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By: Jan Willem v.d. Brink
Type: Fey
Difficulty: CR 2, 4, 6, or 8
Game: Dungeons & Dragons (D&D)
| | Scavenger Scout | Scavenger Gatherer |
| Type: | Small Fey | Medium Fey |
| Hit Dice: | 1d6 (3 hp) | 2d6 (7 hp) |
| Initiative: | +3 (Dex) | +1 (Dex) |
| Speed: | 20 ft. (4 squares) | 30 ft. (6 squares) |
| Armor Class: | 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12 | 15 (+1 Dex, +4 natural), touch 11, flat-footed 14 |
| Base Attack/Grapple: | +0/+6 | +1/+1 |
| Attack: | Dagger +4 melee (1d3-2/19-20) or sling +4 ranged (1d3-2) | Heavy mace +2 melee (1d8) or javelin +2 ranged (1d6) |
| Full Attack: | Dagger +4 melee (1d3-2/19-20) or sling +4 ranged (1d3-2) | Heavy mace +2 melee (1d8) or javelin +2 ranged (1d6) |
| Space/Reach: | 5 ft./5 ft. | 5 ft./5 ft. |
| Special Attacks: | Spell-like abilities | Spell-like abilities |
| Special Qualities: | Low-light vision, reproduction, SR 10, transformation | Low-light vision, SR 14 |
| Saves: | Fort +0, Ref +5, Will +3 | Fort +0, Ref +4, Will +5 |
| Abilities: | Str 7, Dex 16, Con 11, Int 7, Wis 12, Cha 9 | Str 11, Dex 12, Con 11, Int 9, Wis 14, Cha 10 |
| Skills: | Hide +9, Listen +4, Move Silently +6, Search +2, Spot +4, Survival +2 | Hide +6, Listen +6, Move Silently +6, Search +4, Spot +6, Survival +4 |
| Feats: | Dodge, Weapon Finesse (dagger) (B) | Weapon Focus (heavy mace) |
| Climate/Terrain: | Temperate forests | Temperate forests |
| Organisation: | Solitary, pair, or patrol (3-5) | Pair or work gang (3-5) |
| Challenge Rating: | 2 | 4 |
| Treasure: | None | No coins; 50% goods; 50% items |
| Alignment: | Always neutral evil | Always neutral evil |
| Advancement: | 2 HD (Small) | 3-4 HD (Medium) |
| Level Adjustment: | - | - |
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| | | |
| | Scavenger Warrior | Scavenger King |
| Type: | Large Fey | Huge Fey |
| Hit Dice: | 4d6+4 (18 hp) | 16d6+32 (88 hp) |
| Initiative: | +1 (Dex) | +5 (+1 Dex, +4 Improved Initiative) |
| Speed: | 40 ft. (8 squares) | 50 ft. (10 squares) |
| Armor Class: | 17 (-1 size, +1 Dex, +7 natural), touch 10, flat-footed 16 | 20 (-2 size, +1 Dex, +10 natural), touch 9, flat-footed 18 |
| Base Attack/Grapple:: | +2/+8 | +8/+20 |
| Attack: | Large heavy mace +4 melee (2d6+2) or javelin +3 ranged (1d8+2) | Claw +11 melee (1d8+6 plus poison) |
| Full Attack: | Large heavy mace +4 melee (2d6+2) or javelin +3 ranged (1d8+2) | Claw +11 melee (1d8+6 plus poison) |
| Damage: | Heavy mace 1d8+2 (x2) or javelin 1d6+2 (x2) | claw 1d8+4 and poison |
| Face/Reach: | 10 ft./10 ft. | 15 ft./15 ft. |
| Special Attacks: | Spell-like abilities | Poison, spell-like abilities |
| Special Qualities: | Low-light vision, SR 18 | Animate trees, low-light vision, SR 22 |
| Saves: | Fort +2, Ref +5, Will +7 | Fort +9, Ref +11, Will +14 |
| Abilities: | Str 15, Dex 12, Con 13, Int 10, Wis 16, Cha 11 | Str 18, Dex 13, Con 14, Int 13, Wis 18, Cha 13 |
| Skills: | Hide +4, Listen +10, Move Silently +8, Search +7, Spot +10, Survival +10 | Concentration +21, Hide +12, Move Silently 20, Listen +23, Search +20, Spot +23, Survival +23 |
| Feats: | Weapon Focus (heavy mace), Weapon Focus (javelin) | Cleave, Dodge, Great Fortitude, Improved Initiative, Power Attack, Weapon Focus (claw) |
| Climate/Terrain: | Temperate forests | Temperate forests |
| Organisation: | Solitary, pair, patrol (3-5), or work gang (2-4 plus 4-8 gatherers) | Solitary or tribe (1 plus 5-10 scouts, 15-25 gatherers, and 10-20 warriors |
| Challenge Rating: | 6 | 8 |
| Treasure: | None | Double standard |
| Alignment: | Always neutral evil | Always neutral evil |
| Advancement: | 5-8 HD (Large) | - |
| Level Adjustment: | - | - |
