Thursday, December 6, 2018

Creatures: Swampers

Swampers


Size/Type: Medium Humanoid (Reptilian)
Hit Dice: 2d8+2 (11 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 15 (+5 natural), or 17 (+5 natural, +2 heavy shield), touch 10, flat-footed 15 or 17
Base Attack/Grapple: +1/+2
Attack: Claw +2 melee (1d4+1) or hand weapon +2 melee or firearm +1 ranged
Full Attack: 2 claws +2 melee (1d4+1) and bite +0 melee (1d4); or hand weapon +2 melee and bite +0 melee; or firearm +1 ranged
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Hold breath
Saves: Fort +1, Ref +3, Will +0
Abilities: Str 13, Dex 10, Con 13, Int 9, Wis 10, Cha 10
Skills: Balance +4, Jump +5, Swim +2
Feats: Multiattack
Environment: Temperate marshes
Organization: Gang (2-3), band (6-10 plus 50% noncombatants plus 1 leader of 3rd-6th level), or tribe (30-60 plus 2 lieutenants of 3rd-6th level and 1 leader of 4th-10th level)
Challenge Rating: 1
Treasure: 50% coins; 50% goods; 50% items
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +1
A swamper is usually 6 to 7 feet tall with green, gray, or brown scales. Its tail is used for balance and is 3 to 4 feet long. A swamper can weigh from 200 to 250 pounds.
Swampers speak a hissing version of the Trade language.
Combat
Swampers fight as unorganized individuals. They prefer frontal assaults and massed rushes, sometimes trying to force foes into the water, where the swamper have an advantage. If outnumbered or if their territory is being invaded, they set snares, plan ambushes, and make raids to hinder enemy supplies. Advanced tribes use more sophisticated tactics and have better traps and ambushes. While swampers often use weapons like pipe clubs and rough steel knives, they’re smart enough to use firearms and some are even able to understand higher technologies.
Hold Breath A swamper can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.
Skills Because of their tails, swamper have a +4 racial bonus on Jump, Swim, and Balance checks. The skill modifiers given in the statistics block include a -2 armor check penalty (-4 on Swim checks) for carrying a heavy shield.
Swampers As Characters
Swamper characters possess the following racial traits:
  • +2 Strength, +2 Constitution, -2 Intelligence.
  • Medium size.
  • A swamper’s base land speed is 30 feet.
  • Racial Hit Dice: A swamper begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +0, Ref +3, and Will +0.
  • Racial Skills: A swamper’s humanoid levels give it skill points equal to 5 × (2 + Int modifier, minimum 1). Its class skills are Balance, Jump, and Swim. Swamper have a +4 racial bonus on Balance, Jump, and Swim checks.
  • Racial Feats: A swamper’s humanoid levels give it one feat.
  • Weapon and Armor Proficiency: A swamper is automatically proficient with simple weapons and shields.
  • +5 natural armor bonus.
  • Natural Weapons: 2 claws (1d4) and bite (1d4).
  • Special Qualities (see above): Hold breath.
  • Automatic Languages: Trade. Bonus Languages: Human Regional Language
  • Favored Class: Fast Hero.
  • Level adjustment +1.

(Yes, shamelessly stolen from Lizardmen) 

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