Monsters of Artheria

Monsters:
Monsters are defined as non-sentient creatures which are either natural or created by magic. Monsters, be it animal or demon, can be playable races, however, some special modification will be necesary; magic to boost thier intelligence, or similar; non-sentient characters cannot be played, for obvious reasons.

Monstrous Classes:
Monstrous classes are, simply, generic classes which large groups of monsters could have applied to them. There are no generic 'Hit Dice'; all monsters are part of a class. All monsters gain XP, and thier racial entry will define average levels and skill ranks.

Predator:
The predator is a creature built for combat; quick and deadly. Predators tend to have some skill at stealth usually, but not much; they tend to rely on thier ability to outrun thier prey in the short-term to let them pounce on it and bring it down before it can get up to speed. Predators are also built to be able to stand thier ground and fight other predators for territory at need, and rarely run away unless thier opponent is significantly larger.
HD: 1d10
Saves: Ref, Fort good, Will Low
Skill Points: 8+ Int mod per level (minimum 1)
Skills: Blades, Spot, Listen, Smell, Search, Jump, Climb, Swim
Typical: (-5 Int mod) 4 Blades, 2 Spot, 2 Listen, 1 Move Silently, 1 Hide
Feats: Bonus feats among: Sprint, Skill Focus(Any), and any Combat, once per 3 levels.

Stalker:
While the predator can stand up on its own in a fight, the Stalker is the master of stealth; By the time the enemy knows its there, the Stalker is already upon him. Stalkers only hunt in terrain that aids thier hiding; some will hide in trees, others in patches of grass or water, and still others dig minor holes in the ground and lie in wait for something to wander near.
HD: 1d6
Saves: Ref Good, Fort, Will, Low.
Skill Points: 10+Int mod per level (minimum 1)
Skills: Blades, Spot, Listen, Smell, Search, Jump, Climb, Swim, Move Silently, Hide
Typical: (-5 Int mod) 4 Blades, 4 Move Silently, 4 Hide, 2 Spot, 2 Listen, 2 Smell, 2 (Jump or Climb or Swim)
Feats: Bonus feats among Rogue group, typically Sneak Attack and Skill Focus Move Silently or Hide, once per 3 levels.

Scavenger:
The scavenger exists at the fringe of the animals. Scavengers run in fear at anything thier equal in size, unless they outnumber it significantly, and will rarely attack things; as thier name suggests, Scavengers are typically eating long-dead rotting meat rather than freshly killed.
HD: 1d8
Saves: Fort Good, Ref, Will, low.
Skill Points: 9+Int mod per level (minimum 1)
Skills: Blades, Spot, Listen, Smell, Search, Jump, Climb, Swim, Hide
Typical: (-5 Int Mod) 4 Blades, 2 Dodge, 2 Spot, 2 Listen, 4 Search, 2 Climb, 2 Jump, 2 Swim
Feats: Bonus feats among Rogue group, typically to enhance stealth, or Skill Focus in search. Once per 3 levels.

Rover:
The rover is the most common type of animal you'll find. Rovers are not adept at combat, but tend to focus more on toughness and numbers to survive predators. Rovers will only run away if threatened, and will almost never attack. They are commonly used as herd animals, although at least a couple of them in each herd will be 'dominant' and have some combat skill.
HD: 1d12
Saves: Fort Good, Ref, Will, low.
Skill Points: 8+Int mod per level(minimum 1)
Skills: Blades, Spot, Listen, Smell, Search, Jump, Climb, Swim
Typical: (-5 Int mod) 2 Blades, 2 Spot, 2 Listen, 2 Smell, 2 Climb, 2 Swim
Dominant: 4 Blades, 1 Dodge, 1 Spot, 2 Listen, 1 Smell, 1 Climb, 1 Swim
Feats: Bonus feats can be anything, but Endurance, and feats boosting hit points or survival, are most common; Dominants tend to take combat feats.

Monstrous Races:
Monstrous races, like humanoid races, have flat ability modifiers that are taken into account when creating them. But, most monstrous races also have sub-sets. Subsets are alternate age categories that that race might be in; a child, an elderly creature, and so forth. If a race has subsets, then any properties which are different for those sub-sets will be listed in parenthesis next to the adult default, and these subsets will be defined at the name of the creature. For example, to look at the Beral, the first subset entry is a Beral Child; thus, any first subset references are to the Beral if it is a child, while normal is the modifier for an adult.

Monstrous Intelligence and Charisma:
Monstrous races are nonesntient, and roll 1d2+1 for intelligence and charisma.

Beral(Child/Elder)
Domain: Desert, Underground
Type: Insectoid
Desc: A Beral adult is some 10 feet long and 7 feet wide, with 12 spider-like limbs stretching out of its body ending in digging claws. Its skin is a dark brown tint, but a child's skin is the exact color of the desert sand.
Attributes: +6 Str(+2/+8), +2 Dex(+2/+0), +4 Con(+2/+6)
Size: Large(+2)(Medium(+0)/Large(+2))
Special: Bite 2d8(2d6/2d8), Pounce 4d6(2d6/6d6), Leap Attack (Can pounce and bite in the same action if used as a charge.), Burrow Movement 10.
Armor: Coverage 8, DR 3(1/5)
Levels: Stalker 3(Stalker 1/Stalker 6)

Iggu(Child)
Domain: Sea, Shore, Boats
Type: Aquatic
Desc: An Iggu is a 3 foot long fish of blue-white color, its body covered in tiny barbed claws which it uses to climb rocks on beaches, and the sides of boats. It has small, useless teeth, and large blue eyes.
Attributes: -2 Str(-4), +4 Dex(+6)
Size: Small(-2)(Tiny(-4))
Special: Climbing claws 1d6, +5 bonus to climb checks
Armor: None
Levels: Predator 2(Predator 1)

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