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    Ryven

    This humanoid resembles an anthropomorphic badger. Standing the size of man, his body is much broader and covered with grayish fur, colored with a white stripe running from his face and down his back to his bushy tail. His hands and feet end in elongated, sharpened claws.

    Ryven CR 2

    XP 600
    N Medium monstrous humanoid
    Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +6

    DEFENSE

    AC 14, touch 13, flat-footed 11 (+3 Dex, +1 natural)
    hp 22 (3d8+9)
    Fort +4, Ref +6, Will +4

    OFFENSE

    Speed 30 ft.
    Melee short sword +6 (1d6+2) or 2 claws +6 (1d4+2), bite +6 (1d6+2),
    Ranged light crossbow +6 (1d8, 19-20/x2, range 80 ft.)
    Special Attacks rage

    TACTICS

    Ryvens prefer to attack from surprise. Often, a ryven burrows underneath an unsuspecting foe and emerges from the ground in a blast of rock and dirt, catching the opponent by surprise. It then tears into its opponent with teeth and claws.

    Ryven have managed to gain some control over their animalistic behavior and when angered and raging, can attempt to end the rage.

    STATISTICS

    Str 14, Dex 17, Con 17, Int 6, Wis 12, Cha 10
    Base Atk +3; CMB +5; CMD 18
    Feats Skill Focus (Perception), Weapon Finesse
    Skills Escape Artist +11, Perception +6, Survival +1 (+5 scent tracking); Racial Modifiers +4 Escape Artist
    Languages Common

    SPECIAL ABILITIES

    Rage (Ex)

    A ryven that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until it or its opponent is dead. It gains Strength +4, Constitution +4, and -2 AC. The ryven cannot end its rage voluntarily, but can attempt a DC 20 Will save each round to regain control.

    Ryvens Characters

    • +4 Strength, +6 Dexterity, +6 Constitution, -4 Intelligence, +2 Wisdom. Strong and agile, ryven characters make excellent rogues or fighters. Each ryven tribe has at least one shaman, usually a druid. Ryven clerics worship Domga, "the Badger God" and can choose any two of the following domains: Animal, Evil (if evil), Plant, Trickery, or Strength.
    • Darkvision: Ryvens can see in the dark up to 60 feet.
    • Low-Light Vision: Ryvens see twice as far as humans in conditions of dim light.
    • Scent: Rivens gain the scent special ability
    • Racial Hit Dice: A ryven begins with three levels of monstrous humanoid, which provides 3d8 HD, a base attack bonus of +3, and base save bonuses of Fort +1, Ref +3, and Will +3.
    • Racial Skills: A ryven's monstrous humanoid levels give it skill points equal to 6 x (2 + Int modifier, minimum 1). Its class skills are Escape Artist and Perception.
    • Racial Feats: A ryven's monstrous humanoid class levels give it two feats.
    • Born Tracker: +4 racial bonus to tracking by scent.
    • Slippery: +4 racial bonus to Escape Artist checks.
    • Natural AC: a rivens tough hide provides it with a +1 natural armor bonus.
    • Languages: Common. A riven with high Intelligence scores can choose from the following bonus languages: Elven, Goblin, Sylvan, Orc.