
Artofregicide |

Lamashkin- horrific ogre/gnoll hybrids fanatically loyal to the Mother of Monsters, potentially allies against the cult of Shub-Niggurath if one can get past their murderous insanity. They might be questionable allies of the traditionalist faction or simply wandering marauders taking advantage of the chaos.
With a quick change to their blessing ability and alter their demonic obedience to deific obedience to the black goat and the Lamashkin could also serve as converts to Mozreh's cause and therefore direct enemies. They'd also need a name change.
I've always wanted to use the bloody jake archetype (particularly on ogrekin) but would like to see it on a higher level creature.
Lamashkin Flind CR 5
XP 1600
Flind ogrekin slayer (bloody jake) 2
CE Medium humanoid (giant, gnoll)
Init +2; Senses low-light, darkvision 60ft vision; Perception +11
DEFENSE
AC 21, touch 12, flat-footed 19 (+2 Dex, +6 natural, +3 armor)
hp 44 (2d8+2d10+20)
Fort +11, Ref +6, Will +6 (+4 vs confusion, insanity, polymorph)
Weakness brittle bones
OFFENSE
Speed 25 ft.
Melee large mwk falcion +11 (2d6+10/18-20), bite +5 (1d6+3) or large kukri +10 (1d6+7/18-20), bite +5 (1d6+3) or bite +10 (1d6+10)
Ranged large pilum +5 (2d6+7)
STATISTICS
Str 25, Dex 14, Con 21, Int 12, Wis 19, Cha14
Base Atk +3; CMB +10; CMD 23
Feats Demonic Obedience (Lamashtu), Intimidating Prowess, Snapping Jaws, Power Attack
Skills Handle Animal +9 Intimidate +14 Perception +11 Ride +7 Sense Motive +11 Stealth +5, Survival +11 (+1 tracking)
Languages Abyssal, Giant, Gnoll
SQ blessing of lamashtu, gnoll blood, deformities (oversized limb, lanky, obese, massive girth, brittle bones)
Favored Terrain: plains (+2)
Tracking: +1
Cruel Tricks: 5/day
Distant Voices
Slayer Talent: Combat Style (Menacing)
Combat Gear large mwk falcion, large kukri, large pilum (3)
Other Gear mwk studded leather, potion of countless eyes, 1 dose greenblood oil, bone and sinew unholy symbol of Lamashtu, beartrap (2)
Gnoll Blood: Lamashkin count as both humanoid (giant) and humanoid (gnoll)
Blessing of Lamashtu: Lamashkin gain an additional ogrekin beneficial deformity and two additional ogrekin disadvantageous deformities. They also gain Lamashtu's demonic obedience as a bonus feat.
* * * * *
Lamashkin Gnoll CR3
XP 800
Gnoll ogrekin slayer (bloody jake) 1
CE Medium humanoid (giant, gnoll)
Init +1; Senses low-light, darkvision 60ft vision, scent; Perception +11
DEFENSE
AC 19, touch 11, flat-footed 18 (+1 Dex, +4 natural, +2 armor, +2 shield)
hp 28 (2d8+1d10+9)
Fort +8, Ref +3, Will +2 (+4 vs confusion, insanity, polymorph)
Weakness distractable, twisted spine
OFFENSE
Speed 30 ft.
Melee +8 large mwk kukri (1d6+5/18-20), bite +2 (1d6+2) or +7 large shortspear (1d8+5), bite +2 (1d6+2) or bite +7 (1d6+7)
Ranged +3 large composite shortbow (1d8+5) or +3 large shortspear (1d8+5)
STATISTICS
Str 21, Dex 12, Con 17, Int 8, Wis 15, Cha 10
Base Atk +2; CMB +7; CMD 18
Feats Demonic Obedience (Lamashtu), Power Attack, Snapping Jaws
Skills Intimidate +6 Perception +8 Stealth +7, Survival +7 (+1 tracking)
Languages Giant, Gnoll
SQ blessing of lamashtu, gnoll blood, deformities (deformed hand, distractable, oversized limb, snout, twisted spine)
Favored Terrain: plains (+2)
Tracking: +1
Cruel Tricks: 3/day
Distant Voices
Combat Gear mwk large kukri, large shortspear, large composite shortbow (+5 STR), 30 large arrows, 4 large thistle arrows
Other Gear leather armor, heavy wooden shield, bone and sinew unholy symbol of Lamashtu, beartrap (2),
Gnoll Blood: Lamashkin count as both humanoid (giant) and humanoid (gnoll)
Blessing of Lamashtu: Lamashkin gain an additional ogrekin beneficial deformity and two additional ogrekin disadvantageous deformities. They also gain Lamashtu's demonic obedience as a bonus feat.

