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
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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
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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)
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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
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Treasure: Standard
Environment: any urban
Organization: solitary, pair,
clan (3-6 azindran)
Advancement: by character class
Level Adjustment: +1
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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.
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