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  • 7/27/2019 Ccgold Illujan We

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    ILLUJANBY CLAUDIO POZAS

    ILLUJAN LORD

    Large Monstrous Humanoid

    Hit Dice: 7d8+28 (59 hp)

    Initiative: +7Speed: 30 ft. (6 squares), climb 20 ft., swim 20 ft.

    Armor Class: 22 (1 size, +3 Dex, +10 natural), touch

    12, flat-footed 19

    Base Attack/Grapple: +7/+16

    Attack: Masterwork falchion +12 melee (2d6+7/1520)

    or bite +11 melee (2d4+2 plus poison)

    Full Attack: Masterwork falchion +12/+7 melee

    (2d6+7/1520) and bite +6 melee (2d4+2 plus poison)

    and tail +6 melee (1d8+2)

    Space/Reach: 10 ft./10 ft.

    Special Attacks: Constrict 1d8+5, improved grab, poi-son, spell-like abilities, spells, spit poison

    Special Qualities: Blindsense 30 ft., darkvision 60 ft.,

    immunity to poison, low-light vision, scent, spell resist-

    ance 16

    Saves: Fort +8, Ref +10, Will +10

    Abilities: Str 20, Dex 17, Con 18, Int 19, Wis 16, Cha 17

    Skills: Bluff +9, Climb +13, Concentration +14, Craft or

    Knowledge (any one) +8, Hide +6*, Knowledge (arcana)

    +9, Listen +10, Move Silently +7, Search +7, Spellcraft

    +9, Spot +10, Survival +7*, Swim +13

    Feats: Great Fortitude, Improved Initiative, Iron WillB,

    Lightning ReflexesB, Power Attack

    Environment: Temperate or warm forests, marshes, and

    underground.

    Organization: Solitary, pair, cadre (36 plus 424 illu-

    jan spawn), or city (10100 plus 2d4 illujan spawn and

    4d4 slaves per illujan)

    Challenge Rating: 8

    Treasure: Double standard

    Alignment: Any evilAdvancement: By character class

    Level Adjustment: +8

    The creature has the body of a constrictor snake and a

    mostly serpentine head, complete with scaly hood, but it

    also has a humanoid torso and a pair of arms. It carries

    a massive, curved sword in its scaly hands.

    Illujan are powerful and ancient spellcasters, said to

    descend from some lost or rarely venerated snake god

    Whatever the truth of their origin, the illujan themselv

    are now the object of worship, corrupting the weak-

    willed into distorted versions of themselves and turnin

    able-bodied humanoids into slaves.

    Combat

    Illujan lords rush their opponents, constricting armored

    foes while cutting unarmored ones to shreds. If sheerstrength isnt working, they rely on their impressive

    magical powers.

    Constrict (Ex): An illujan lord deals 1d8+5 points of

    damage with a successful grapple check.

    Improved Grab (Ex): To use this ability, an illujan lo

    must hit with its tail attack. It can then start a grapple

    a free action without provoking an attack of opportunit

    If it wins the grapple check, it establishes a hold and c

    constrict.

    Poison (Ex): Injury, Fortitude DC 17, initial and secon

    ary damage 1d6 Constitution. The save DC is

    Constitution-based.

    Spell-like Abilities (Sp): At willanimal trance (DC

    15), calm animals (DC 14), detect poison; 3/daydom

    nate animal (DC 16), suggestion (DC 16), summon

    natures ally III(constrictor or Large viper snakes only

    1/daystoneskin. Caster level 7th. The save DCs are

    Charisma-based.

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    Spells: An illujan lord casts spells as a 7th-level sorcer-

    er. If the illujan gains levels in sorcerer, those levels

    stack with this base spellcasting ability, so that an illujan

    with 2 class levels of sorcerer casts spells as a 9th-level

    sorcerer.

    Typical sorcerer spells known (6/7/7/5; save DC 13 +

    spell level): 0acid orb, daze, dancing lights,flare,

    mage hand, message, touch of fatigue; 1stmagic mis-

    sile, mage armor, ray of enfeeblement, shield, truestrike; 2nddaze monster,Mells acid arrow, scorching

    ray; 3rddisplacement, haste.

    Spit Poison (Ex): An illujan lord can expectorate a glob

    of poison once every 1d4+1 rounds, to a maximum

    range of 20 feet; this is treated as a ranged touch attack

    with no range penalty. The illujan can use its poison spit-

    tle against a grappled foe without provoking attacks of

    opportunity.

    Contact, Fortitude DC 17, initial damage blindness for

    1d4+2 rounds/secondary damage 1d6 Constitution. Thesave DC is Constitution-based.

    Skills: An illujan lord has a +8 racial bonus on Climb

    checks. The illujan can always take 10 on Climb checks,

    even if rushed or threatened.

    An illujan lord 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 Swim checks, even if dis-

    tracted or endangered. It can use the run action while

    swimming, provided it swims in a straight line.

    *Illujan lords gain a +4 racial bonus on Hide checks in

    areas of dense undergrowth. They gain a +2 racial bonus

    on Survival checks when tracking by scent.

    ILLUJAN SPAWN

    Through cross-breeding and mystical manipulation, th

    illujan have learned to create a monstrous cross betwe

    themselves and the humanoids that populate the surfac

    world (and most of the Netherdeep). These illujan spaw

    often become spies for their sires, and often form hunt

    ing parties to acquire more slaves to serve in the hidde

    illujan temples.