Artofregicide |

Broken moon might consider going all or multi class oracle.
Also, Gnolls might be attracted to undead no matter what they were in life. I'm tempted to stat up a half gnoll daywalker.
I picked cleric a) because trolls have a super low CHA and b) there's at least one important oracle in Ita. That said, you could absolutely make her an oracle (at 5th level she'd only have 2nd level spells which a 12 CHA would cover). Lunar or Apocalypse mysteries are probably most thematic, but they're not very mechanically relevant with exception to fire or acid resist from apocalypse. Powerless prophecy is also very fitting but mechanically painful.
When you say daywalker, do you mean vampire, dhamphir, or something else?

Artofregicide |

I mean you could either add the vampire template to a gnoll or flind with 3 non-key levels (or racial hd) for a total of CR4 or CR5 depending on the base creature. Vampire spawn would be 1 CR lower and a lot weaker. Both aren't daywalkers obviously.
You could add the gnoll or flind character traits to a regular dhamphir, but that would basically be homebrew anyway.

TheGreatWot |

I was never a fan of vampires. I always liked the feral, animalistic blood-drinker angle more than the seductive, twilight-esque vamps that fiction is full of nowadays. The template follows the second trope too much for my tastes.
Also the weaknesses are cheesy and weird. Accurate to the legend, but cheesy and weird.

Artofregicide |

I was thinking of the Vrykolakas, but at CR10 they're well out of reach of this adventure. They're pretty much the image of a feral, animalistic vampire and bonus points for not being from Western mythology.
That said, none of their abilities are really all that level dependant (but they're all super cool). You could theoretically drop HD and ability scores and have a variant, lesser Vrykolakas at CR6 or 7.
I may actually stat this out for fun.

Artofregicide |

I could throw in a weakened and variant version of a vyrkolakas as the undead animal companion of the former commander of Grasswall. He's a juju zombie now and will be encountered just before Nukariax's cave.
You could, but you'd have to drop it's CR really hard and probably lose it's cooler abilities. Plus Vrykolakas are supposed to be dead humanoids that weren't given a proper burial, though the fluff is hardly an ironclad rule.
I was thinking of it being a solo encounter in or near Ita, possibly a gnoll leader who was assassinated in Mozreh's rise to power and never give a proper burial?
That way you could make it CR6~

Artofregicide |

The fun thing about undead is their thirst for revenge quickly devolves into a thirst for suffering for all living beings. But yeah I really like the idea of at least the PCs having the chance to finding out the Vrykolakas's backstory. But potentially a clever and well informed PC could turn the feral undead against their mutual enemy, at least for a while.
Plus now you have a gnoll vampire :)

