Krrshaarr
Size/Type: Medium Humanoid
Hit Dice: 1d8 +3
Initiative: +3 (Dex)
Speed: 60 feet / 20 foot jump
AC: 15(+3 Dex /+ 2 Leather armor)
Attacks: 5 natural, or by weapon skill
Damage: 1-3/ 1-3/ 1-3/ 1-3/ 1-4 or by weapon
Face/Reach: 5 ft. by 5 ft.
Special Attacks: none
Special Qualities: Dark Vision -- 60 feet
Saves:
Abilities: STR:10 DEX:16 CON:16 INT:10 WIS:10
CHA:12
Skills: Hide +1, Listen +5, Search +2, Spot +4,
Climb +2, Hand-to-hand combat +5, Move Silently +4
Feats: Alertness, Multi-attack
Climate/Terrain: Temperate forest
Organization: Solitary, mated pair, or small
prides with 2-10 members
Challenge Rating: 1
Treasure: Standard
Alignment: Usually Neutral Good
Advancement: By Character class
Description: The Krrshaarr are a feline humanoid
race whose origins are shrouded in mystery. Their appearance can be
mixed. While all Krrshaarr have fur-covered bodies, tails and bushy
mane-like heads of hair, their markings can very from those of a lion,
tiger, ocelot, leopard, panther, etc. They have claws instead of fingernails,
and the sharp fangs of their feline ancestors.
They are an odd mix of sentience and instinct.
They show curiosity about anything new and different, but show a distinct
distrust of magic users and sorcerers. They love to adventure and see
new places and things. Krrshaarr will often wander where no else will
go, just because it is different. They are very superstitious and ritualistic
about everything they do. They are very loyal, but a bit self-centered.
Krrshaarr are honest and truthful, but have no qualms about pilfering
small trinkets from everyone they know. They consider this “stealing
friendship” or “stealing love”, and will return the item if the person
it was taken from asks for it’s return. This is more like a game than
a crime to the Krrshaarr. If not asked for their return, they will keep
such trinkets with them as totems of good luck.
The males usually have thicker hair and longer
claws. The males also are often stronger and more aggressive in combat
than the females. The males will fight amongst themselves if there is
a female that more than one male wishes to mate with. They are very
choosy about who they mate with as they are always looking to improve
their bloodline.
The females are smaller but still have an athletic
build. The often can outrun the males in a full out sprint. The females
also have three distinct sets of breast. This is of some pride to them
and they often wear clothes that show off this feature. The females
are very seductive, and unlike the males have no qualms about seducing
any attractive male that comes along (especially if they are in “rut”).
The average lifespan of a Krrshaarr is about
60 years.
Combat: In combat the Krrshaarr are quite brave
and fierce. Often they will not back down from a fight once they begin
one. If unarmed, a Krrshaarr will attack a foe with their claws and
teeth (1-3 for each set of claws and 1-4 for each bite. Once in hand-to-hand
combat a Krrshaarr will grapple with a foe, in an attempt to get a hold
of their torso or throat. If armed with a weapon, they will use it the
first round, but may decide by the second or third melee round that
their hand-to-hand combat would be more effective.
Krrshaarr are seldom surprised and will often
sneak up on their prey hoping for a surprise attack. They move with
incredible speed and agility.
Society: The Krrshaarrs’ origins are dark and
mysterious. Some say they were created by a wizard to be a race of slaves.
Some say they were a magic experiment gone badly. Still others think
they were a divine creation. In truth the Krrshaarr don’t even know
where they come from. All that is known is that about 500 years ago
the Krrshaarr were a mighty nation of 150,000. They lived peaceful lives
in their forests, and seldom disturbed anyone. That is until a wizard
by the name of Xerkas took it upon himself to hunt down and wipe out
all Krrshaarr. Thousands of Krrshaarr were hunted down by Xerkas and
his minions, until a brave Krrshaarr warrior by the name of Rraks was
able to sneak into Xerkas’s fortress and kill him. Since that time the
Krrshaarr have again lived free, but now hate and distrust wizards.
Krrshaarr society is usually made up of small
prides with 2-10 members. Each pride will have 1-2 dominant males and
several females. They will share each others mates, but once a year
the male and female Krrshaarr go into “rut” in which their drive to
reproduce is the strongest. During this time they are quite dangerous
(to anyone other than another of their own species). They will go to
great lengths to find a member of the opposite sex and mate with them.
If no Krrshaarr of the opposite sex is available, a suitable humanoid
might find them the target of a Krrshaarr in heat. Krrshaarr who mate
during this period will stay together until their children or “cubs”
are mature enough to live on their own. This takes about 5-7 years.
During this time the parents will not feel the effects of the “rutt”,
and they will only mate with each other. A pair of Krrshaarr rearing
cubs are very solitary and will not interact with anyone else until
the cubs are at least 3 years old. Krrshaarr will bear 1-3 cubs and
will care for them until they can make their own way in the world.
Krrshaarr diet consists almost entirely of meat
(preferably raw or freshly killed). They shun almost any kind of grain
or vegetable, and alcoholic beverages are poisonous to them. However,
catnip tea has an intoxicating effect on them. They are immune to diseases
caused by spoiled meat, while a common cold might do them in.
Krrshaarr Characters: Krrshaarr prefer the character
class of warrior or rogue. Krrshaarr leaders can be multi-classed rogues.
Some Krrshaarr will become shaman or druids. Krrshaarr will almost never
be wizards or sorcerers.
© 2004 Sean P. Kennedy