Monsters as races: stat blocks converted into racial traits [Archive] - Wizards Community

Post/Author/DateTimePost
Narris

04-04-07, 11:42 PM
Astral Deva characters possess the following racial traits.
Str +12, Dex +8, Con +8, Int +8, Wis +8, Cha +10
Medium size.
An astral deva’s base land speed is 50 feet. It also has a fly speed of 100 feet (good).
Racial Hit Dice: An astral deva begins with twelve levels of outsider, which provide 12d8 Hit Dice, a base attack bonus of +12, and base saving throw bonuses of Fort +10, Ref +10, and Will +10
Racial Skills: An astral deva's outsider levels give it skill points equal to 15× (8 + Int modifier). Its class skills are Concentration, Craft, Knowledge (any three), Diplomacy, Escape Artist, Hide, Intimidate, Listen, Move Silently, Sense Motive, Spot, Use Rope
Racial Feats: An astral deva's outsider levels give it 5 feats.
+15 natural armor bonus.
Natural Weapons: Slam (1d8)
Angel Traits: Darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, resistance to electricity 10 and fire 10, +4 racial bonus on saves against poison. protective aura, tongues.
Special Attacks: Spell-like abilities, stun
Special Qualities: Change shape, damage reduction 10/evil, spell resistance equal to 30 + class levels, uncanny dodge
Automatic Languages: Celestial. Bonus Languages: Common, Draconic, Infernal.
Favored class:
Level adjustment +8
Narris

04-05-07, 12:00 AM
Aranea characters possess the following racial traits.
Dex +4, Con +4, Int +4, Wis +2, Cha +4
Medium size.
An aranea’s base land speed is 50 feet. It also has a climb speed of 25 ft.
Racial Hit Dice: An aranea begins with three levels of magical beast, which provide 3d10 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +3, Ref +3, and Will +2
Racial Skills: An aranea's magical beast levels give it skill points equal to 6× (2 + Int modifier). Its class skills are Climb, Concentration, Escape Artist, Jump, Listen, and Spot.
Racial Feats: An aranea's magical beast levels give it 2 feats.
+1 natural armor bonus.
Natural Weapons: Bite (1d6)
Special Attacks: Poison, spells, web
Special Qualities: Change shape, darkvision 60 ft., low-light vision
Automatic Languages: Common. Bonus Languages: Sylvan
Favored class:
Level adjustment +4
Narris

04-05-07, 12:21 AM
Athach characters possess the following racial traits.
Str +16, Dex +2, Con +11, Int -4, Wis +2, Cha -4
Huge size: -2 penalty to Armor Class, -2 penalty on attack rolls, -8 penalty on Hide checks, +8 bonus on grapple checks, lifting and carrying limits double those of Large characters.
Space/Reach: 15 feet/15 feet.
An athach’s base land speed is 50 feet.
Darkvision out to 60 feet.
Racial Hit Dice: An athach begins with fourteen levels of aberration, which provide 14d8 Hit Dice, a base attack bonus of +10, and base saving throw bonuses of Fort +4, Ref +4, and Will +9
Racial Skills: An athach's aberration levels give it skill points equal to 17× (2 + Int modifier). Its class skills are Climb, Jump, Listen, and Spot.
Racial Feats: An athach's aberration levels give it 5 feats.
+8 natural armor bonus.
Special Attacks: Poison
Automatic Languages: Giant. Bonus Languages: Common,
Favored class:
Level adjustment +5
Narris

04-05-07, 12:33 AM
Bralani characters possess the following racial traits.
Str +8, Dex +8, Con +6, Int +2, Wis +4, Cha +4
Medium size.
A bralani’s base land speed is 40 feet. It also has a fly speed of 100 feet (perfect).
Racial Hit Dice: A bralani begins with six levels of outsider, which provide 6d8 Hit Dice, a base attack bonus of +6, and base saving throw bonuses of Fort +5, Ref +5, and Will +5
Racial Skills: A bralani's outsider levels give it skill points equal to 9× (8 + Int modifier). Its class skills are Concentration, Diplomacy, Escape Artist, Handle Animal, Hide, Jump, Listen, Move Silently, Ride, Sense Motive, Spot, Tumble, and Use Rope.
Racial Feats: A bralani's outsider levels give it 3 feats.
+6 natural armor bonus.
Special Attacks: Spell-like abilities, whirlwind blast
Special Qualities: Alternate form, damage reduction 10/cold iron or evil, darkvision 60 ft., immunity to electricity and petrification, low-light vision, resistance to cold 10 and fire 10, spell resistance 17, tongues.
Automatic Languages: Celestial. Bonus Languages: Common, Infernal, Draconic.
Favored class:
Level adjustment +5
Narris