Artofregicide |
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I've taken a crack at creating a lesser Vrykolakas (CR6). Add two charmed hyenas or a charmed dire hyena for a CR7 challenge. A pair of ghouls could serve the same function.
Cool story: a vrykolakas can appear as whoever they were before they died, and they're not much less intelligent than the average gnoll. Interesting possibilities here...
As always, I'm just having fun here. Don't feel obligated to use any of this, though your are welcome to use our change it.
This twisted, barely-humanoid monstrosity has rancid-looking flesh, an unnaturally long neck, and a mouth full of fangs.
Lesser Vrykolakas CR 6
XP 2,400
CE Medium undead (shapechanger)
Init +6; Senses darkvision 60 ft.; Perception +11
Aura pestilent aura (5 ft., DC 17)
DEFENSE
AC 19, touch 13, flat-footed 16 (+2 Dex, +1 dodge, +6 natural)
hp 67 (9d8+27)
Fort +6, Ref +7, Will +8
Defensive Abilities channel resistance +2; Immune undead traits
Weaknesses vulnerable to fire
OFFENSE
Speed 40 ft., climb 20 ft.
Melee bite +11 (1d6+5 plus energy drain), 2 claws +12 (1d8+5)
Special Attacks create spawn, energy drain (1 level, DC 17), rend (2 claws, 1d6+7)
Spell-Like Abilities (CL 7th; concentration +10)
3/day— charm animal (DC 14), cause fear (DC 14), ghoul touch (DC15)
STATISTICS
Str 20, Dex 15, Con —, Int 7, Wis 14, Cha 17
Base Atk +6; CMB +11; CMD 23
Feats Dodge, Improved Initiative, Lightning Reflexes, Stealthy, Weapon Focus (claw)
Skills Climb +20, Disguise +10 (+20 when disguised as former living self), Escape Artist +4, Perception +11, Stealth +11; Racial Modifiers +10 Disguise when disguised as former living self
Languages Gnoll
SQ change shape (as its previously living humanoid form; alter self), feral possession
SPECIAL ABILITIES
Create Spawn (Su)
A humanoid slain by a lesser vrykolakas becomes a free-willed ghoul or ghast (depending on HD) with the pestilent aura ability in 1d4 days if not blessed and given proper funerary rites. A slain humanoid with the (gnoll) subtype instead becomes a lesser vrykolakas. A blessing might entail either the spell bless or a more mundane consecration, but at the very least requires a proper prayer (with a successful DC 15 Knowledge [religion] check) invoking a good-aligned deity.
Feral Possession (Su)
Upon being reduced to 0 hit points, a lesser vrykolakas attempts to possess any animal within 100 feet.
This ability is similar to possession and has a duration equal to 1 day for every Hit Die the lesser vrykolakas has (typically 9). The target must succeed at a DC 17 Will save or be possessed. Hyenas, dire hyenas, and hyenadons have a -2 to this saving throw. If the possession fails, the lesser vrykolakas immediately dies. If the possession succeeds, the animal immediately retreats to the vrykolakas’s lair, where it attempts to bury itself in the earth.
If left uninterrupted for 1d4 days, the animal transforms into a new lesser vrykolakas with all the same statistics as the original. If discovered and slain during this time, both the animal and the lesser vrykolakas are destroyed. If discovered and the possession effect is ended via dispel magic or a similar effect, the animal returns to normal and the lesser vrykolakas is destroyed (caster level is equal to the lesser vrykolakas’s CR for the purposes of resolving this dispel magic attempt). The save DC is Charisma-based.
Pestilent Aura (Su)
Creatures within 5 feet of a lesser vrykolakas must succeed at a DC 17 Fortitude save or contract lesser bubonic plague. Any creature that successfully saves against a lesser vrykolakas’s pestilent aura cannot be affected by the aura of that same vrykolakas for 24 hours. The save DC is Charisma-based.
Lesser Bubonic Plague: save Fort DC 16; onset 1 day; frequency 1/day; effect 1d2 Con damage and 1 Cha damage and target is fatigued; cure 2 consecutive saves.
PS: I'm actually rather proud of the job I've done. I think this keeps all the flavor of the original but won't overwhelm a 5tb or 6th level party.