Brown forest scavengers are nomadic creatures, that travel wide expanses of woodlands in tribes. They usually
don't settle anywhere longer than one month. During that month, the scavengers hunt down all the animal life in
the area. The scavenger king animates trees, which kill unsuspecting woodland creatures. The creatures that
escape the trees are hunted down by the scavenger warriors. When the scavengers travel further, they have killed
at least 90% of all animal life in an area with a half mile radius.
Brown forest scavengers use magic normally used by druids. It is unknown how these evil creatures, that pose
a threat to the forests in which they live, are able to make use of druidic magic. Also considering their fey nature,
it is possible that these creatures have not always been the scavengers they are today. Scholars have argued that it
must have been neutral or even good-aligned beings in the past.
Brown forest scavengers speak Sylvan and Common.
Scavenger Scout
Besides the reproducing (see above), the scouts serve as explorers. They check if the scavenger trees
anything, and they warn the warriors if someone or something dangerous has entered the area. The
scouts also search for new terrain that fits their demands when the tribe moves.
Scavenger scouts look like small, hairless baboons with a brown skin, and a humanlike face.
Combat
Scouts try to stay away from combat. If they're forced to fight, scouts use their flaming sphere and summon
spells before entering melee.
Spell-Like Abilities: 3/day - detect magic, entangle (DC 12), hide from animals (self only), know direction,
light, summon nature's ally I. 1/day - flaming sphere (DC 13), summon nature's ally II, summon swarm. Caster
level 5th. The save DCs are Wisdom-based.
Reproduction (Su): Brown forest scavengers have no gender. They reproduce by splitting themselves in two.
Only the scouts have this supernatural ability. It takes a scout a week to perform this act. During this week, the
scout eats constantly, but does not visibly gain weigth. At the end of the week, the reproducing scout lies down,
and a new scout grows in one hour from its back. Their backs remain connected until the new scout's body is
complete, and then the connection breaks. Both scouts are helpless during this hour (see the DMG for more
information).
Transformation (Su): A new scout can change into any other type of scavenger, or remain a scout,
depending on what the tribe needs. If a scout has not begun its transformation into a new form one hour after it
was 'born', it looses this supernatural ability. The transformation takes two hours, during which the scavenger
lies on the ground. It cannot move and is treated as helpless (see the DMG for more information). The scavenger
has the statistics of a scout during the first hour, and the statistics of its new form during the second hour. The
creature cannot stop its transformation itself, although it stops growing if it is killed. It is only possible for a new
king to be 'born' when the tribe is large enough to split into two tribes.
Scavenger Gatherer
Gatherers bring the creatures the scavenger trees and warriors have killed to the scavenger king.
They look like hairless baboons with a thick, brown skin, and a humanlike face. Gatherers tend to keep some
of the valuables they find on bodies.
Combat
Gatherers try to avoid combat. If they're forced to fight, they use their spell-like abilities before engaging in
hand-to-hand combat.
Spell-Like Abilities: 3/day - detect magic, entangle (DC 13), flaming sphere (DC 14), hide from animals
(self only), know direction, light, summon nature's ally I, summon nature's ally II, summon swarm. 1/day - plant
growth, spike growth (DC 15), summon nature's ally III. Caster level 7th. The save DCs are Wisdom-based.
