Feylaar

A lumbering, four-armed ape with a pronounced bony plate over its forehead, this creature stands a foot taller than a full elf and ripples with muscles beneath its furry hide. Long quills run the length of its spine, with an extra pair flaring backwards from the creature’s cheekbones and you see broad yellow fangs in the beast’s wide mouth. Its fur is brown, with amber highlights, the flesh of its face and bare chest is a dull grey and the quills are a glossy black.

Feylaar CR 4

XP 1,200
N Large monstrous humanoid
Init +16; Senses darkvision 60 ft. Perception +5

Defense

AC 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
hp 38 (7d8+7)
Fort +3, Ref +7, Will + 5

Offense

Speed 30 ft.
Melee mwk Great terbutje +10/+5 (3d6+4/19–20) or 4 slams +9 (1d6+3 + Grab) and bite +7 melee (1d8+1)
Ranged javelin +8 (1d8+5)
Space 10 ft., Reach 10 ft.
Special Attacks Constrict 1d6+3, death field, psychic abilities

Statistics

Str 16, Dex 14, Con 12, Int 12, Wis 10, Cha 14
Base Atk +7; CMB +13 (Grapple +21); CMD 23
Feats Ability Focus (death field), Improved Initiative, Multiattack
Skills Acrobatics +12, Climb +16, Perception +5, Survival +5
Languages Feylaar, Common
SQ booming voice

Ecology

Environment warm forests and mountains
Organization solitary, pair, troop (3–5), or tribe (8–48)
Treasure standard (masterwork falchion, 4 javelins, other treasure)

Special Abilities

Feylaars are intelligent and dangerous opponents who make full use of their psionic powers to defeat their foes. If able, they prefer to strike from ambush, using their chameleon or invisibility power to attack unseen. In battle, they use displacement and dimension door where appropriate to outmaneuver and flank their enemies, resorting to their terrible death field ability when faced with defeat. Once they close with a target, feylaars strike with a hammering series of blows, followed with a ripping bite. They will grapple if possible and crush their targets into submission, using powers like psychic vampire and inflict pain to exacerbate their attacks.

Constrict (Ex): A feylaar deals 1d6+3 points of damage with a successful grapple check.

Death Field (Ps): This innate psychic power may be used 3 times per day. When activated, the feylaar sacrifices a number of hit points, up to its current total. All creatures within 20 feet must make a successful Fortitude save (DC 12) or suffer negative energy damage equal to the amount of hit points sacrificed by the feylaar. A successful save negates this damage. Death field is the equivalent of a 3rd-level psychic power. The save DC is Charisma-based.

Improved Grab (Ex): If it successfully strikes with its slam attack, the feylaar may initiate a grapple attempt as a free action without provoking an attack of opportunity. A feylaar has a +8 racial bonus on grapple checks.

Skills (Ex): The feylaar receives a +8 racial bonus on Climb checks. Feylaar

Psychic Spells: 3/day – Calm Emotions (DC 13), vanish, Mind Blank, conceal thoughts, Ghostly Disguise, Silent Image, id insinuation (DC 14), mindlink, dimension door, charm person (DC 13), Vampiric Touch (DC 15). Caster level 7th. The save DCs are Charisma based.

Description

Feylaars are a race of psionic apes inhabiting the deep forests of Athas. Intelligent and omnivorous, they live simple lives in harmony with the surrounding woodlands and have little to do with the outside world. In the past attempts have been made to domesticate them as slaves, but their native intelligence, combined with impressive psionic powers, doomed such efforts to failure. Feylaars have an affinity for telepathy and psychometabolism and most of their powers come from these disciplines. They are sometimes sought out by more civilized races as mentors for the unfettered wisdom that they can offer. Feylaars are fiercely independent creatures and make idiosyncratic, if extremely talented teachers. Feylaars speak their own language and that of the forest halflings. The average adult feylaar is eight feet tall and weighs 500 pounds.

Combat

Society

Feylaars dwell in small family groups deep within the remaining Athasian rainforests. They mate for life, and the females will bear new young every two to three years, following a nine month gestation period. The young are reared by their parents until they reach maturity eight years later. Feylaars live as long as 45 years. From time to time, families will group together to form small clans, but clan allegiance is tenuous at best. They have a loose culture, chiefly composed of oral legends and traditions, passed down from generation to generation and from clan to clan at their seasonal meetings in the deep glades. Their numbers suggest that the feylaars have been around for quite some time. Rumors from east of the Ringing Mountains hold that the first feylaars were created by a sorcerer-king to fight in his armies. The feylaars proved too proud and too hard to contain, however, and they were banished to beyond the mountains. The feylaars themselves claim that they have always dwelled in the forests of the Ringing Mountains and state that they raised themselves from their bestial pasts of their own volition, through their burgeoning psionic abilities. They gave themselves four arms through psychometabolic manipulation and enhanced their brains to improve their telepathic powers. Feylaar legends do not, however, speak of the techniques used by the feylaar progenitors to effect these improvements, and this tale, like most concerning the species‘ origins, must be regarded with skepticism at best.

Feylaar as Characters

Their natural skills with psionics make the study of the Way the most logical choice for feylaar characters. Their great Strength and multiple limbs, combined with good BAB, however, can allow feylaars to develop into fighters capable of rivaling the kreen in their skill.

Feylaar characters possess the following racial traits. +6 Str, +4 Dex, +2 Con, +2 Int, -2 Cha
Large size. –1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
A feylaar‘s base land speed is 30 feet.
Darkvision out to 60 feet.
Racial Hit Dice: A feylaar begins with 7 levels of Monstrous Humanoid, which provide 7d8 Hit Dice, a base attack bonus of +7, and base saving throw bonuses of Fort +2, Ref +5 and Will +5. Racial Skills: A feylaar‘s Monstrous Humanoid levels give it skill points equal to 10 x (2 + Int modifier). Its class skills are Climb, Craft (any), Jump, Knowledge Arcana, Perception and Survival. A feylaar‘s Monstrous Humanoid levels give it three feats. +3 natural armor bonus. Natural Weapons: 4 claws (1d6) and bite (1d8). Special Attacks (see above): Constrict, death field, improved grab, psychic abilities. Automatic Languages: Feylaar. Bonus Languages: Aarakocran, Common, Halfling. Level Adjustment: +4.

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