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FERAL CREATURE

Feral creatures were once civilized but have now sunk into a primitive, barbarous state. Though they are generally found deep in the harsh wilderness, feral creatures occasionally wander into more civilized areas. Some eventually adapt, but most consider civilization too confining. Feral creatures appear larger, tougher, and meaner than their more sophisticated cousins. Their feral nature tends to be obvious from their pronounced fangs and claws. They speak the same languages as the base creatures from which they were derived.

FERAL MINOTAUR
Large Monstrous Humanoid Hit Dice: 6d8+18 (45hp) Initiative: -1 Speed: 40ft. AC: 16 (-1size, -1dex, +8 natural), touch 8, flat footed 14 Attacks: 2 claws +11, or Huge greataxe +11/+6 and gore +6 melee Damage: 2 claws 2d6+6, Huge greataxe 2d8+9/x3, gore 1d8+3 Face/Reach: 10ft./10ft. Special Attacks: Charge 4d6+9 special Qualities: Darkvision 60ft. fast healing 3, natural cunning, scent Saves: Fort +7, Ref +4, Will +6 Abilities: Str 23, Dex 8, Con 17, Int 3, Wis 12, Cha 8 Skills: Intimidate +2, Listen +11, Search +6, Spot +11 Feats: Great Fortitude, Power Attack, TrackB Climate/Terrain: Any underground Organization: Splitary, pair, or gang (3-4) Challenge Rating: 6 Treasure: 50% coins, standard goods and items, no scrolls Alignment: Usually chaotic evil Advancement: By character class Level Adjustment: +4 (ECL 10) Feral minotaurs exist in the deepest, most forbidding underground realms. Those few who locate other minotaurs often dominate them and become leaders. Feral minotaurs prize weapon and armor suited for their size, and possession of such signifies the leader of any particular group.

Combat Feral minotaurs prefer melee combat, where their great strength serves them well. In particular they enjoy pouncing on adventurers foolish enough to enter their domains, in the hope of gaining the adventurers weapons. Charge (Ex): A feral minotaur typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the creature to make a single gore attack that deals 4d6+9 points of damage. Fast Healing: A feral minotaur regains lost hit points at a rate of 3 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation and does not allow the feral minotaur to regrow or reattach lost body parts. Natural Cunning: Although feral minotaurs are not especially intelligent, they possess inate cunning and logical ability. This makes them immune to maze spells, prevents them from ever becoming lost, and enables them to track ememies. Furthermore, they are never caught flat footed. Scent (Ex): A feral minotaur can detect approaching enemies, sniff out hidden foes, and track by sense of smell. Skills: A feral minotaur receives a +4 racial bonus on Search, Spot, and Listen checks.

CREATING A FERAL CREATURE

Feral creature is an inherited template that can be added to any corporeal humanoid (referred to hereafter as the base creature). A feral creature has all the base creatures characteristics except as noted here. Size and Type: Creatures with this template become monstrous humanoids if they are not already. Hit Dice: Unchanged or d8, whichever is larger. Speed: Land speed +10ft., other movement modes unchanged. AC: +2 natural armor bonus, plus an additional +1 for every three points of the base creatures base natural armor bonus (rounded down). Attacks: A feral creature gains two claw attacks if it did not already have them. Damage: The base damage for a feral creatures claw attack varies with its size as follows: Fine

1d2, Diminutive 1d3, Tiny 1d4, Small 1d6, Medium-size 1d8, Large 2d6, Huge 2d8, Gargantuan 4d6, Colossal 4d8. If the base creature already has a claw attack, the feral creature uses the better base damage. Special Qualities: A feral creature gains additional special qualities depending on its Hit Dice, as shown on the table below. If the base creature possesses a duplicate ability, the feral creature has whichever ability is better. Hit Dice 1-3 4-7 8-11 12+ Darkvision 60ft. 60ft. 90ft. 120ft. Fast Healing 2 3 4 5

Abilities: +4 Str, -2 Dex, +2 Con, -4 Int (mimimum 2), +2 Wis. Climate/Terrain: Any land and underground. Organization: Solitary, pair, gang (3-5), or tribe (6+). Challenge Rating: Up to 3 HD, base creatures CR +1; 4 HD to 7 HD, base creatures CR +2; 811 HD, base creatures CR +3; 12+ HD, base creatures CR +4. Treasure: 50% coins, standard goods and items, no scrolls. Level Adjustment: +2

FERAL CHARACTERS

Feral characters with class levels usually have levels of barbarian, and barbarian is their preferred class. Some multiclass to cleric, druid, or ranger. Few ever become bards, paladins, or sorcerers.

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