Cleft
Medium-Size Humanoid
Hit Dice: 1D8+4 (8)
Initiative: +0
Speed: 30 ft.
AC: 19 (+4 Natural, +5 Breast Plate)
Attacks: Claw +4 melee, Dart +1 ranged
Damage: Claw 1D6+3, Dart 1D4+3
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Roll
Special Qualities: None
Saves: Fort +4, Ref+0, Will+0
Abilities: STR 16, Dex 11, Con 19, Int 8, Wis 11, Cha 11
Skills: Climb +4, Craft Traps +1, Spot +2
Climate/Terrain: Any Underground
Organization: Solitary, Hunting Party (2-6), Garrison (8-10), Colony (25-120)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually Neutral
Advancement: By character class
Cleft are a subteranin race that closely resemble large moles. Living far below the surface they are constantly expanding their network of tunnels in search of rare gems and metal ores. Dwarves and even Drow have been known to trade with them in their strange cave and burrow cities.
One look at a Cleft is enough to scare many an adventurer. Their tiny little black eyes and their long sharp fangs make them look pretty firce but on the whole they are a friendly bunch willing to trade with those they come in contact with. They try to keep their colonies small to make it easier to move on when a mining spot stops being profitable.
Cleft speak their own language, those with an intelligence above 12 also speak undercommon.
Almost all Cleft are warriors or wizards and will vigorously defend their homes if they feel at all threatened.
Combat
Upsetting a colony of Cleft is not usually a good idea, as they will both put up a good fight and possibly seal off your excape with traps while you aren't watching. The commonest trap they use is a sleep gas trap (will save DC 12). When in combat they often "Roll" right into their enemies, inflicting massive damage, and then attempt to finish off their enemies with their over size claws.
Roll- A roll attack is treated as a charge but instead of the usual double damage this attack instead deals tripple and does not affect the users AC after the roll.
Traps- Cleft have developed many traps throughout their dealings with the more dangerous creatures found underground. These traps may or may not litter the area around the colony.
Sonic Explosion Trap- This trap resembles a small stone but if steped on it does 1D8 sonic damage to whomever steped on it. (Reflex to Avoid DC: 10, Spot Check to Detect DC: 14) (DC: 20 to create and taking 1 minute to set up)(Construction: Caster Level 3rd; Prerequisites: Craft Trapmaking, Spell Sonic Burst; Market Price 200 Gold)
Sleeping Gas Trap- This trap resembles a small stone but if steped on anyone within a 10 ft. radius must succeed in a will save (DC 12) or fall asleep instantly. Imunity to sleep or anything else that would hinder a sleep effect is treated normally. (Reflex to Avoid DC: 10, Spot Check to Detect DC: 14) (DC: 16 to create and taking 1 minute to set up)(Construction: Caster Level 1st; Prerequisites: Craft Trapmaking, Spell Sleep; Market Price 200 Gold)
Spike Trap- This primitive trap is only noticeable by small holes in the very stone on which you would walk on. Any who step on this 5 by 5 surface must make a reflex save (DC: 12) or take 1D4 pirceing damage. (Reflex to Avoid DC: 10, Spot Check to Detect DC: 8) (DC: 10 to create and taking 1 hour to set up)(Construction Prerequisites: Craft Trapmaking; Market Price 100 Gold)
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