Homebrew Demon Lord, Race, and Template: the Beast of Extinction, Neanderthals, and Fossil Template


Homebrew and House Rules


Hello. I got the new Pathfinder hardcover Book of the Damned, and it has inspired me to make not only a homebrew demon lord, but a homebrew race and template that is common within the minions of this demon lord.

Trexamiir:

The Beast of Extinction
CE male demon lord of extinction, megafauna, and skeletons
Domains: Chaos, Death, Evil, Scalykind
Subdomains: Demon, Fur (giving him this subdomain cause a good number of demon lords have subdomains that are not tied with their domains), Undead, Saurian
Favored Weapon: earth breaker
Unholy Symbol: a mountain that is curved and turned upside down to resemble a fossilized fang
Temples: abandoned mines, caverns, settlements near a canyon, mountain, or volcano
Worshipers: awakened dinosaurs, chaotic evil lizardfolk, chaotic evil neanderthals, chaotic evil saurians, evil druids, heretical troglodytes, necromancers
Minions: fiendish dinosaurs and megafauna, fossil golems, fossilized dinosaurs and megafauna, skeletal animals (particularly skeletal dinosaurs and megafauna)

Neanderthals:

Physical Appearances: Neanderthals are about the same height as humans, but with more bulk on their bodies. They have much larger noses and thicker brows, and males always have some form of untrimmed beard. Similarly to dwarves, a neanderthal will braid either his beard (or her hair) with various bones of sacred animals (mainly the teeth of dire bears, or the tip of a mammoth's tusk). They mostly wear clothing hand made from the skins of various animals; which animal depends on the location of the clan (with the majority of neanderthal clothing made from simple leather coming from the skin of deer or wild pigs). A clan's chief will usually wear similar clothing, but instead made from a dangerous local predators or dangerous prey (mainly dire lions, dire tigers, or woolly rhinoceroses). The shaman of the clan is always given the clothing made from the skins of dire bears or woolly mammoths-the most sacred animals to a neanderthal.

Society: Neanderthals normally live in clans consisting of around 30 members, half related and half unrelated. Each neanderthal outside of the position of chief or shaman is put into one of four group positions: hunters (who hunt for meat, the primary source of diet for neanderthals), foragers (who forage for berries, herbs and roots, mainly in use for both diet and medicine), guardians (who watch the land from high vantage points to view potential prey or threats), and carers (who tend to the injured, old, young and/or sick). Gender roles are nonexistent in neanderthal society, meaning that both men and women neanderthals can be in any of these groups (although most males tend to be hunters). When a neanderthal child is born and begins walking and talking at age 4, the mother will teach the child about foraging (identifying the various plants, and which ones are edible and which are not) and caring (teaching them on how to treat certain ailments); once they are of 7 years of age, the father of the child shall teach him how to use weapons and to scout before taking him on various hunts to observe the teamwork that hunters utilize to bring prey down. At age 12, a neanderthal is given the choice on what group to be in; however, should he choose the hunter, he must prove himself by striking the fatal blow to the prey on his first hunt. Failure means that he must choose one of the different positions, and he is forbidden to hunt. Similarly to how gender roles are nearly nonexistent in neanderthal society, a clan's chief and shaman can be either a man or woman; regardless, both are chosen mates for each other, with the bravest of them being the chief, and the wisest being the shaman. Legends do tell of clans in unknown areas that are lead by one neanderthal who serves as both the chief and shaman, but this is considered impossible to most clans.

Common Alignments and Religions: The grand majority of neanderthals usually have a pure neutral alignment, but there are some with chaotic neutral, neutral good or neutral evil alignments (depending on the tribe). Most neanderthals never have an evil alignment that is not neutral evil, but those that do tend to be mad hermits who worship either Kostchtchie, Trexamiir, or Zeugauizer and have chaotic evil alignments; an evil chief or shaman is usually overthrown and exiled, if not straight up killed on sight. The typical neanderthal usually has a primitive worship to the Green Faith, but the most common deity worshiped by neanderthals is Gozreh (who is depicted either as a massive male dire bear made from stone and ice, or a colossal snow storm shaped like a mammoth).

