Monsters -- Azindran

Azindran
Hellish experiments mating captured incubi and succubae with magically altered human subjects on Mon Sulus Kime birthed the perfect infiltrators for the Kimeians’ plots; the azindran. Gifted with the shapeshifting mastery and duplicitous nature of their demonic heritage, but weaker and easier to control than half-fiends, azindran are fielded as spies throughout the continent.

Azindran parents, however bear azindran young who do not gain their powers until puberty. Therefore, a growing population of azindran, no longer in the control of Mon Sulus Kime have begun to forge their own place in the world.

In their true form, an azindran resembles a tall humanoid with tan skin. A pair of bat-like wings extends from their back and unlike their demonic predecessors, cannot be folded completely. An azindran’s finger nails are stiffened and claw-like and their eyes glow white, turning the red when angered.

Most azindran are social creatures, but prone to shifting moods and rocky relationships.

Azindran CR 2
Medium Outsider [Native]
Languages: Common
________________________________
1d8+1 (11 HP)
AC 15 (10 +1 Dex +4 chain shirt), touch 11, flat-footed 14
Fort +2, Ref +2, Will +2
Initiative: +1; Speed: 30ft. (6 squares), fly 20ft (clumsy)
Space/Reach: 5 ft/5 ft
________________________________
Base Attack/Grapple: +1/+0
Attack: Short sword +0 melee (1d6 19-20x2) or shortbow +2 ranged (1d6 x3)
Full Attack: Short sword +0 melee (1d6 19-20x2) or shortbow +2 ranged (1d6 x3)
________________________________
Abilities Str 9, Dex 13, Con 12, Int 10, Wis 10, Cha 13
Special Qualities: Change Form
Special Attacks: --
Spell-Like Abilities (CL Sorcerer 2):
3/day – charm person
Feats Hover
Skills Bluff +5, Diplomacy +5, Escape Artist +5, Listen +4, Move Silently +1, Sleight of Hand +4, Spot +4, Tumble +1, Use Rope +5
________________________________
Treasure: Standard
Environment: any urban
Organization: solitary, pair, clan (3-6 azindran)
Advancement: by character class
Level Adjustment: +1
________________________________
COMBAT
Azindran aren’t built to fight. They prefer to lead their foes into traps or ambushes. It pressed, they will take their natural form and fight from the air with ranged attacks.

Change Form (Ex): As a full round action, an azindran can take the form of any Medium Humanoid. This changed functions as the disguise self spell but does not effect the azindran’s gear. This change is non-magical and means that can detect shape changing magic do not reveal the azindran, though mundane methods, such as scent do.

Azindran As Characters
Azindran characters possess the following racial traits:

  • -2 Strength, +2 Dexterity, +2 Charisma.
  • Medium size
  • Space/Reach: 5 feet/5 feet.
  • An azindran’s base land speed is 30 feet.
  • An azindran’s base fly speed is 20 with clumsy maneuverability.
  • Darkvision out to 60 feet.
  • Racial Hit Dice: An azindran begins with one level of outsider, which provide 1d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +2, Ref +2, and Will +2.
  • Racial Skills: An azindran’s outsider level gives it skill points equal to 4 × (8 + Int modifier, minimum 1). Its class skills are Bluff, Diplomacy, Escape Artist, Listen, Move Silently, Sleight of Hand, Spot, Tumble, and Use Rope.
  • Racial Feats: An azindran’s outsider level gives it one feat.
  • Weapon Proficiency: An azindran is proficient with the shortbow and all simple weapons.
  • Automatic Languages: Common Bonus Languages: Elven, Draconic, Sylvan, Ancient.
  • Favored Class: Bard.
  • Level adjustment +1.

Return to Index

Open Gaming Content

Material on these web pages uses the Open Gaming License. All Open Game Content is contained within white outlined boxes, and is copyright Landon Porter and Paradox-Omni Entertainment.

©Landon Porter