    SAMPLE ILLUJAN SPAWN

    This lithe humanoid seems human at first, but its vestig

    al viper-like fangs and reptilian pupils betray a mon-

    strous heritage. Tiny, almost invisible scales cover par

    of its body.

    This example of an illujan spawn uses as the base crea

    ture a 4th-level human fighter with the following abilit

    scores: Str 14, Dex 15, Con 14, Int 10, Wis 12, Cha 8.

    Illujan Spawn 4th-Level Human Fighter

    Medium Monstrous Humanoid (Augmented

    Humanoid)

    Hit Dice: 4d10+12 (34 hp)

    Initiative: +8

    Speed: 30 ft. (6 squares), climb 20 ft., swim 20 ft.

    Armor Class: 18 (+4 Dex, +1 natural, +2 armor, +1

    shield), touch 14, flat-footed 14

    Base Attack/Grapple: +4/+7Attack: Masterwork scimitar +9 melee (1d6+5/1820)

    or mighty composite longbow +8 ranged (1d8+3/x3)

    Full Attack: Masterwork scimitar +9 melee

    (1d6+5/1820) or mighty composite longbow +8 range

    (1d8+3/x3)

    Space/Reach: 5 ft./5 ft.

    Special Attacks: Spit poison, spell-like abilities

    Special Qualities: Darkvision 60 ft., immunity to poi-

    son, low-light vision

    Saves: Fort +7, Ref +7, Will +4

    Abilities: Str 16, Dex 19, Con 16, Int 10, Wis 16, ChaSkills: Climb +11, Handle Animal +6, Hide +10, Jump

    +10, Listen +7, Move Silently +10, Ride +11, Swim

    +11, Spot +7

    Feats: AlertnessB, Improved InitiativeB, Lightning

    Reflexes, Stealthy, Weapon Focus (scimitar)B, Weapon

    Specialization (scimitar)B

    Environment: Warm to temperate forests, marshes an

    underground

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    Organization: Solitary

    Challenge Rating: 6

    Treasure: Standard

    Alignment: Usually evil

    Advancement: By character class

    Level Adjustment: +3

    Combat

    Spell-Like Abilities: 3/daydisguise self, detect poison;

    1/dayanimal trance (DC 11), suggestion (DC 12).

    Caster level 4th.

    Spit Poison (Ex): Once every 1d6+1 rounds, up to 3

    times per day; 10 feet, touch +8 ranged; Fortitude DC

    15, initial damage blindness for 1d4 rounds/secondary

    damage 1d4 Constitution.

    Possessions: Leather armor, masterwork light steel

    shield, masterwork scimitar, mighty (+3) composite

    longbow, 20 arrows.

    CREATING AN ILLUJAN SPAWN

    Illujan spawn is an inherited template that can be

    applied to any humanoid (referred to hereafter as the

    base creature). An illujan spawn uses all the base crea-

    tures statistics and special abilities except as noted here.

    Size and Type: The creatures type changes to mon-

    strous humanoid. Do not recalculate base attack bonus or

    saves. Size is unchanged.

    Hit Dice: Same as the base creature.

    Speed: The illujan spawn gains a climb speed of 20 ft.

    and a swim speed of 20 ft. If the base creature already

    had a faster climb speed or swim speed, use the base

    creatures value for that mode instead.

    Armor Class:Natural armor improves by +1.

    Special Attacks: An illujan spawn retains all the special

    attacks of the base creature and also gains those

    described below.

    Spell-Like Abilities: 3/daydisguise self, detect poison;

    1/dayanimal trance, suggestion. Caster level equals

    total HD. Save DC = 10 + spell level + the spawns

    Charisma modifier.

    Spit Poison (Ex): An illujan spawn can expectorate a

    glob of poison once every 1d6+1 rounds, to a maximum

    range of 10 feet; this is treated as a ranged touch attack

    with no range penalty. It can spit poison a maximum

    number of times per day equal to its Constitution modifi-

    er (minimum 1/day). The spawn can use its poison spit-

    tle against a grappled foe without provoking attacks of

    opportunity.

    Contact, Fortitude DC = 10 + half of the spawns HD +

    the spawns Con bonus; initial damage blindness for 1

    rounds/secondary damage 1d4 Constitution. The save

    DC is Constitution-based.

    Special Qualities: An illujan spawn retains all the spe

    cial qualities of the base creature and also gains 60-fo

    darkvision, immunity to poison, and low-light vision.

    Abilities: Increase from the base creature as follows: S

    +2, Dex +4, Con +2, Wis +4.

    Skills: An illujan spawn gains a +4 racial bonus on Hi

    and Move Silently checks and a +2 racial bonus on

    Listen and Spot checks.

    An illujan spawn has a +8 racial bonus on Climb chec

    The spawn can always take 10 on Climb checks, even

    rushed or threatened.

    An illujan spawn has a +8 racial bonus on any Swimcheck to perform some special action or avoid a hazar

    It can always choose to take 10 on Swim checks, even

    distracted or endangered. It can use the run action whi

    swimming, provided it swims in a straight line.

    Environment: Same as the base creature, plus temper

    or warm forests, marshes, and underground.

    Challenge Rating: Same as the base creature +2 (min

    mum 3).

    Alignment: Change to usually evil.

    Level Adjustment: Same as base creature +3.

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    OPEN GAME LICENSE Version 1.0a

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