Relations: Neanderthals have always been a rare race, and they have witnessed the clashes from other races from afar; thus, neanderthals have garnered a wary suspicion over other races. They are on neutral terms with dwarves and elves, but should they come from a more advanced society, a neanderthal clan is always prepared for any "conversion"-that is, to teach a clan about what they have learned. They stay as far away as possible from advanced settlements, as well as war mongering races like hobgoblins and orcs; should the latter races prepare to attack, the clan will abandoned their homes and flee as quickly as possible. Their relationship between humans vary; they despise the "tainted" humans of more advanced civilizations and societies, but they tend to get along well with human ethnics that live similarly primitive lifestyles (like the Shoanti). In fact, sometimes neanderthal and Shoanti tribes will view each other not as different races, but as blood brothers within different forms.

Despite being humanoids that do not have racial hit die, neanderthals are powerful humanoids, and thus their CR is +1 then most humanoids (thus, while a human barbarian 10 would be CR 9, a neanderthal barbarian is CR 10)

+2 Strength, +2 Constitution, +2 Wisdom, -6 Charisma: Neanderthals are strong, hardy and wise, but are primitive and crude in behavior.
Neanderthals are humanoids with the human subtype
Slow speed: Neanderthals have a base speed of 20 ft
Weapon Proficiency: Neanderthals are proficient with battle axes, great axes, and great clubs
Adapted for the Cold: Neanderthals are always under the effect of the endure elements spell, but only under cold weather conditions. In addition, they gain cold resistance 5
Tough: Neanderthals gain Toughness as a bonus feat; in addition, they gain a +2 racial bonus on saves vs bleeding and Constitution drain effects
Tracker: Neanderthals gain a +2 racial bonus to Perception and Survival checks, and these are always considered class skills
Neanderthals start off speaking Sylvan. Neanderthals with high Intelligence scores can select the following languages: Abyssal, Common, Draconic and Undercommon

Fossil Template:

I haven't really done much with the template (and I may need suggestions to flesh out the template), but I do have a few ideas of some of the stats. The fossilized template can be applied to any creature with the animal or humanoid type:
CR: this may change later, but for now let's say +1 if the base creature has less then 5 HD; +2 if the base creature has anywhere between 5 and 10 HD; and +3 if the base creature has more then 10 HD
Type: The creature's type changes to an undead (do not change hit die, Base ATK, etc)
Special
-Elemental Body: Despite being undead, a creature with the fossil template also has the elemental subtype; thus the fossilized creature gains the traits of an outsider with the elemental subtype. For the purposes of special abilities that target a creature's type and subtype (ranger's favored enemy, the bane magical weapon quality, etc), a fossilized creature is counted as both an outsider with the elemental subtype, as well as an undead creature
Defensive Qualities: a fossilized creature gains damage resistance that is bypassed by bludgeoning damage, and acid resistance, depending on how much HD the base creature has:
-less then 5 HD = DR/bludgeoning and acid resistance 5
-5-10 HD = DR/bludgeoning and acid resistance 10
-more then 10 HD = DR/bludgeoning and acid resistance 20
Special
-Fossilized Form: As the creature is composed of fossils, certain spells have different effects on it. A fossilized creature gains the same effects to transmute rock to mud and stone to flesh spells that a fossil golem has.
Offensive:
Special
-Primal Power: The fossilized creature gains Improved Critical as a bonus feat, but only towards its natural attacks (or its melee weapon, should the base creature lack a natural attack). If the base creature have Improved Critical as one of its feats, it keeps that feat (thus making the fossilized creature having the Improved Critical feat twice).
-Simple Weaponry: If the base creature was a humanoid (or an animal that could use weapons, like a dire ape), it gains Weapon Focus as a bonus feat, but only to either clubs or great clubs. In addition, said fossilized creatures are proficient with only simple weapons and great clubs if the base creature was a humanoid that advanced with class levels.
Statistics: +6 Strength, +6 Charisma. As an undead creature, a fossilized creature lacks a Constitution score, and gains bonus hp based off its Charisma modifier.

Feedback is highly appreciatd

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