04-05-07, 12:47 AM
Couatl characters possess the following racial traits.
Str +8, Dex +6, Con +4, Int +6, Wis +8, Cha +6
Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
Space/Reach: 10 feet/10 feet.
A couatl’s base land speed is 20 feet. It also has a fly speed of 60 feet (good).
Racial Hit Dice: A couatl begins with nine levels of outsider, which provide 9d8 Hit Dice, a base attack bonus of +9, and base saving throw bonuses of Fort +6, Ref +6, and Will +6
Racial Skills: A couatl's outsider levels give it skill points equal to 12× (8 + Int modifier). Its class skills are Concentration, Diplomacy, Jump, Knowledge (any two), Listen, Search, Sense Motive, Spellcraft, Spot, Survival, Tumble, and Use Magic Device.
Racial Feats: A couatl's outsider levels give it 4 feats.
+9 natural armor bonus.
Natural Weapons: Bite (1d3)
Special Attacks: Constrict 2d8+6, improved grab, poison, psionics, spells
Special Qualities: Darkvision 60 ft., change shape, ethereal jaunt, telepathy 90 ft.
Automatic Languages: Common Bonus Languages: Celestial, Draconic
Favored class:
Level adjustment +7
Narris

04-05-07, 12:56 AM
Dretch characters possess the following racial traits.
Str +2, Con +4, Int -6
Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters
A dretch’s base land speed is 20 feet.
Racial Hit Dice: A dretch begins with two levels of outsider, which provide 2d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +3, Ref +3, and Will +3
Racial Skills: A dretch's outsider levels give it skill points equal to 5× (8 + Int modifier). Its class skills are Hide, Listen, Move Silently, Spot, Search, and Survival.
Racial Feats: A dretch's levels give it 1 feat.
+5 natural armor bonus.
Natural Weapons: Claw (1d6)
Special Attacks: Spell-like abilities, summon demon
Special Qualities: Damage reduction 5/cold iron or good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, telepathy 100 ft.
Automatic Languages: Abyssal Bonus Languages: Common, Celestial, Draconic
Favored class:
Level adjustment +2
Narris

04-05-07, 01:05 AM
Hezrou characters possess the following racial traits.
Str +10, Con +18, Int +4, Wis +4, Cha +8
Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
Space/Reach: 10 feet/10 feet.
A hezrou’s base land speed is 30 feet.
Racial Hit Dice: A hezrou begins with ten levels of outsider, which provide 10d8 Hit Dice, a base attack bonus of +10, and base saving throw bonuses of Fort +7, Ref +7, and Will +7
Racial Skills: A hezrou's outsider levels give it skill points equal to 13× (8 + Int modifier). Its class skills are Climb, Concentration, Hide, Escape Artist, Intimidate, Listen, Move Silently, Search, Spellcraft, Spot, Survival, and Use Rope.
Racial Feats: A hezrou's outsider levels give it 4 feats.
+14 natural armor bonus.
Natural Weapons: Bite (4d4), Claw (1d8)
Special Attacks: Spell-like abilities, stench, improved grab, summon demon
Special Qualities: Damage reduction 10/good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance equal to 19 + class level, telepathy 100 ft.
Automatic Languages: Abyssal. Bonus Languages: Common, Celestial, Draconic
Favored class:
Level adjustment +9
Narris