Scavenger Warrior
Scavenger warriors kill the creatures that escape the scavenger trees. They also protect the rest of the tribe.
Scavenger warriors look like hairless gorilla's with a very thick, brown hide, and a more humanlike face.
Combat
Spell-Like Abilities: 3/day - detect magic, entangle (DC 14), flaming sphere (DC 15), hide from animals
(self only), know direction, light, plant growth, spike growth (DC 16), summon nature's ally I, summon nature's
ally II, summon nature's ally III, summon swarm. 1/day - command plants (DC 17), flame strike (DC 17),
summon nature's ally IV. Caster level 9th. The save DCs are Wisdom-based.
Scavenger King
Scavenger kings are the absolute leaders of the tribe. Kings animate trees to provide food for its tribe. The kills
should all be brought to the king by the gatherers. The king keeps all valuables found on bodies, and devides the
food among the tribe.
Scavenger kings look like huge, hairless, brown gorilla's with an extremely thick hide, and a more humanlike
face.
Combat
Poison (Sp): A creature hit by the claw of a Scavenger King gets inflicted with poison. The ability is similar to the spell poison as cast by a 11th-level druid (save DC 19).
Spell-Like Abilities: 3/day - command plants (DC 18), detect magic, entangle (DC 15), flame strike (DC
18), flaming sphere (DC 16), hide from animals (self only), know direction, light, plant growth, spike growth
(DC 17), summon nature's ally I, summon nature's ally II, summon nature's ally III, summon nature's ally IV,
summon swarm. 1/day - summon nature's ally V, wall of fire, wall of thorns. Caster level 11th. The save DCs are
Wisdom-based.
Animate Trees (Su): Once a day a Scavenger King can animate a single tree it touches, as a standard action.
A tree animated in this way becomes a Scavenger Tree (see below). A Scavenger Tree remains animated as long
as its creator is alive and stays within half a mile from it. A Scavenger King cannot have more than 30 trees
animated at a time with this ability. Only large trees can be affected by this ability. Plant creatures are immune to
it.
Scavenger Tree
Large Plant
| Hit Dice: | 4d8+12 (30 hp) |
| Initiative: | +0 |
| Speed: | 0 ft. |
| AC: | 19 (-1 size, +10 natural) |
| Base Attack/Grapple: | +3/+12 |
| Attack: | Branch slam +9 melee (2d6+7) |
| Full Attack: | Branch slam +9 melee (2d6+7) |
| Face/Reach: | 10 ft./15 ft. (with branch) |
| Special Qualities: | Blindsight 30 ft., vulnerability to fire, plant traits |
| Saves: | Fort +7, Ref +1, Will +1 |
| Abilities: | Str 21, Dex 10, Con 17, Int 5, Wis 11, Cha 8 |
| Skills: | Hide +0*, Survival +8 |
| Feats: | Improved Natural Weapon (B), Power Attack, Weapon Focus (branch) |
| Climate/Terrain: | Temperate forests |
| Organisation: | Solitary or grove (2-7) |
| Challenge Rating: | 3 |
| Treasure: | None |
| Alignment: | Always neutral evil |
| Advancement: | 5-16 HD (huge) |
Scavenger trees are created by brown forest scavenger kings (see above). They obey the commands of their
creators. When not in combat, a scavenger tree is nearly indistinguishable from a normal tree.
Combat
Blindsight (Ex): Scavenger trees have no visual organs, but can ascertain all creatures within 30 feet using sound, scent, and vibration.
Fire Vulverability (Ex): A scavenger tree takes half again as much (+50%) damage as normal from fire,
regardless of whether a saving throw is allowed, or if the save is a success of a failure.
Plant Traits (Ex): Unlike most plants, a scavenger tree does not have low-light vision.
Skills: *A scavenger tree receives a +20 racial bonus on Hide checks made in forested areas.
Licensing:
This material is distributed under the Open Game License Version 1.0a (view a copy of the license). The following is designated as Product Identity, in accordance with Section 1(e) of the Open Game License, Version 1.0a: all names. All text in this document is designated as Open Game Content, except the previously claimed Product Identity
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