CENTAUR
Description:
Centaurs appear to be half man, half horse, having the torso, arms
and head of a man in the position a horse's head would otherwise occupy. A centaur is as big as a heavy horse, but
much taller and slightly heavier; average males are about 7 feet tall and weigh
about 2,100 pounds, and females are just a bit smaller. There is a 2% chance that any female centaur
born will have traits similar to a Unicorn, including a horn which grows from
the forehead.
Restrictions: Centaur may become Fighters or Clerics. They are required to have a minimum
Constitution of 12. Due to their large,
somewhat inflexible frames, they may not have a Dexterity higher than 17.
Female Centaur born with unicorn traits may become magic users.
Special
Abilities: All Centaur have
Darkvision with a 60' range, and, in addition, receive a special Trample attack
(As warhorse)
Saving Throws: Centaur save at +4 vs. Death
Ray or Poison, and +3 Paralysis or Petrify.
MEDUSAE
Description:
Appearing as green skinned women with serpents in place of hair, the
Medusae are the offspring of those individuals cursed by the serpent gods.
Restrictions: Medusae may become Thieves or Magic
Users. They are required to have a
minimum Int of 9. Suffering from an aloof,
cool nature, they may not have a Charisma higher than 17.
Special
Abilities: Medusae possess a lesser version of
their namesake’s horrific gaze. When not wearing spectacles of magically smoked
glass, anyone meeting the Medusae’s gaze must make a successful save vs
Paralysis, or be paralyzed for 1d4 rounds. This ability affects friend and foe
alike. Using a mirror negates the ability, as per the monster entry.
Saving Throws: Medusae receive no special
bonuses to saving throws.
So there you have it. Not the most elegant presentation, and they could probably use a bit of play-testing, but for those interested, have at! :)
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