Artofregicide |

So I've noticed there aren't a ton of fey so far. Which is fine, but in case you want options, lurkers in the light are creepy as hell and super challenging to fight. I can also see them falling under the sway of an eldritch power, or being drawn by the carnage to practice their bloody craft.
But in case you want a fun custom fey, I've created a Satyr inquisitor of Shub-Niggurath. You could just as easily convert them to the service of any other deity with a few tweaks. If the PCs are having a hard time you could make them a possible ally.
If They-Watch-Over is in the service of Mozreh, he may send them to track down and ambush the PCs, preferably when they're at their weakest.
The Satyr inquisitor strongly prefers to work alone with only the company of their skittergoat companion named Bramblebuck. However, They-Watch-Over has no concern with endangering their companion; the death of Bramblebuck barely registers as an annoyance as the Satyr knows their patron has many children.
They-Watch-Over-The-Blessed-Young
satyr inquisitor of Shub-Niggurath 5
CR6 XP 2,400
CE Medium fey
Init +9; Senses low-light vision; Perception +24
FCB: animal companion hp
Defense
AC 25, touch 16, flat-footed 22 (+4 armor, +5 Dex, +1 dodge, +5 natural)
hp 80 (8d6+5d8+39)
Fort +9, Ref +12, Will +14
DR 5/cold iron
Offense
Speed 40 ft.
Melee mwk spear +11/+5 (1d8+4/x3), horns +5 (1d6+1) or obsidian dagger +12/+7 (1d4+3/19–20 fragile), horns +5 (1d6+1) or horns +10 (1d6+3)
Ranged mwk composite longbow +13/+8 (1d8+3/×3)
Special Attacks pipes, judgment 2/day, bane (5 rounds)
Spell-Like Abilities (CL 8th, concentration +11)
At will—charm person (DC 14), dancing lights, ghost sound (DC 13), sleep (DC 14), suggestion (DC 15)
1/day—fear (DC 17), summon nature’s ally III
Inquisitor Spell-Like Abilities (CL 5th)
At will detect alignment
Discern Lies (DC18, 5 rounds/day)
Inquisitor Spells (CL 5th, concentration +9)
2nd flames of the faithful, invisibility, see invisibility (3/day)
1st CLW, interrogation (DC15), longshot, wrath (6/day)
0th brand (DC14), detect magic, light, read magic, sift, stabilize
Domain Animal (Fur)
Statistics
Str 16, Dex 20, Con 17, Int 12, Wis 18, Cha 17
Base Atk +7; CMB +12; CMD 29
Feats Dodge, Mobility, Skill Focus (Perception), Weapon Finesse, PBS, Boon Companion, Precise Shot, Friendly Fire
Skills Bluff +15, Diplomacy +14, Disguise +12, Intimidate +14, Knowledge (nature) +10, Knowledge (religion) +12, Knowledge (planes) +10, Perception +24, Perform (wind instruments) +18, Sense Motive +12 Spellcraft +13, Stealth +21, Survival +13 (+2 track);
Racial Modifiers +4 Perception, +4 Perform, +4 Stealth
Languages Common, Sylvan
Combat Gear mwk composite longbow (STR +3), 8 thistle arrows, 60 arrows, mwk spear, obsidian dagger (2)
Other Gear mithril chain shirt, silver unholy symbol of Shub-Niggurath, mwk pan-pipes, potion of spider climb, wand of CLW (17 charges), 5 gp
Inquisitor Abilities predator's grace (15 feet, 9/day), stern gaze (+2), monster lore (+6), cunning initiative, detect alignment, solo tactics, track (+2), animal companion, discern lies
Special Abilities
Pipes (Su) A satyr can focus and empower his magic by playing haunting melodies on his panpipes. When he plays, all creatures within a 60-foot radius must make a DC 17 Will save or be affected by charm person, fear, sleep, or suggestion, depending on what tune the satyr chooses. A creature that successfully saves against any of the pipes’ effects cannot be affected by the same set of pipes for 24 hours, but can still be affected by the satyr’s other spell-like abilities as normal. The satyr’s use of his pipes does not count toward his uses per day of his spell-like abilities, and if separated from them he may continue to use his standard abilities. The pipes themselves are masterwork, and a satyr can craft a replacement with 1 week of labor. The save DC is Charisma-based.
Bramblebuck
Skittergoat animal companion 5
CR- XP -
N Medium animal
Init +2; Senses low-light vision; Perception +8
Defense
AC 14, touch 11, flat-footed 13 (+1 Dex, +3 natural)
hp 42 (5d8+20)
Fort +6, Ref +5, Will +3 (+4 vs. enchantment)
Offense
Speed 40 ft.
Melee +8 gore (1d6+6)
Statistics
Str 18, Dex 13, Con 14, Int 2, Wis 10, Cha 5
Base Atk +3; CMB +7; CMD 18
Feats Weapon Focus (gore), Iron Will, Toughness
Skills perception +8
Tricks Attack (2), Down, Exclusive, Guard, Heel, Menace, Sneak
Special Abilities Link, Share Spells, Evasion, Devotion, Egg Cracker
Egg Cracker (Ex) When a skittergoat charges, its gore attack is resolved against the target’s touch AC. In addition, when breaking an object, a skittergoat ignores 1 point of the object’s hardness.
EDIT: Just checked They-Watch-Over's stats and against the monster creation guidelines they're insanely high. I'm dropping the advanced template and reducing CR by 1, but even then they're still pretty murderous.

