Mormal by MCMan
Medium-size Shapechanger
Hit Dice: 5d8+15 (37 hp)
Initiative: +4 (+4 Dex)
Speed: 35 ft.,65 ft.
AC: 18 (+4 Dex, +4 natural)
Attacks: Claw +10 melee, bite +5 melee, gore +5 melee
Damage: Claw 1d4+5, bite 1d6+2, gore 1d3+2
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Frightful presence, gaze, spells, tongues
Special Qualities: Alternate form, find target, scent, tremorsense
Saves: Fort +7, Ref +8, Will +6
Abilities: Str 20, Dex 19, Con 16, Int 16, Wis 15, Cha 13
Skills: Animal Empathy +8, Disguise +13, Heal +11, Wilderness Lore +10
Feats: Alertness,Blind Fighting,Dodge,Endurance,Track

Environment: Any Land
Organization: Solitary, Pair, Crew (2-5), Pod (5-20), Troop (20-40), Clan (40-60), or Tribe (60+)
Challenge Rating: 5
Treasure: None
Alignment: Often neutral
Advancement: 6-10 HD (Medium-size); 11-15 HD (Large)


A Mormal is a special type of animal that sometimes appears in the creatures around Krynn. They are shapechanging mutations. Any animal or beast can be a Mormal. If they are, they can become human-like in appearance, and have new or increased skill. Mormals are an animal evolution.

Mormals are, basically, a new evolution in animals. Mormals can be found just about anywhere a normal animal can be. They could be birds, rodents, felines, canines, fish, reptiles, anything. What makes them special is that they can turn into a humanoid form of themselves. In this form, they have increased power, speed, and intelligence. Their natural capabilities are increased as well, and they normally form their own groups, like villages. Mormals eat whatever their animal counterparts eat. For instance, a Mormal lion would eat meat, while a Mormal horse would eat grass and other vegetation. They also cannot get bigger than about 8 feet in height nor smaller than 6 feet in height, so if they're were a Mormal animal that were larger than that, it would end up shrinking into it's humanoid form, while a smaller creature would grow. Mormals, like other animals, generally keep to their own kind, sometimes getting together with other species to work out conflicts, like a government system. Mormals are extremely intelligent, hwever, since they have a limited knowledge of what good or evil is, they can be easily influenced.,Mormals are, basically, a new evolution in animals. Mormals can be found just about anywhere a normal animal can be. They could be birds, rodents, felines, canines, fish, reptiles, anything. What makes them special is that they can turn into a humanoid form of themselves. In this form, they have increased power, speed, and intelligence. Their natural capabilities are increased as well, and they normally form their own groups, like villages. Mormals eat whatever their animal counterparts eat. For instance, a Mormal lion would eat meat, while a Mormal horse would eat grass and other vegetation. They also cannot get bigger than about 8 feet in height nor smaller than 6 feet in height, so if they're were a Mormal animal that were larger than that, it would end up shrinking into it's humanoid form, while a smaller creature would grow. Mormals, like other animals, generally keep to their own kind, sometimes getting together with other species to work out conflicts, like a government system. Mormals are extremely intelligent, hwever, since they have a limited knowledge of what good or evil is, they can be easily influenced.

Combat
Mormals are fierce fighters, using their natural abilities to help them win. For example, a Mormal mole would use it's digging capabilities to dig trap holes, while a Mormal bear would use it's sheer bulk to fend off intruders. Despite this, Mormals will often use other tactics in order to win if their primary one does not work. Mormals will also use spells to win, each using Druid spells, and also using Clerical spells from whatever Domain they tend to inhabit.

Shapechangers have darkvision with a range of 60 feet.


Frightful Presence (Ex) When a Mormal makes a dramatic action of any kind (snarling, growling, etc.) can cause foes to be striken with fear. This ability affects only opponents with fewer Hit Dice or levels. An affected opponent can resist the effects with a successful Will save with a DC of 10 + 1/2 HD + Charisma modifier. An opponent who succeeds at the saving throw is immune to frightful presence for one day.


