
The Golux |

In connection with the Dog-Headed Men I posted a while ago, I'm trying to build a race of Monopods/Sciapods. I'm thinking low CR but with racial hit dice, like the Panotti from Murder's Mark (which they would be living somewhat near), and probably inclined towards advancing mostly by class levels. The race has a human- or dwarf-like torso and head, but below the waist a single leg and an enormous foot the size of their torso. However, there are some things that I'm unsure about that maybe people more experienced designing monsters could help with:
1: How to handle the move speed? They can only move on land by hopping or springing. Should the hopping be represented by a low move speed but with a speed bonus when running? They will probably have a racial bonus to acrobatics to jump, and I am considering giving them a version of Spring-Heeled Jack's Vault ability:
Vault (Su) Spring-Heeled Jack can jump up to 20 feet (vertically or horizontally in any combination) as a move action without provoking attacks of opportunity.
2: They also have the ability to use their foot as a boat and float on water, propelling themselves with an oar or staff. Would that be a swim speed, some kind of water walk ability, or a special move type? They can't move very well floating on the surface without a pole or oar, since they would have to crouch down and paddle. Also, should they be able to swim well below water as well? I feel like the foot may be able to work as a kind of fluke for propulsion...
3: Should they have an oversized kick or slam natural attack with their foot? Should their jumping movement include the ability to charge with either a kick or handheld weapons?
4: They probably have some natural armor and good strength, but I am torn on whether their dex should have a bonus. One one hand, they are fairly agile, but on the other, their movements might look kind of awkward.
5: Should they be Monstrous Humanoids, or ordinary humanoids? Or perhaps even some kind of Fey? I am leaning Monstrous, but some humanoids have pretty nonstandard body plans (Merfolk for one).
6: Should there be a mechanical aspect to their habit of resting on their backs with their feet up in the air as an umbrella? Either a weakness they're compensating for or a foot-based defensive ability perhaps?
Any input or feedback more experienced monster designers can offer would be very much appreciated, as it is I am just kind of muddling about with the Panotti and some other CR 1-3 humanoids and monstrous humanoids trying to see what ticks.

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I was expecting a snail-people race when I clicked this, as they technically just have one strong muscular foot. That said, my input:
Pre-amble: given that this is a race with some racial hit dice, I'll be running under the assumption that it won't be used as a player race, which impacts my answers.
1. Vault seems like it can be used to give players a challenge if they fight in a particular terrain, particularly if the monster uses ranged weapons.
2. I'd go with just a swim speed if you really must insist on them being aquatically inclined, but think the acrobatic abilities of vault is a enough for a low-CR creature.
3. No.
4. Seeing as how I'm already visualizing them as snail-like, I'm inclined to say yes to natural armor and to a lesser extent strength, and a no for the dexterity bonus.
5. Yes to Monstrous humanoids. Possibly even aberrations.
6. No.
Regarding my simple answers to 3 and 6, it's primarily a function of these being naturally low-CR entities, which means you don't want to cram them with special abilities because that provides the kind of tactical flexibility that tacking on class levels should do. At low levels, monsters tend to have just one thing they can do decently, rather than multiple things. If acrobatic mobility to keep away from enemies and be able to harry them is there thing, that's fine, but they should have much beyond that unless you start pushing up their CR.

The Golux |

A Snailpeople race would also be pretty cool, but this is medieval bestiary-based. I will keep your advice in mind on keeping low-CR things simple; it's easy to get carried away with all the strange things you can do with an interesting body plan. I may make the footboating a special rule though, a swim speed doesn't quite work...
Anyone have more input?