TheGreatWot |

The Fangs of the Twisted Claw gnolls are an order of elite barbarian warriors. The position of High Fang is coveted and difficult to maintain- one flind named Shikare has held the position for an impressive 7 years now. She serves as the right-hand woman to Oskenja, guarding his longhouse from all intruders and working daily to train the next generation of ferocious gnoll warriors. She has little political power, but as a flind and powerful warrior, she commands great respect and fear from all other gnolls.
Female flind fighter (unbreakable) 1/barbarian (invulnerable rager) 2/pain taster 2
CE large humanoid (gnoll)
DEFENSE
AC 19 (+6 armor, +3 dex, +3 natural, -2 rage, -1 size)
hp 98
Fort +14, Ref +7, Will +9
DR 2/-
OFFENSE
Speed 30 ft.
Space 10 ft. Reach30 ft. with whip, 10 ft. with longsword
Melee +1 longsword +14/+9 (2d6+11), scorpion whip +14 (1d6+5)
Special Attacks cruelty +1d6, masochism, scourge, disciple of pain (dex), rage 11 rounds/day
STATISTICS
Str 30 (+10), Dex 18 (+4), Con 24 (+7), Int 12 (+1), Wis 19 (+4), Cha 10 (+0)
Base Atk +6, CMB +17, CMD 31
Feats Diehard, Endurance, Great Fortitude, Two-Weapon Fighting, Combat Reflexes, Weapon Focus (whip), Whip Mastery
Skills perception +14, intimidate +10, survival +14, climb +13, swim +10, profession (soldier) +8, linguistics +3
Languages Gnoll, Common, Aklo, Giant
Gear breastplate, +1 longsword, scorpion whip, belt of giant strength +2
TACTICS
Before Combat
Shikare drinks a potion of enlarge person.
During Combat
Shikare moves to a tactical location so that she can make as many attacks of opportunity as possible, and enters her rage. She’ll target the strongest-looking foe each round, alternating between full attacks and trip or disarm attempts with her whip.
Morale
Shikare is no stranger to pain or death. She fights until slain.
Broken Moon is an oddly peaceful troll cleric who arrived in Ita not long before the civil war erupted. She's a neutral party, hoping to watch the civilization tear itself apart or settle back into normality- she doesn't mind much either way, as long as she can observe the process. She spends much of her time preaching to a crowd of surprisingly devout gnolls who she's converted to the worship of Groetus- unknowingly weakening the cult of Shub-Niggurath in the city.
Old female mongrel moon giant troll cleric of Groetus (devout pilgrim) 1/evangelist 6
CN large humanoid (giant)
Init +4
Senses darkvision 60 ft., low-light vision, scent, perception +20
DEFENSE
AC 19 (+4 armor, +5 natural, +1 dodge, -1 size), touch 10, flat-footed 18
hp 133, regeneration 5 (acid or fire)
Fort +13, Ref +7, Will +13
Defensive Abilities protective grace Resist cold 10, fire 10
OFFENSE
Speed 30 ft.
Space/Reach 10 ft./10 ft.
Melee 2 claws +13 (1d8+6), bite +13 (1d6+5)
Ranged javelin +9 (1d8+5)
Special Attacks touch of chaos 7/day, vision of madness (+3/-3) 7/day, caravan bond, channel positive energy 3/day (3d6, DC 13), divine boons (evangelist), spontaneous casting (positive), consume essence 1/day
Spell-Like Abilities (CL 13th, concentration +17)
1/day: true seeing, dancing lights, clairaudience/clairvoyance
2/day: augury
Cleric Spells Prepared (CL 7th, concentration +12, DC 15+spell level)
4th: confusion, divine power, aura of doom
3rd: rage, bestow curse, protection from energy, remove curse
2nd: align weapon (chaotic only), bear’s endurance, bull’s strength, bloodbath, resist energy
1st: protection from law, cause fear (3), shield of faith, divine favor, dream feast
Domains Chaos, Madness
STATISTICS
Str 22 (+6), Dex 11 (+0), Con 20 (+5), Int 10 (+0), Wis 20 (+5), Cha 10 (+0)
Base Atk +9, CMB +16, CMD 26
Feats Power Attack, Lightning Reflexes, Improved Initiative, Deific Obedience (Groetus), Favored Prestige Class, Prestigious Spellcaster, Persuasive
Skills perception +21, diplomacy +16, sense motive +21, intimidate +16, perform (oratory) +16, knowledge (religion, planes, history, nobility) +4, heal +11, linguistics +6
Languages Common, Gnoll, Aklo, Giant, Celestial
Gear headband of inspired wisdom +2, chain shirt, cloak of resistance +2, 4 javelins
TACTICS
Before Combat
Broken Moon chooses her 5 closest companions as her traveling companions each morning. This allows her to use her touch of madness domain power on them at range- she most likely uses it to enhance attack rolls. She prefers to talk before fighting, using diplomacy for individuals and perform (oratory) to sway crowds. If she feels pressured to fight, she’ll cast bull’s strength, shield of faith, divine power, protection from energy (fire), resist energy (acid), and bear’s endurance.
During Combat
If Broken Moon has buffs not yet cast, she spends the first few rounds of combat setting them up. She then casts aura of doom, hoping to cow her opponents into submission. She fights with offensive spells until forced into melee, upon which she tears into a foe with her bite and claws. If she has allies in the combat, she’ll cast rage to strengthen them.
Morale
Broken Moon is greatly interested in the end of all things- life (including her own), civilization, and otherwise. She’d prefer to be alive to witness it all, though. If reduced below 30 hp, she surrenders and offers to heal damaged foes as payment.

