Rex by Brian X
Medium Humanoid (Shapechanger)
Hit Dice: 9d8+45 (85 hp)
Initiative: +5 (+5 Dex)
Speed: 50 ft. (10 squares), fly 80 ft. (average), climb 20 ft. (4 squares), swim 50 ft. (10 squares)
Armor Class: 23 (+5 Dex, +4 natural, +3 studded leather armor, +1 light steel shield), touch 15, flat-footed 18
Base Attack/Grapple: +6/+11
Attack: Magic +11 melee (0 +5)
Full Attack: Magic +11 melee (0 +5) or battle axes +11 melee (0 +5) or gore +6 ranged (1d6 +2) or longbows +11 ranged (0 +5) or slam +6 ranged (1d4 +2) or wings +6 ranged (0 +2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Fear aura, frightful presence, summon
Special Qualities: Change shape, flight, flight, telepathy
Saves: Fort +8, Ref +8, Will +8
Abilities: Str 20, Dex 20, Con 20, Int 21, Wis 20, Cha 17
Skills: Balance +3, Climb +8, Concentration +10, Control Shape +10, Escape Artist +8, Hide +10, Intimidate +8, Jump +3, Knowledge (arcana) +10, Knowledge (dungeoneering) +10, Knowledge (geography) +10, Knowledge (local) +10, Knowledge (nature) +10, Listen +12, Move Silently +10, Perform +8, Search +10, Sleight of Hand +3, Spellcraft +10, Spot +12, Survival +10, Swim +19, Tumble +3, Use Magic Device +8
Feats: Alertness,Multiweapon Fighting,Spell Mastery,Stealthy

Environment: Cold land,aquatic,forests,hills,mountains
Organization: Solitary, Pair, Team (2-5), Squad (5-20), Platoon (20-40), Battalion (40-60), or Tribe (60+)
Challenge Rating: 11
Treasure: Double Standard
Alignment: Mostly neutral
Advancement: 10-18 HD (Medium); 19-27 HD (Large)
Level Adjustment: -

A loner, lives in the north, a winged cold-weather sea elf. Magical, it is an expert at imposing fear. Perfect assassin or mercenary soldier.

It is a midnight-black-skinned elf with wings sprouting from below its shoulder blades. It is an expert at stealth. An expert mage, swimmer, flyer, and fear inspiring mercenary soldier. Can usually be found in the cold forests of the north, stalking people. It carries an enormous longbow and two large battle-axes. When fighting, it paralyzes all with fear and kills every enemy swiftly, silently. Eats fruits and bread, drinks wine and nectar.

Fights swiftly and with purpose and stealth. It hides bodies after every kill and then loots them. Likes to drop in from above, paralyze enemies with fear, then kill.

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.
Frightful Presence (Ex): This special quality makes a creature’s very presence unsettling to foes. It takes effect automatically when the creature performs some sort of dramatic action (such as charging, attacking, or snarling). Opponents within range who witness the action may become frightened or shaken. Actions required to trigger the ability are given in the creature’s descriptive text. The range is usually 30 feet, and the duration is usually 5d6 rounds. This ability affects only opponents with fewer Hit Dice or levels than the creature has. An affected opponent can resist the effects with a successful Will save (DC 10 + 1/2 frightful creature’s racial HD + frightful creature’s Cha modifier; the exact DC is given in the creature’s descriptive text). An opponent that succeeds on the saving throw is immune to that same creature’s frightful presence for 24 hours. Frightful presence is a mind-affecting fear effect.
Summon (Sp): A creature with summon ability can summon specific other creatures of its kind much as though casting a summon monster spell, but it usually has only a limited chance of success (as specified in the creature’s entry). Roll d%: On a failure, no creature answers the summons. Summoned creatures automatically return whence they came after 1 hour. A creature that has just been summoned cannot use its own summon ability for 1 hour. Most creatures with the ability to summon do not use it lightly, since it leaves them beholden to the summoned creature. In general, they use it only when necessary to save their own lives. An appropriate spell level is given for each summoning ability for purposes of Concentration checks and attempts to dispel the summoned creature. No experience points are awarded for summoned monsters.
Change Shape (Su): A creature with this special quality has the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of its own physical qualities. A creature cannot change shape to a form more than one size category smaller or larger than its original form. Changing shape results in the following changes to the creature:

  • The creature retains the type and subtype of its original form. It gains the size of its new form.
  • The creature loses the natural weapons, movement modes, and extraordinary special attacks of its original form.
  • The creature gains the natural weapons, movement modes, and extraordinary special attacks of its new form.
  • The creature retains all other special attacks and qualities of its original form, except for breath weapons and gaze attacks.
  • The creature retains the ability scores of its original form.
  • The creature retains its hit points and saves.
  • The creature retains any spellcasting ability it had in its original form, although it must be able to speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast spells with somatic components.
  • The creature is effectively camouflaged as a creature of its new form, and gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.
    Flight (Ex): A creature with this ability can cease or resume flight as a free action.
    Flight (Su): A creature with this ability can cease or resume flight as a free action. If the ability is supernatural, it becomes ineffective in an antimagic field, and the creature loses its ability to fly for as long as the antimagic effect persists.
    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.

    Shapechanger Subtype: A shapechanger has the supernatural ability to assume one or more alternate forms. Many magical effects allow some kind of shape shifting, and not every creature that can change shapes has the shapechanger subtype. Traits: A shapechanger possesses the following traits (unless otherwise noted in a creature’s entry).

  • Proficient with its natural weapons, with simple weapons, and with any weapons mentioned in the creature’s description.

  • Proficient with any armor mentioned in the creature’s description, as well as all lighter forms. If no form of armor is mentioned, the shapechanger is not proficient with armor. A shapechanger is proficient with shields if it is proficient with any type of armor.

    Loner, really friendly to those with honor(and big pocketbooks). Others of its own kind tend to bond and become very close and form teams of troops.

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


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