Shirr'aak by Adan Brackenbury
Large Humanoid (Shapechanger)
Hit Dice: 10d8+80 (125 hp)
Initiative: +5 (+5 Dex)
Speed: 50 ft. (10 squares), climb 30 ft. (6 squares)
Armor Class: 17 (-1 size, +5 Dex, +3 studded leather armor), touch 14, flat-footed 12
Base Attack/Grapple: +7/+21
Attack: Dirk +16 melee (3 d8 +10)
Full Attack: Dirk +16/+11/+6 melee (3 d8 +10) or bite +16 melee (1d8 +5) or claws +16 melee (2 d8 +5) or claw +16 melee (1d6 +5) or fangs +16 melee (2 d8 +5) or gore +16 melee (1d8 +5) or spikes on end of tail +16 melee (2 d8 +5) or tail +11 ranged (1d8 +5
Space/Reach: 10 ft./10 ft.
Special Attacks: Frightful presence, improved grab, pounce, powerful charge
Special Qualities: Change shape, detect evil, scent
Saves: Fort +11, Ref +8, Will +3
Abilities: Str 30, Dex 20, Con 27, Int 16, Wis 11, Cha 11
Skills: Balance +4, Climb +19, Control Shape +10, Escape Artist +4, Hide +10, Intimidate +10, Jump +19, Listen 0, Move Silently +14, Open Lock +10, Sleight of Hand +4, Spot 0, Swim +8, Tumble +4
Feats: Improved Unarmed Strike,Point Blank Shot,Simple Weapon Proficiency,Track

Environment: Any land,forests,mountains
Organization: Solitary, or Shirr'aak Clan (40-60)
Challenge Rating: 9
Treasure: None
Alignment: Always neutral
Advancement: 11-20 HD (Large); 21-30 HD (Huge)
Level Adjustment: -


The Shirr'aak are violent cat like creatures. They stand as tall as elves and are covered in different coloured fur and they always have black stripes. They wear leather leggings but never wear any thing on their chest. They have long spiked hair and long fangs and claws. They are violent but loyal. They are usually neutral but can go to either side.

The Shirr'aak love their family and their friends. They live in large forests and in the mountains all around Kyrn. They dont trust magic users or kights but they like elves, humans and kender. They are bitter enamies of ogers and minatours. They enjoy music and hunting and socializing when they're not fighting. Their villages are found in large forests up in the trees and on the side of mountains. They eat meat and only meat. They favour deer and pig. They love wine and pale ale. Social drinking and eating is a huge part of the Shirr'aak sociaty., The Shirr'aak love their family and their friends. They live in large forests and in the mountains all around Kyrn. They dont trust magic users or kights but they like elves, humans and kender. They are bitter enamies of ogers and minatours. They enjoy music and hunting and socializing when they're not fighting. Their villages are found in large forests up in the trees and on the side of mountains. They eat meat and only meat. They favour deer and pig. They love wine and pale ale. Social drinking and eating is a huge part of the Shirr'aak sociaty.

Combat
Shirr'aak love to throw their dirks and knives into their opponent and then leaping on them and sinking their fangs into their enamies jugular vein while ripping them apart with their claws. Shirr'aak some times hire them selves out as assasins and when they have an assasin job they have a favorite tavtic. They lie in wait for their target in the branches of a large tree near a road. when the target walks under neath they drop ontop of them and sliting their throats with their dirks. if needed a shirr'aak warrior can run silently up behind an enamy and stab them in the back or breaking their necks. Shirr'aak have no sence of killing honor, they believe that when they have to kill they will do it with any means possible.


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.
Improved Grab (Ex): If a creature with this special attack hits with a melee weapon (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required. Unless otherwise noted, improved grab works only against opponents at least one size category smaller than the creature. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the improved grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on grapple checks, but is not considered grappled itself; the creature does not lose its Dexterity bonus to AC, still threatens an area, and can use its remaining attacks against other opponents. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature’s descriptive text). When a creature gets a hold after an improved grab attack, it pulls the opponent into its space. This act does not provoke attacks of opportunity. It can even move (possibly carrying away the opponent), provided it can drag the opponent’s weight.
Pounce (Ex): When a creature with this special attack makes a charge, it can follow with a full attack

  • including rake attacks if the creature also has the rake ability.
    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.
    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.
    Detect Evil (Sp): This special ability duplicates the effects of a detect good spell. It can usually be cast at will.
    Scent (Ex): This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 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 triple normal range.When a creature detects a scent, the exact location of the source is not revealed
  • only its presence somewhere within range. The creature can take a move action to note the direction of the scent.Whenever the creature comes within 5 feet of the source, the creature pinpoints the source’s location.A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This 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. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

    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.

    Society
    Shirr'aak like to socialize with each other, kender, elves and humans. They work well with other Shir'aak , elves, humans and kender. Shirr'aak and kender often work together in theives guilds. Humans and Shirr'aak work exeptionally well when fighting foot soldiers. When working with elves shirr'aak have been know to even take down small dragons. Shirr'aak almost never use magic but there are a few who do. They all wear the red robes and are very good at what they do. They tend to be a little more violent then other mages but the mages of Kyrn put up with them.

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

     



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