TheGreatWot |

To be perfectly honest, I forgot to add the mongrel giant template until I was already done (and I also forgot if you'd statted her out at all), and chose the one that seemed most thematic. I wanted a higher-CR foe to make sure that the party wouldn't just try to gank her in her sleep. Monster permanency is notoriously fragile when it comes to this module, so if I playtest and this Broken Moon is too strong, I'll probably switch to your version.
She's only really getting converts because the gnolls in Ita are so disjointed already, and it's easier to get people to worship a god of the apocalypse if everything around them is already falling apart. She's also serving to turn the gnolls away from evil somewhat through converting them to a less horrible (but still chaotic and destructive, which is attractive to gnolls) deity.

TheGreatWot |

Next up is the Mudeater family, consisting of Lurtoh the ogre, his lovely wife Shaadiqi, and their two ogrekin children Drooler and Qarn. Oh, and Qarn's pet hyena. They'll be encountered in their cliffside home on the path to Ita, and fight together as a CR 8 encounter!
Male advanced ogre kineticist 4
CE large humanoid (giant)
Init +4
Senses low-light vision, darkvision 60 ft., perception +12
DEFENSE
AC 22 (+7 natural, +4 dex, +2 armor, -1 size), touch 13, flat-footed 18
hp 103
Fort +14, Ref +10, Will +6
Defensive Abilities flesh of stone
OFFENSE
Speed 40 ft.
Melee 2 slams +13 (1d6+7)
Ranged earth blast +11 (2d6+11)
Special Attacks infusions (pushing infusion, extended range), utility wild talents (earth climb, earth walk), gather power, burn (10 points/day), elemental overflow +1, elemental focus (earth)
STATISTICS
Str 27 (+7), Dex 18 (+4), Con 24 (+7), Int 10 (+0), Wis 12 (+1), Cha 13 (+1)
Base Atk +6, CMB +14, CMD 28
Feats Deadly Aim, Precise Shot, Iron Will, Weapon Focus (blast)
Skills perception +12, acrobatics +14, stealth +10, intimidate +11, linguistics +1
Languages Giant, Gnoll
Gear leather armor, cloak of resistance +1
Female gnoll slayer (bloody jake) 4
CE medium humanoid (gnoll)
Init +4
Senses perception +11, darkvision 60 ft.
DEFENSE
AC 18 (+2 natural, +4 armor, +2 dex), touch 12, flat-footed 16
hp 54
Fort +7, Ref +5, Will +2
OFFENSE
Speed 30 ft.
Melee 2 mwk kukris +9/+9 (1d4+4)
Ranged javelin +9 (1d6+4)
Special Attacks sneak attack +2d6, favored terrain (desert +2), cruel tricks 4/day (distant voices, lose your way)
STATISTICS
Str 19 (+4), Dex 15 (+2), Con 15 (+2), Int 6 (-2), Wis 11 (+0), Cha 10 (+0)
Base Atk +5, CMB +9, CMD 20
Feats Two-Weapon Fighting, Double Slice, Accomplished Sneak Attacker, Weapon Focus (kukri)
Skills perception 11, stealth 11, climb +11, swim +11, survival +11, knowledge (local) +7, linguistics -1
Languages Gnoll, Giant
Gear 2 mwk kukris, chain shirt, amulet of natural armor +1
Male degenerate ogrekin gnoll barbarian 1