Gaze (Su) Each character within range of a gaze attack must attempt a saving throw (usually Fortitude or Will) each round at the beginning of his turn.

An opponent can avert his eyes from the Mormal’s face, looking at the Mormal’s body, watching its shadow, or tracking the Mormal in a reflective surface. Each round, the opponent has a 50% chance of not having to make a saving throw. Mormals gain one-half concealment against the opponent (so any attack the opponent makes against the Mormal has a 20% miss chance).

An opponent can shut his eyes, turn his back on the Mormal, or wear a blindfold. In these cases, the opponent does not need to make a saving throw. Mormals gain total concealment against the opponent as if the Mormal were invisible. Thus, any attack the opponent makes against the Mormal has a 50% miss chance, and the opponent can’t use sight to target attacks.

Mormals can actively attempt to use its gaze as an attack action. Mormals simply chooses a target within range, and that opponent must attempt a saving throw. If the target has chosen to defend against the gaze as discussed above, the opponent gets a chance to avoid the saving throw (either 50% chance for averting or 100% chance for shutting eyes). It is possible for an opponent to save against a Mormal’s gaze twice during the same round, once before its own action and once during the Mormal’s action.

Looking at the Mormal’s image (such as in a mirror or as part of an illusion) does not subject the viewer to a gaze attack.

Mormals are immune to their own gaze attack.

If visibility is limited (by dim lighting, a fog, etc.) so that it results in concealment, there is a percentage chance equal to the normal miss chance for that amount of concealment that a character won’t need to make a saving throw in a given round. This chance is not cumulative with chances to avoid the gaze, but instead is rolled separately.

Characters using darkvision in complete darkness are affected by a gaze attack normally.

Mormals can stop their Gaze attack whenever they wish.


Spells (Sp) As stated above, Mormals can use spells from the Druid list and from the correct Cleric Domain (example: fish=Water Domain)


Tongues (Su) Mormals can speak any language other than Abysmal and Draconic.


Alternate Form (Su) Mormals, as stated, can change between their animal form and their humanoid form.


Find Target (Sp) When a Mormal confronts a target and loses sight of it, it can hone in specifically on that target's smells, physical form, or voice.


Scent (Ex)This extraordinary ability lets a Mormal detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Mormals can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.

Mormals detect another creature's presence but not its specific location. Noting the direction of the scent is a standard action. If it moves within 5 feet of the scent's source, the creature can pinpoint that source.

Mormals can follow tracks by smell, making a Wisdom check to find or follow a track. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Mormals tracking by scent ignore the effects of surface conditions and poor visibility.

Mormals can identify familiar odors just as humans do familiar sights.

Water, particularly running water, ruins a trail for air-breathing Mormals. Water-breathing Mormals, such as Mormal sharks, however, have the scent ability and can use it in the water easily.

False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Wilderness Lore DC to track becomes 20 rather than 10.


Tremorsense (Ex)Mormals can locate other creatures by sensing vibrations in the ground.

Mormals automatically sense the location of anything that is in contact with the ground and within range.

If no straight path exists through the ground from the Mormal to those that it's sensing, then the range defines the maximum distance of the shortest indirect path. It must itself be in contact with the ground, and the creatures must be moving.

As long as the other creatures are taking physical actions, including casting spells with somatic components, they're considered moving; they don't have to move from place to place for a Mormal to detect them.

Society
Mormals live relatively isolated from other creatures than their own, although on occasion a Mormal will wander down into nearby areas in their animal form to look around at what is going on. In tribes, Mormals are lead by the three strongest Mormals. Typically, the strongest Mormals are the older Mormals. As Mormals age and begin to take over the tribe, they change shape, growing into smaller versions of their animal selves in animal form, and growing slightly larger than normal with horns and increased magical abilities in humanoid form. Mormals can function well with other's of their kind, but rivalries do exist between tribes, and also between families within the tribes, much liek the other races of Krynn.

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

 



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