04-05-07, 01:15 AM
Succubus characters possess the following racial traits.
Str +2, Dex +2, Con +2, Int +6, Wis +4, Cha +16
Medium size.
Succubi base land speed is 30 feet. It also has a fly speed of 50 feet (average).
Racial Hit Dice: A succubus begins with six levels of outsider, which provide 6d8 Hit Dice, a base attack bonus of +6, and base saving throw bonuses of Fort +5, Ref +5, and Will +5
Racial Skills: A succubus's outsider levels give it skill points equal to 9× (8 + Int modifier). Its class skills are Bluff, Concentration, Diplomacy, Disguise, Escape Artist, Hide, Intimidat, Knowledge (any one), Listen, Move Silently, Search, Spot, Survival, and Use Rope.
Racial Feats: A succubus's outsider levels give it 3 feats.
+9 natural armor bonus.
Natural Weapons: Claw (1d6)
Special Attacks: Energy drain, spell-like abilities, summon demon
Special Qualities: Damage reduction 10/cold iron or good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance is equal to 18 + class level, telepathy 100 ft., tongues
Automatic Languages: Abyssal Bonus Languages: Common, Celestial, Draconic
Favored class:
Level adjustment +6
Narris

04-05-07, 01:25 AM
Vrock characters possess the following racial traits.
Str +12, Dex +4, Con +14, Int +4, Wis +6, Cha +6
Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
Space/Reach: 10 feet/10 feet.
A vrock’s base land speed is 30 feet. It also has a fly speed of 50 feet (average).
Racial Hit Dice: A vrock begins with ten levels of outsider, which provide 10d8 Hit Dice, a base attack bonus of +10, and base saving throw bonuses of Fort +7, Ref +7, and Will +7
Racial Skills: A vrock's outsider levels give it skill points equal to 13× (8 + Int modifier). Its class skills are Concentration, Diplomacy, Hide, Intimidate, Knowledge (any one), Listen, Move Silently, Search, Sense Motive, Spellcraft, Spot, and Survival.
Racial Feats: A vrock's outsider levels give it 4 feats.
+11 natural armor bonus.
Natural Weapons: Claw (2d6), Bite (1d8), Talon (1d6)
Special Attacks: Dance of ruin, spell-like abilities, spores, stunning screech, summon demon
Special Qualities: Damage reduction 10/good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance equals 17 + class levels, telepathy 100 ft.
Automatic Languages: Abyssal. Bonus Languages: Common, Celestial, Draconic
Favored class:
Level adjustment +8
Narris

04-05-07, 01:40 AM
Derro characters possess the following racial traits.
Dex +4, Con +2
Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.
A derro’s base land speed is 20 feet.
Racial Hit Dice: A derro begins with three levels of monstrous humanoid, which provide 3d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +1, Ref +3, and Will +3
Racial Skills: A derro's monstrous humanoid levels give it skill points equal to 6× (2 + Int modifier). Its class skills are Bluff, Hide, Listen, and Move Silently.
Racial Feats: A derro's monstrous humanoid levels give it 2 feats.
+2 natural armor bonus.
Special Attacks: Poison use, spell-like abilities, sneak attack +1d6
Special Qualities: Darkvision 60 ft., spell resistance equals 15 + class levels, vulnerability to sunlight
Automatic Languages: Undercommon. Bonus Languages: Common
Favored class:
Level adjustment +2
Narris

04-05-07, 01:48 AM
Bearded devil characters possess the following racial traits.
Str +4, Dex +4, Con +6, Int -4
Medium size.
A bearded devil’s base land speed is 40 feet.
Racial Hit Dice: A bearded devil begins with six levels of outsider, which provide 6d8 Hit Dice, a base attack bonus of +6, and base saving throw bonuses of Fort +5, Ref +5, and Will +5
Racial Skills: A bearded devil's outsider levels give it skill points equal to 9× (8 + Int modifier). Its class skills are Climb, Diplomacy, Hide, Listen, Move Silently, Sense Motive, and Spot.
Racial Feats: A bearded devil's outsider levels give it 3 feats.
+7 natural armor bonus.
Natural Weapons: Claw (1d6)
Special Attacks: Infernal wound, beard, battle frenzy, summon devil
Special Qualities: Damage reduction 5/silver or good, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance equals 17 + class levels, telepathy 100 ft.
Automatic Languages: Infernal. Bonus Languages: Common, Celestial, Draconic
Favored class:
Level adjustment +6
Narris