CE medium humanoid (gnoll, giant)
Init -1
Senses darkvision, low-light vision, perception +5
DEFENSE
AC 21 (+6 natural, +6 armor, -1 dex), touch 9, flat-footed 21
hp 35
Fort +8, Ref +0, Will +4
OFFENSE
Speed 30 ft.
Reach 10 ft. with halberd
Melee mwk halberd +9 (1d10+13) - power attacking
Special Attacks fast movement, rage (6 rounds/day)
STATISTICS
Str 25 (+7), Dex 8 (-1), Con 19 (+4), Int 4 (-3), Wis 9 (-1), Cha 1 (-4)
Base Atk +2, CMB +9, CMD 19
Feats Power Attack, Iron Will
Skills perception +5
Languages Gnoll
Gear mwk halberd, breastplate
SPECIAL ABILITIES
Ogrekin Deformities (Ex)
Drooler has thick, blubbery skin that increases his natural armor bonus by 2, but also increases his already massive girth. He’s treated as a large creature for the purpose of making stealth checks (-4 penalty).
Male ogrekin gnoll hunter 1
NE medium humanoid (gnoll, giant)
Init +2
Senses perception +8, darkvision 60 ft., low-light vision
DEFENSE
AC 19 (+3 armor, +2 dex, +4 natural), touch 12, flat-footed 17
hp 34
Fort +8, Ref +3, Will +3
OFFENSE
Speed 30 ft.
Melee large mwk scythe +7 (2d6+10)
Hunter Spells Known (CL 1st, concentration +3)
1st (2/day): gravity bow, animal messenger
0 (at-will): detect magic, light, know direction, purify food and drink
Special Attacks animal focus (bear)
STATISTICS
Str 25 (+7), Dex 14 (+2), Con 21 (+5), Int 6 (-2), Wis 15 (+2), Cha 4 (-3)
Base Atk +1, CMB +8, CMD 19
Feats Power Attack, Boon Companion
Skills perception +8, survival +8, knowledge (nature, geography) +2, handle animal +1, climb +10, swim +10
Languages Gnoll
Gear studded leather armor, large mwk scythe, large mwk composite longbow (+7 str), 20 arrows
Special Abilities
Ogrekin Deformities (Ex)
Qarn has an oversized left arm, allowing him to wield weapons one size category larger without penalty. His other arm is, sadly, shriveled and nearly useless. He takes a -2 penalty on attacks with two-handed weapons and cannot use that arm to wield weapons.
Female hyena animal companion
N small animal
Init +3
Senses low-light vision, scent, perception +6
DEFENSE
AC 19 (+4 natural, +4 dex, +1 size), touch 14, flat-footed 14
hp 18
Fort +4, Ref +7, Will +2
OFFENSE
Speed 50 ft.
Melee bite +4 (1d6 plus trip)
STATISTICS
Str 11 (+0), Dex 18 (+4), Con 13 (+1), Int 2 (-4), Wis 13 (+1), Cha 6 (-2)
Base Atk +2, CMB +1, CMD 15
Feats Weapon Focus (bite), Improved Natural Attack (bite)
Skills perception +6, climb +4, stealth +11

TheGreatWot |

Next up (I'll likely post it later today or maybe tomorrow) are lots of monsters that'll be found in Ita and Grasswall. As a taste of what to expect, you'll be getting stats for Oskenja, Mother's Fang, Utobi's mount Xheltu, the Gorecrows (a happy family of werehyenas), and Godah the resistance leader.
Oh, and also an awakened dire hyena with levels in Student of War. Monster building is TOO MUCH FUN!