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Naugrim

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Small Aberration

Hit Dice: 5d8+15 (35)
Initiative: +3 (Dex)
Speed: 30'
AC: 19 (+3 Dex, +4 Natural, +2 Size)
Attacks: Diamond-Fangs +6 melee
Damage: Diamond-Fang 2d4+2 slashing; Poison -- Red Id Moss (Fortitude Save DC 18) 1d4 Int, 2d4 Int
Face/Reach: 2.5 ft. by 2.5 ft./0 ft. (5 ft.)
Special Abilities: Darkvision 60'; Dense Mind; Stone Walk; Tremorsense
Saves: Fortitude +5, Reflex +5, Will +12
Abilities: Str 12, Dex 16, Con 16, Int 12, Wis 20, Cha 10
Skills: Craft (Weapon Smithing) 5, Escape Artist 13, Listen 13, Profession (Herbalist) 9, Spot 13
Feats: Alertness, Iron Will, Skill Focus (Escape Artist)

Climate/Terrain: Any Underground
Organization: Hunting Party (2-6)
Challenge Rating: 5
Treasure: Standard
Alignment: Neutral Good
Advancement: By character class

The Naugrim are an example of natural balance. They exist and have evolved with the sole purpose of hunting Illithid. They have crafted new kinds of weapons and cultivated a virulent poison to help them in their task. And physically and magically, they have evolved special abilities and defenses keyed towards Illithid.

Naugrim live in small tribes, on the fringes of Illithid societies, preying upon any mind-flayers that leave themselves vulnerable. They have been known to trade with other cultures, using treasure they have found, but by and large, they are a self-sufficient culture. Their main source of food is Illithid, and what they don't eat, they use to create tools and other useful sundries.

Naugrim stand about two feat tall, and look like smaller versions of gnomes. Their skin is slate gray, and their hair is deep blue or purple.

Naugrim are friendly to all good aligned creatures and ignore all other creatures - unless they are allies of Illithid

Combat

Diamond-Fangs: Naugrim attack with unique reach weapons, called Diamond-Fangs. This small weapon is like a spear, with two thin blades upon the end. These blades are cast and coated with diamond-dust, accounting for the damage they do. Diamond-Fangs are also venom weapons, coating the blades with poison before every strike. These pole-arms give the Naugrim a 5' reach.

Red Id Moss: The Naugrim have spent decades cultivating a stronger version of Id Moss poison. While they have produced many variations, the most potent and deadly to Illithid is the Red variety. Naugrim use this poison with their Diamond-Fangs almost exclusively, though there is a small chance a particular Naugrim is using a different poison of greater potency (i.e. higher DC).
Naugrim have become virtually immune to Id Moss of all varieties, gaining a +10 racial bonus to saves against it.

Dense Mind (Ex): Naugrim have developed, very thick, reinforced skulls. Because of this, they get a +4 bonus to saves versus psionics. In addition, it takes an Illithid 2 full rounds to remove a Naugrim's brain.

Stone Walk (Su): Naugrim can move through earth and stone, at will. Melding with stone takes a full round of concentration, but once the Naugrim has done so, they may move freely within the stone. Naugrim that are melded with stone do not need to breathe. Naugrim cannot see, hear, or smell when melded with stone, unless they are within 5 inches of the edge of the stone or earth. They can, however, use their Tremorsense with heighten ability while they are melded with the stone.