04-05-07, 01:57 AM
Chain devil characters possess the following racial traits.
Str +4, Dex +4, Con +4, Int -4, Cha +2
Medium size.
A chain devil’s base land speed is 30 feet.
Racial Hit Dice: A chain devil begins with eight levels of outsider, which provide 8d8 Hit Dice, a base attack bonus of +8, and base saving throw bonuses of Fort +6, Ref +6, and Will +6
Racial Skills: A chain devil's outsider levels give it skill points equal to 11× (8 + Int modifier). Its class skills are Climb, Craft (blacksmithing), Escape Artist, Intimidate, Listen, Spot, and Use Rope.
Racial Feats: A chain devil's outsider levels give it 3 feats.
+8 natural armor bonus.
Special Attacks: Dancing chains, unnerving gaze
Special Qualities: Damage reduction 5/silver or good, darkvision 60 ft., immunity to cold, regeneration 2, spell resistance equals 18 + class levels
Automatic Languages: Infernal. Bonus Languages: Common, Celestial, Draconic
Favored class:
Level adjustment +6
Narris

04-05-07, 02:05 AM
Erinyes characters possess the following racial traits.
Str +10, Dex +10, Con +10, Int +4, Wis +8, Cha +10
Medium size.
A erinyes’ base land speed is 30 feet. It also has a fly speed of 50 feet (good).
Racial Hit Dice: A erinyes begins with nine levels of outsider, which provide 9d8 Hit Dice, a base attack bonus of +9, and base saving throw bonuses of Fort +6, Ref +6, and Will +6
Racial Skills: A erinyes' outsider levels give it skill points equal to 12× (8 + Int modifier). Its class skills are Concentration, Diplomacy, Escape Artist, Hide, Knowledge (any two), Listen, Move Silently, Search, Sense Motive, Spot, Survival, and Use Rope.
Racial Feats: A erinyes' outsider levels give it 4 feats.
+8 natural armor bonus.
Special Attacks: Entangle, spell-like abilities, summon devil
Special Qualities: Damage reduction 5/good, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance equals 20 + class levels, telepathy 100 ft., true seeing
Automatic Languages: Infernal. Bonus Languages: Common, Celestial, Draconic
Favored class:
Level adjustment +7
Narris

04-05-07, 02:28 AM
Drider characters possess the following racial traits.
Str +4, Dex +4, Con +6, Int +4, Wis +6, Cha +6
Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
Space/Reach: 10 feet/5 feet.
A drider’s base land speed is 30 feet. It also has a climb speed of 15 feet.
Racial Hit Dice: A drider begins with six levels of aberration, which provide 6d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +2, Ref +2, and Will +5
Racial Skills: A drider's aberration levels give it skill points equal to 9× (2 + Int modifier). Its class skills are Climb, Concentration, Hide, Listen, Move Silently, and Spot.
Racial Feats: A drider's aberration levels give it 3 feats.
+6 natural armor bonus.
Natural Weapons: Bite (1d4)
Special Attacks: Spells, spell-like abilities, poison
Special Qualities: Darkvision 60 ft., spell resistance equals 17 + class levels
Automatic Languages: Elven, Undercommon, Common
Favored class:
Level adjustment +4
Narris

04-05-07, 01:05 PM
Ettercap characters possess the following racial traits.
Str +4, Dex +6, Con +2, Int -4, Wis +4, Cha -2
Medium size.
An ettercaps’s base land speed is 30 feet. It also has a climb speed of 30 feet.
Racial Hit Dice: An ettercap begins with five levels of aberration, which provide 5d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +1, Ref +1, and Will +4
Racial Skills: An ettercap's aberration levels give it skill points equal to 8× (2 + Int modifier). Its class skills are Climb, Craft (trapmaking), Hide, Listen, and Spot.
Racial Feats: An ettercap's aberration levels give it 2 feats.
+1 natural armor bonus.
Natural Weapons: Bite (1d8), Claw (1d3)
Special Attacks: Poison, web
Special Qualities: Low-light vision
Automatic Languages: Common
Favored class:
Level adjustment +4
Narris

