Soth Beast by Ana Tielka
Large Magical Beast (Extraplanar)
Hit Dice: 5d10+30 (72 hp)
Initiative: +3 (+3 Dex)
Speed: 40 ft. (8 squares)
Armor Class: 17 (-1 size, +3 Dex, +5 natural), touch 12, flat-footed 14
Base Attack/Grapple: +5/+17
Attack: Tail +7 ranged (4d8 +8)
Full Attack: Tail +7 ranged (3d8 +8) and bite +7 melee (2d6 +4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Fear aura, powerful charge
Special Qualities: Darkvision 60ft., low-light vision, telepathy, turn resistance
Saves: Fort +10, Ref +7, Will +2
Abilities: Str 27, Dex 17, Con 23, Int 16, Wis 12, Cha 14
Skills: Bluff +7, Diplomacy +10, Hide +4, Intimidate +10, Jump +12, Listen +6, Move Silently +8, Spot +1
Feats: Improved Natural Armor,Improved Natural Attack

Environment: Any,Temperate land,forests,marshes,underground
Organization: Solitary, Brace, or Brood (2-5)
Challenge Rating: 7
Treasure: Standard
Alignment: Usually neutral evil
Advancement: 6-10 HD (Large); 11-15 HD (Huge)
Level Adjustment: -


A very tall and elegant creature, but not the kind you want to pet. Usually very diplomatic, but have been known to become the mount of a blackguard. These creatures are not to be trusted under any circumstance.

The Soths Beast was first created by the tieflings, as they experimented on horse brought from farms. The end product was sought after by many worshipers of Hector, Nerull, and even Lolth herself wished to have them within her court. But one such being gave them their name, Lord Soth. Lord Soth had lost his life to Vecna and then cursed to walk the lands as the undead, he took this well for the Soth Beasts were a present from the Tieflings to him. The Tieflings shared Soths hatred for Vecna, and so bestowed 5 of the largest and most vicious of the beasts to him. They say that the beasts still walk the earth, so watch where you step. Soths Beast stand out, they have forked tongues and a blade from their forehead. They also have blood coloured skin, horns curling back from their heads and two spikes at the end of their tails. ,The Soths Beast was first created by the tieflings, as they experimented on horse brought from farms. The end product was sought after by many worshipers of Hector, Nerull, and even Lolth herself wished to have them within her court. But one such being gave them their name, Lord Soth. Lord Soth had lost his life to Vecna and then cursed to walk the lands as the undead, he took this well for the Soth Beasts were a present from the Tieflings to him. The Tieflings shared Soths hatred for Vecna, and so bestowed 5 of the largest and most vicious of the beasts to him. They say that the beasts still walk the earth, so watch where you step. Soths Beast stand out, they have forked tongues and a blade from their forehead. They also have blood coloured skin, horns curling back from their heads and two spikes at the end of their tails.

Combat
They fight hard and relentless, they have no will of their own. Once ordered to perform an act they will stop at nothing to complete it.


Fear Aura (Su): The use of this ability is a free action. The aura can freeze an opponent (such as a mummy’s despair) or function like the fear spell. Other effects are possible. A fear aura is an area effect. The descriptive text gives the size and kind of area.
Powerful Charge (Ex): When a creature with this special attack makes a charge, its attack deals extra damage in addition to the normal benefits and hazards of a charge. The amount of damage from the attack is given in the creature’s description.
Telepathy (Su): A creature with this ability can communicate telepathically with any other creature within a certain range (specified in the creature’s entry, usually 100 feet) that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time. Some creatures have a limited form of telepathy, while others have a more powerful form of the ability.
Turn Resistance (Ex): A creature with this special quality (usually an undead) is less easily affected by clerics or paladins. When resolving a turn, rebuke, command, or bolster attempt, add the indicated number to the creature’s Hit Dice total.

Extraplanar Subtype: A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. Monster entries assume that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). Every extraplanar creature in this book has a home plane mentioned in its description. Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane, such as the Astral Plane, the Ethereal Plane, and the Plane of Shadow.

Society
No one has lived long enough to find out how these beasts live, but it is known that they have a lifespan rival to dragons.

This creature has not yet been play tested.
This is not a kender type creature.

 



Wander Home