his servants or captives back to use
as sacrificial victims should he be forced to use his
Bloodcasting ability.
( Footnotes )
1 - Spell found in Magic of NeoExodus.
Bloodcast ( Su ): A Khaynite Paragon may cast addi-
tional spells by spilling blood. Every spell level the
Khaynite Paragon wishes to access costs 1d4 points
of Con damage. A Khaynite Paragon cannot access
spells of a level higher than he could normally cast,
nor can he cast spells not on his list of spells known;
he can only cast additional spells from his list of
spells Provided he has a slashing weapon in hand, the
Khaynite Paragon can draw blood from himself or any
adjacent helpless creature to fulfill the requirements of
this ability.
Written by Joshua Cole
All mechanics on all pages is Open Game Content as
defined by the Open Gaming License. See page 4 for
more information.
Powerful Caster ( Ex ): Khaynites are innately
magical creatures, and their self-modification rituals
have only served to increase their natural powers. A
Khaynite gets a +5 bonus to caster level in any spell-
casting class in which he has at least one level. This
ability does not grant additional spells or spell levels.
The Khaynite before you appears typical of his type
- his tall, pale frame covered with strange sigils and
piercings, his eyes seething with contempt at your
defiance. Yet, his body modifications seem to have
gone further than most; how much of the creature
before you is metal and how much flesh, and how
much of the strangely seething flesh came attached to
the original frame, you cannot guess.
Page 3
681140905.008.png 681140905.009.png 681140905.010.png 681140905.011.png
681140905.012.png
NAME
RACE CR
CLASS
NAME
RACE CR
CLASS
STR
DEX
INT
INTIV
LEVEL
STR
INT
INTIV
LEVEL
WIS
BAB
ALIGN
DEX
CON
AC
WIS
BAB
ALIGN
CON
AC
CHA
FORT
_________
CHA
FORT
_________
TOUCH
REF
_________
TOUCH
REF
_________
FLAT
SPEED
WILL
_________
FLAT
SPEED
WILL
_________
MELEE
HIT POINTS
_________
MELEE
HIT POINTS
_________
MELEE
_________
MELEE
_________
RANGE
RANGE
_________
_________
RANGE
_________
RANGE
_________
Attacks (#)
Attacks (#)
Special / Notes
Special / Notes
NAME
RACE CR
CLASS
NAME
RACE CR
CLASS
STR
INT
INTIV
LEVEL
STR
INT
INTIV
LEVEL
DEX
CON
WIS
BAB
ALIGN
DEX
CON
WIS
BAB
ALIGN
CHA
FORT
_________
CHA
FORT
_________
AC
FLAT
TOUCH
REF
_________
AC
FLAT
TOUCH
REF
_________
SPEED
WILL
_________
SPEED
WILL
_________
MELEE
HIT POINTS
_________
MELEE
HIT POINTS
_________
MELEE
_________
MELEE
_________
RANGE
RANGE
_________
_________
RANGE
_________
RANGE
_________
Attacks (#)
Attacks (#)
Special / Notes
Special / Notes
681140905.013.png 681140905.014.png 681140905.015.png 681140905.016.png 681140905.017.png 681140905.018.png 681140905.019.png 681140905.020.png 681140905.021.png 681140905.022.png 681140905.023.png 681140905.024.png 681140905.025.png 681140905.026.png 681140905.027.png 681140905.028.png 681140905.029.png
Zgłoś jeśli naruszono regulamin