04-05-07, 01:15 PM
Ettin characters possess the following racial traits.
Str +12, Dex -2, Con +4, Int -4
Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
Space/Reach: 10 feet/10 feet.
An ettin’s base land speed is 40 feet.
Racial Hit Dice: An ettin begins with ten levels of giant, which provide 10d8 Hit Dice, a base attack bonus of +7, and base saving throw bonuses of Fort +7, Ref +3, and Will +3
Racial Skills: An ettin's giant levels give it skill points equal to 13× (2 + Int modifier). Its class skills are Listen, Search, and Spot.
Racial Feats: An ettin's giant levels give it 4 feats.
+7 natural armor bonus.
Special Qualities: Low-light vision, superior two-weapon fighting
Automatic Languages: Giant. Bonus Languages: Common, Orc, Goblin.
Favored class:
Level adjustment +5
Narris

04-05-07, 01:25 PM
Djinni characters possess the following racial traits.
Str +8, Dex +8, Con +4, Int +4, Wis +4, Cha +4
Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
Space/Reach: 10 feet/10 feet.
A djinni’s base land speed is 20 feet. It also has a fly speed of 60 feet (perfect).
Racial Hit Dice: A djinni begins with seven levels of outsider, which provide 7d8 Hit Dice, a base attack bonus of +7, and base saving throw bonuses of Fort +5, Ref +5, and Will +5
Racial Skills: A djinni's outsider levels give it skill points equal to 10× (8 + Int modifier). Its class skills are Appraise, Concentration, Craft (any one), Diplomacy, Escape Artist, Knowledge (any one), Listen, Move Silently, Sense Motive, Spellcraft, Spot, and Use Rope.
Racial Feats: A djinni's outsider levels give it 3 feats.
+3 natural armor bonus.
Natural Weapons: Slam (1d8)
Special Attacks: Air mastery, spell-like abilities, whirlwind
Special Qualities: Darkvision 60 ft., immunity to acid, plane shift, telepathy 100 ft.
Automatic Languages: Auran, Common. Bonus Languages: Celestial, Ignan
Favored class:
Level adjustment +6
Narris

04-05-07, 01:34 PM
Fire giant characters possess the following racial traits.
Str +20, Dex -2, Con +10, Wis +4
Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
Space/Reach: 10 feet/10 feet.
A fire giant’s base land speed is 40 feet.
Racial Hit Dice: A fire giant begins with fifteen levels of giant, which provide 15d8 Hit Dice, a base attack bonus of +11, and base saving throw bonuses of Fort +5, Ref +5, and Will +5
Racial Skills: A fire giant's giant levels give it skill points equal to 18× (2 + Int modifier). Its class skills are Climb, Craft (any one), Intimidate, Jump, and Spot.
Racial Feats: A fire giant's giant levels give it 6 feats.
+8 natural armor bonus.
Natural Weapons: Slam (1d4)
Special Attacks: Rock throwing
Special Qualities: Immunity to fire, low-light vision, rock catching, vulnerability to cold
Automatic Languages: Giant. Bonus Languages: Common, Orc, Goblin.
Favored class:
Level adjustment +4
Narris

04-05-07, 01:42 PM
Frost giant characters possess the following racial traits.
Str +18, Dex -2, Con +10, Wis +4
Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
Space/Reach: 10 feet/10 feet.
A frost giant’s base land speed is 40 feet.
Racial Hit Dice: A frost giant begins with fourteen levels of giant, which provide 14d8 Hit Dice, a base attack bonus of +10, and base saving throw bonuses of Fort +9, Ref +4, and Will +4
Racial Skills: A frost giant's giant levels give it skill points equal to 17× (2 + Int modifier). Its class skills are Climb, Craft (any one), Intimidate, Jump, and Spot.
Racial Feats: A frost giant's giant levels give it 5 feats.
+9 natural armor bonus.
Natural Weapons: Slam (1d4)
Special Attacks: Rock throwing
Special Qualities: Immunity to cold, low-light vision, rock catching, vulnerability to fire
Automatic Languages: Giant. Bonus Languages: Common, Orc, Goblin
Favored class:
Level adjustment +4
Narris

