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Chapter 4: Augmenting

effect of a bless weapon spell cast by a 10th-level or higher paladin. Such a weapon still deals nonlethal damage on a successful attack. The Iron-backed Devourer only dies if it fails its Fortitude save against a coup de grace delivered by a weapon fitting the aforementioned parameters. Eternal (Ex): The body of Gernanslakr does not age nor does it suffer the effects of aging. While the Ironbacked Devourer takes great pleasure in eating, it cannot be damaged by starvation, suffocation, or thirst. Immunities (Ex): Gernanslakr is immune to ability damage, ability drain, acid, death effects, disease, energy drain, fatigue, fear, and poison. Regeneration (Ex): No form of damage from weapons or energy deals normal damage to a Gernanslakr. The creature regrows severed limbs in 1d6 minutes or can reattach the member instantly by holding it to the stump. Sleep of Ages (Ex): Gernanslakr hibernates in the muck of its fens for decades at a time, and sometimes the chuul is not heard from for a humans lifetime. Every 10d10 years, it awakes and terrorizes the nearby lands for tribute and pleasure. It is said that while Gernanslakr sleeps it can be awakened with the proper rite or by unwisely disturbing its den. Regardless, once it stirs, Gernanslakrs wakefulness lasts at least 3d10 years. Skills: Gernanslakr has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Treasure Gernanslakrs lair contains a +3 chain shirt, a +3 frost rapier (sheds blue light), a wand of daylight (CL 3rd; 34 charges), an idol carved from jet to resemble Gernanslakr (350 gp), gems (1,100 gp), and 437 gp.

Appearance Changes
A savage being looks like an untamed version of the base creature. Hair and clothing (where applicable) are often disheveled and crude. Among species that possess such traits, natural weapons are larger and the hide or fur is thicker. An aura of ferocity exudes from the savage creature, along with an almost spiritual connection to the natural forces of the world.

Creating a Savage
Savage is an inherited template that can be added to any living creature (referred to hereafter as the base creature). A savage differs from the base creature as follows. Speed: Add 10 feet to all modes of movement. Armor Class: Natural armor improves by +1. Attack: Fierce and remorseless, and with larger natural weapons, a savage creatures damage with its natural attacks improves as if it were one size larger than it is (see Table 15: Increased Damage by Size, page14). Creatures without natural weapons gain Improved Unarmed Strike as a bonus feat instead.

Among virtually every race, a feral variety exists. Dogs, cats, and other common, domesticated animals have their wild counterparts. So do humans and many other humanoid races. Indeed, to the keen observer, this phenomenon is seen among almost all the creatures of the world. Is it evidence the primeval side of nature is alive and well.



Chapter 4: Augmenting

Special Qualities: Savages gain the following. Low-Light Vision (Ex): A savage creature can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. It retains the ability to distinguish color and detail under these conditions. If the base creature already possesses low-light vision, the savage creature adds one to the multiplier of the distance it can see. Scent (Ex): A savage creature can detect approaching enemies, sniff out hidden foes, and track by sense of smell. Savage creatures can identify familiar odors just as humans do familiar sights. See Chapter 7 of the MM for details on this ability. Abilities: Modify as follows: Strength +2, Dexterity +2, Constitution +2, Intelligence 4, Wisdom +2, and Charisma 2. A savage creatures minimum ability score for Charisma and Intelligence is 2 or the base creatures, whichever is lower. Skills: Climb and Survival become class skills for savage creatures capable of these skills. Savage creatures capable of using Climb, Jump, Survival, and Swim get a +2 racial bonus on checks with these skills. They lose any racial bonuses to skills that come from a technologically advanced culture, perhaps retaining those that could be considered genetic. For example, a savage dwarf loses the +2 racial bonus on Craft and Appraise checks. Savage creatures seldom know any language other than their own, which is often Sylvan. Feats: A savage creature gains Alertness a bonus feat. Creatures with no natural attack gain Improved Unarmed Strike as a bonus feat. Environment: Wilderness appropriate to the base creatures preferred climate. Organization: Often solitary or paired, but sometimes the same as base creature. Challenge Rating: +1. Alignment: A savage creatures alignment moves one step toward true neutral from that of the base creature. Advancement: Those savage creatures that favor a character class often favor barbarian or druid (pick one), instead of any other class. Level Adjustment: +2.

Base Attack/Grapple:+1/2 Attack: Spear+3 melee (1d6+1/3) or shortbow+3 ranged (1d4/3) Full Attack: Spear+3 melee (1d6+1/3) or shortbow+3 ranged (1d4/3) Space/Reach: 5ft./5ft. Special Attacks: Special Qualities: Devaji traits Saves: Fort+5, Ref+1, Will+0 Abilities: Str 13, Dex 13, Con 16, Int 6, Wis 11, Cha 6 Skills: Climb+4, Hide+11 (+15 in wooded areas), Jump+3, Listen+4, Move Silently+3, Spot+2, Survival+4, Swim+4 Feats: AlertnessB, Improved Unarmed StrikeB, Stealthy Environment: Temperate forests Organization: Hunters (24), warband (1120 plus 1 leader of 3rd6th level and 2 3rd-level subleaders), or tribe (3050 plus 1 3rd-level war leader per 20 adults, 5 5th-level subleaders, 3 7th-level chiefs, and 25 dire badgers) Challenge Rating : 1 Treasure: Standard Alignment: Usually neutral Advancement: By character class Level Adjustment:+2. Devajis display the heavy build and animalistic tendencies of wild things. These savage gnomes stand 2 to 2 feet tall and weigh 40 to 45 pounds. Their skin color is woody brown, and their hair is gray-green, black, or brown. They speak Gnome. Combat Devajis are practiced in the art of pack tactics. They attack from ambush when they can. These creatures have no affinity with illusion, unlike their evolved counterparts. Devaji Traits: See Devaji Racial Traits.

Devaji Characters
Devajis are primitive and animistic. Their leaders are barbarians, rangers, or druids. Devaji clerics can choose two of the following domains: Animal, Earth, Plant, and Trickery. Most devajis who travel outside devaji lands are warriors; the information in the statistics block is for one of 1st level. The warrior presented here had the following ability scores before racial adjustments: Strength 13, Dexterity 11, Constitution 12, Intelligence 10, Wisdom 9, Charisma 8. Devaji Racial Traits Devajis have the following characteristics. +2 Dexterity, +4 Constitution, 4 Intelligence, +2 Wisdom, 2 Charisma. Small. A devaji gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character. Devaji base land speed is 30 feet.

Sample Savage
This example uses a forest gnome as the base creature. The gnomes weapon familiarity, ability with illusions, racial bonus on Craft (alchemy), and ability to use some spell-like abilities were dropped from the devaji.

Devaji, 1st-Level Warrior Small Humanoid (Gnome) Hit Dice: 1d8+3 (7 hp) Initiative:+1 Speed: 30ft. (6 squares) Armor Class: 15 (+1 Dex,+1 size,+1 natural,+2 leather armor), touch 12, flat-footed 14