The Golux |

Alright, I have a rough draft:
Sciapod
As this humanoid paddles ashore, it becomes clear that what looked at first like a small boat is in fact a single enormous foot.
Sciapod CR 2
XP 600
CN Medium monstrous humanoid
Init +5; Senses low-light vision; Perception +6
DEFENSE
AC 14, touch 12, flat-footed 12 (+2 armor, +1 Dex, +1 dodge)
hp 22 (3d10+6)
Fort +3, Ref +4, Will +3
OFFENSE
Speed 30 ft.
Melee Paddlestaff +5 (1d6+3)
Ranged Sling +4 (1d4+2)
Special Attacks Giant Stomp +5 (1d8+4)
STATISTICS
Str 14, Dex 12, Con 15, Int 10, Wis 11, Cha 13
Base Atk +3; CMB +5; CMD 16
Feats Dodge, Improved Initiative
Skills Acrobatics +4 (+9 to jump), Perception +6, Survival +6, Swim +8; Racial Modifiers +4 Acrobatics to Jump
Languages Common
SQ Mighty Leap, Water Skimming
SPECIAL ABILITIES
Giant Stomp (Ex)
A Sciapod's enormous foot can be used as a natural weapon, but as it's their only foot, it takes some effort. As a full round action, a Sciapod can jump and attack any target within 10 feet with a stomp. This attack does damage as the slam attack of a monster two sizes larger than the Sciapod (1d8, as a huge creature, for most Sciapods) plus twice the sciapod's strength modifier.
Mighty Leap (Ex)
Sciapodes get a +4 racial bonus on acrobatics checks to jump. Additionally, they always count as having a running start for jumping, and can use their strength modifier instead of their dexterity modifier on acrobatics checks to jump.
Water Skimming (Ex)
A Sciapod can use the large surface area of its foot to balance and move on the surface of water by making a DC 12 Acrobatics check as part of the move. They can move at a speed of 10' by paddling with their arms, but with a pole or a paddle, They can increase the speed to 30'. If they fail the acrobatics check, they cannot move that round; if they fail by more than five, they fall into the water and must succeed at the same DC Acrobatics check as a full round action before they can attempt to move again (alternately, they can instead begin making swim checks to move that way)
ECOLOGY
Environment any land
Organization solitary, pair, or tribe (5–11)
Treasure NPC gear (leather armor, paddlestaff, 10 sling bullets, other treasure)
Native to a land far from the inner sea, Sciapodes have the unusual trait of having a single thick leg and a single foot, which is usually the size of their entire torsos. They attribute this to a curse placed on their tribe generations ago that has bred true, but the specifics of the story disagree and few Sciapodes care to dig into the past or try to change themselves back into whatever they were before. In fact, most Sciapodes are very carefree, and spend much of their time lying on their backs, using their feet as shade in the sun or cover in the rain. Those that live near water also use their feet as skiffs to travel across the water's surface, and have developed equipment to aid in that pursuit.
Sciapodes are Omnivores, and prefer to subsist on fruits and vegetables found in the wild or grown in small gardens, and what small animals they can hunt or fish for. Being laid-back, Sciapodes are welcoming and get along well with most other races in the short term, but sometimes their lack of motivation and focus can be frustrating when trying to get their help. However, mocking their appearance or lifestyle is likely to result in a cold shoulder at best, or a gang beating if they are seriously offended.
Other Things
Sciapod Equipment:
Paddlestaff: This weapon resembles a quarterstaff, but each end of the staff is flattened into a paddle to aid in water skimming. It can be used as a simple weapon, in which case it functions as a quarterstaff, but those proficient in the weapon can also use it to deal slashing damage.
Exotic 2-handed weapon, 1d6/1d6 damage, bludgeoning or slashing, 5 gp, 7 lbs, Double, Monk (Not sure if Sciapodes get racial proficiency)
Coracle Clog: This enormous shoe is carved from wood and formed into a shape similar to a small boat. A small-sized character can use it as a boat, but it's intended to be worn by Sciapodes to improve their mobility while water skimming. The shape and buoyancy of the clog increase the speed of water skimming by 5', or 10' with a paddle or pole, and give a +2 bonus to acrobatics checks to balance while water skimming.
20 Lbs, 20 gp?
Racial Feats: Leaping Stomp (Increase range of Giant Stomp attack), Stomp Rebound (Land anywhere within 10' of target after a Giant Stomp attack), Foot Guard (Immediate action to drop and raise the foot as a shield, gaining AC/Reflex at the cost of needing to stand up as a standard(?) action before being able to move), Vaulting Stomp (Requires Leaping Stomp; able to jump a long distance without provoking attacks of opportunity), Swarmstomp (Giant Stomp attack deals full damage to non-flying swarms)

The Golux |

Older and more experienced Sciapodes usually advance by taking class levels. Many simply take levels in Commoner, Expert, or Warrior and remain in their tribes, but those motivated enough to become travelers or adventurers usually have levels in PC classes. The most common of these classes are Bard, Brawler, Ranger, and Rogue, though particularly combative Sciapodes may become Barbarians or Bloodragers, and some have the mystical or spiritual inclination to become Oracles or Sorcerers.