04-05-07, 01:52 PM
Harpy characters possess the following racial traits.
Dex +4, Int -4, Wis +2, Cha +6
Medium size.
A harpy’s base land speed is 20 feet. It also has a fly speed of 80 feet (average).
Racial Hit Dice: A harpy begins with seven levels of monstrous humanoid, which provide 7d8 Hit Dice, a base attack bonus of +7, and base saving throw bonuses of Fort +2, Ref +5, and Will +5
Racial Skills: A harpy's monstrous humanoid levels give it skill points equal to 10× (2 + Int modifier). Its class skills are Bluff, Intimidate, Listen, Perform (oratory), and Spot.
Racial Feats: A harpy's monstrous humanoid levels give it 3 feats.
+1 natural armor bonus.
Natural Weapons: Claw (1d3)
Special Attacks: Captivating song
Special Qualities: Darkvision 60 ft.
Favored class:
Level adjustment +3
Narris

04-05-07, 02:01 PM
Lamia characters possess the following racial traits.
Str +8, Dex +4, Con +2, Int +2, Wis +4, Cha +2
Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
Space/Reach: 10 feet/10 feet.
A lamia’s base land speed is 60 feet.
Racial Hit Dice: A lamia begins with nine levels of magical beast, which provide 9d10 Hit Dice, a base attack bonus of +9, and base saving throw bonuses of Fort +6, Ref +6, and Will +3
Racial Skills: A lamia's magical beast levels give it skill points equal to 12× (2 + Int modifier). Its class skills are Bluff, Concentration, Diplomacy, Disguise, Hide, Intimidate, and Spot.
Racial Feats: A lamia's magical beast levels give it 4 feats.
+7 natural armor bonus.
Natural Weapons: Claw (1d4)
Special Attacks: Spell-like abilities, Wisdom drain
Special Qualities: Darkvision 60 ft., low-light vision
Favored class:
Level adjustment +4
Narris

04-05-07, 02:10 PM
Lammasu characters possess the following racial traits.
Str +12, Dex +2, Con +6, Int +6, Wis +6, Cha +4
Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
Space/Reach: 10 feet/10 feet.
A lammasu’s base land speed is 30 feet. It also has a fly speed of 60 feet (average).
Racial Hit Dice: A lammasu begins with seven levels of magical beast, which provide 7d10 Hit Dice, a base attack bonus of +7, and base saving throw bonuses of Fort +5, Ref +5, and Will +2
Racial Skills: A lammasu's magical beast levels give it skill points equal to 10× (2 + Int modifier). Its class skills are Concentration, Diplomacy, Knowledge (arcana), Listen, Sense Motive, and Spot.
Racial Feats: A lammasu's magical beast levels give it 3 feats.
+10 natural armor bonus.
Natural Weapons: Claw (1d6)
Special Attacks: Pounce, rake 1d6+3, spells
Special Qualities: Darkvision 60 ft., low-light vision, magic circle against evil, spell-like abilities
Automatic Languages: Common Bonus Languages: Draconic, Celestial
Favored class:
Level adjustment +5
Narris

04-05-07, 02:19 PM
Lillend characters possess the following racial traits.
Str +10, Dex +6, Con +4, Int +4, Wis +6, Cha +8
Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
Space/Reach: 10 feet/10 feet.
A lillend’s base land speed is 20 feet. It also has a fly speed of 70 feet (average).
Racial Hit Dice: A lillend begins with seven levels of outsider, which provide 7d8 Hit Dice, a base attack bonus of +7, and base saving throw bonuses of Fort +5, Ref +5, and Will +5
Racial Skills: A lillend's outsider levels give it skill points equal to 10× (8 + Int modifier). Its class skills are Appraise, Concentration, Diplomacy, Knowledge (arcana),
Listen, Perform (any one), Sense Motive, Spellcraft,
Spot, and Survival.
Racial Feats: A lillend's outsider levels give it 3 feats.
+5 natural armor bonus.
Natural Weapons: Tail slap (2d6)
Special Attacks: Constrict, improved grab, spells, spell-like abilities
Special Qualities: Darkvision 60 ft., immunity to poison, resistance to fire 10
Favored class:
Level adjustment +6
Narris

