Quaggoth

Quaggoths are the evil underdogs of the underdark.  Their ferocity and their 7-foot tall physiques make them dangerous opponents, but they are no match for the magical wiles of the drow, illithids adn other underground civilizations.  Roughly half the quaggoth population is free; the other half is enslaved by one or another underground menance.

Thanks to the quaggoths' beast like features and their barking snarling dialect of undercommon, barely distinguishable as a language, adventurers often call them "deep bears" their fur is naturally white, but roughly half of all free quaggoths  dye or paint their fur to camouflage themselves better in the underdark.  

Quaggoth Abilities

New Abilities:

Racial Traits:

Starting Ability Scores: +4 Str, -4 int. Quaggoth are physically strong and powerful, but they aren’t very bright.

Medium Size: Medium Sized characters gain no additional benefits or penalties due to size.

Speed: 30 ft

Darkvision: 60 foot radius

+2 circumstance bonus to hide checks while underground

Automatic Languages: Undercommon, Common

Favored Class: Quaggoth. The best multiclasing choice for a Quaggoth is Barbarian, but Quaggoth are competent in any class.


Class Skills

The Quaggoth’s Class Skills (and the key ability for each) are: Hide (dex), Listen (wis), Spot (wis), Search (int), Wilderness Lore

 

The Quaggoth

Level

Hit Dice

BAB

Fort

Ref

Will

Skill Points

Special

1

1d8

+0

+0

+2

+0

(2+int) x 2

+1 Natural Armor, Bite 1d2 dmg

2

-

+0

+0

+2

+0

-

+2 Con, Climb 10 ft, Fear Immunity

3

-

+1

+0

+2

+1

(2+int)

+1 Natural Armor, Feat

4

2d8

+1

+0

+2

+2

-

+2 Str, Claws 1d2 dmg x2

5

-

+1

+1

+2

+2

(2+int)

+1 Natural Armor, Rage 50%

6

-

+2

+1

+3

+2

-

+2 Wis, Climb 20 ft, Scent,

7

-

+2

+1

+3

+3

(2+int)

+2 Con, Bite 1d4 dmg

8

3d8

+3

+1

+3

+3

-

+1 Natural Armor, Climb 30 ft,

9

-

+3

+1

+3

+3

(2+int)

+2 Str, Claws 1d4 dmg x2

 

Class Features

All of the Following are class features of the Quaggoth monster class

 

Weapon and Armor Proficiency: Quaggoths are proficient with all simple weapons, but with no armor or sheilds. Quaggoths count as nonhumanoid creatures for the purposes of determining the cost of armor

Feats: A Quaggoths receives one feat at 3rd level. After 9th level it gains feats normally according to its character level as shown in the PHB.

Scent (ex): A Quaggoth gains the Scent ability at 6th level. This ability allows the creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar oders just as humans do for familiar sights. The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet. If downwind, it drops to 15 feet. Strong sents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Over powering scents, such as skunk musk, or a gulguthhydras stench, can be detected at triple the normal range.

When a creature detects a scent, the exact location is not revealed – only its prescence somewhere within range. The creature can take a partial action to note the direction of the scent. If it moves within 5 feet of the source, the creature can pinpoint that source. A creature with the scent ability can follow tracks by smell, making a wisdom check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the track feat. Creatures tracking by scent ignore the effects of surface conditions and visability.

Climb: At 2nd level the Quaggoth gains a climb spead of 10 feet, this speed increases to 20ft at 6th level, and 30ft at 8th level. A creature with climb speed has the climb skill at no cost and gains a +8 racial bonus to all climb checks. The creature must make a climb check to climb any wall or slope with a DC of more than 0, but it always can choose to take 10 (see checks without rolls in chapter 4 of the PHB), even if rushed or threatened while climbing. The creature climbs at the given speed while climbing. If it chose an accelerated climb (see the climb skill in CH. 4 of the PBH), it moves at double the given climb speed (or it’s normal land speed, which ever is less) and makes a single climb check at a –5 penalty. Creatures cannot use the run action while Climbing.

Fear Immunity: At 2nd level the Quaggoth gains Fear immunity. He is now immune to all types of fear, mundane and magical.

Claws: At 4th level, the Quaggoth gains the ability to use its claws as a weapon, dealing 1d2 Points of damage. This damage increases to 1d4 at 9th level.

Bite: At 3rd level, the quaggoth gains the ability to use its bite as a weapon dealing 1d2 dmg. This damage increases to 1d4 at 7th level.

Rage: A Quaggoth that takes damage in combat has a 50% chance of flying into a beserk rage the following round, clawing and biting madly until either it or its opponent is dead. It gains +4 strength, and –4 to AC. The creature cannot end it’s rage voluntarily. This rage does NOT stack with barbarian rage or rage from any other abilities.


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