04-05-07, 02:26 PM
Locathah characters possess the following racial traits.
Dex +2, Int +2, Wis +2
Medium size.
A locathah’s base land speed is 10 feet. It also has a swim speed of 60 feet.
Racial Hit Dice: A locathah begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +3, Ref +0, and Will +0
Racial Skills: A locathah's humanoid levels give it skill points equal to 5× (2 + Int modifier). Its class skills are Craft (any one), Listen, Spot, and Swim.
Racial Feats: A locathah's humanoid levels give it 1 feat.
+3 natural armor bonus.
Automatic Languages: Aquan. Bonus Languages: Common
Favored class:
Level adjustment +1
Narris

04-05-07, 02:34 PM
Merfolk characters possess the following racial traits.
Dex +2, Con +2, Cha +2
Medium size.
A merfolk’s base land speed is 5 feet. It also has a swim speed of 50 feet.
Special Qualities: Amphibious, low-light vision
Automatic Languages: Common and Aquan
Favored class: Bard
Level adjustment +1
obrysii

04-05-07, 02:37 PM
While this is a neat idea ... you have to format! Use bullets to denote separations between each ability! It's very hard to read.
Narris

04-05-07, 02:44 PM
Sahuagin characters possess the following racial traits.
Str +4, Dex +2, Con +2, Int +4, Wis +2, Cha -2
Medium size.
A sahuagin’s base land speed is 30 feet. It also has a swim speed of 60 feet.
Racial Hit Dice: A sahuagin begins with two levels of monstrous humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +3, Ref +0, and Will +0
Racial Skills: A sahuagin's monstrous humanoid levels give it skill points equal to 5× (2 + Int modifier). Its class skills are Handle Animal, Hide, Listen, Profession (hunter), Ride, Spot, and Survival.
Racial Feats: A sahuagin's monstrous humanoid levels give it 1 feat.
+5 natural armor bonus.
Natural Weapons: Talon (1d4)
Special Attacks: Blood frenzy, rake
Special Qualities: Blindsense 30 ft., darkvision 60 ft., freshwater sensitivity, light blindness, speak with sharks, water dependent
Automatic Languages: Sahuagin. Bonus Languages: Common, Aquan
Favored class:
Level adjustment +2 (+3 if four-armed)
Narris

04-05-07, 02:52 PM
Flamebrother salamander characters possess the following racial traits.
Str +2, Dex +2, Con +4, Int +4, Wis +4, Cha +2
Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.
A flamebrother salamander’s base land speed is 20 feet.
Racial Hit Dice: A flamebrother salamander begins with four levels of outsider, which provide 4d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +4, Ref +4, and Will +4
Racial Skills: A flamebrother salamander's outsider levels give it skill points equal to 7× (8 + Int modifier). Its class skills are Craft (blacksmithing), Hide, Listen, Move Silently, and Spot.
Racial Feats: A flamebrother salamander's outsider levels give it 2 feats.
+7 natural armor bonus.
Natural Weapons: Tail Slap (1d4)
Special Attacks: Constrict, heat, improved grab
Special Qualities: Darkvision 60 ft., immunity to fire, vulnerability to cold
Automatic Languages: Ignan.
Favored class:
Level adjustment +4
DarknessEternal

04-05-07, 03:00 PM
Why? This information is already avalible.
Narris

04-05-07, 03:05 PM
Skum characters possess the following racial traits.
Str +8, Dex +2, Con +2, Cha -4
Medium size.
A skum’s base land speed is 20 feet. It also has a swim speed of 40 feet.
Racial Hit Dice: A begins with two levels of aberration, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +0, Ref +0, and Will +3
Racial Skills: A skum's aberration levels give it skill points equal to 5× (2 + Int modifier). Its class skills are Hide, Listen, Move Silently, Spot, and Swim.
Racial Feats: A skum's aberration levels give it 1 feat.
+2 natural armor bonus.
Natural Weapons: Bite (2d6), Claw (1d4)
Special Attacks: Rake
Special Qualities: Darkvision 60 ft., amphibious
Automatic Languages: Aquan
Favored class:
Level adjustment +3
FaithlessOfLux

06-10-07, 06:16 PM
Yeah a lot of the races like merfolk and locathah are already available in the srd.