Ramin

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Ramin

Huge Monstrous Humanoid

Hit Dice: 21d8+157 (241)

Initiative: +9

Speed: 50

Armor Class: 31 (-2 size, +5 Dex, +10 Natural, +8 Armor), 21 Touch, 26 Flatfooted

Base Attack/Grapple: +30/+38

Attack: Huge Falchion +25 (3d6+11) 15-20/x2 melee

Full Attack: Huge Falchion +30/25/20/15 (3d6+11) melee

Space/Reach: 15 ft/10 ft

Special Attacks: Codak (2d6+5) - flank, Trip 

Special Qualities: Immunities, Fast Heal 3, DR 5/-, SR 28, Powerful Build

Saves: Fort +31, Ref +21, Will +21

Abilities: Str 32, Dex 20, Con 25, Int 18, Wis 12, Cha 8

Skills: Climb +16, Concentration +20, Hide +21, Intimidate +10, Jump +20, Listen +20, Move Silently +20, Search +11, Sense Motive +11, Spot +20, Survival +10, Use Psionic Device +10

Feats: Cleave, Combat Reflexes, Dire Charge, Improved Critical (Falchion), Improved Initiative, Improved Sunder, Improved Trip (Codak), Power Attack, Simple Weapon Proficiency

Environment: Any Temperate

Organization: Solitary, 1 to 10

Challenge Rating: 17

Treasure: None

Alignment: Any Evil

Advancement Range: 22-30(Huge); 31+(Gargantuan); or by class

Level Adjustment: -

 

Ramin are amber skinned bipedal somewhat hairless creatures reminiscent of their distant minotaur cousins.  Their impressive bullish heads carry a crown of two massive horns brushed by their pointed years.  The dark intelligence reflected in their deep brown eyes stands as a stark contrast to their inherently more brutish traits.  A ponytail drapes down their powerful armored shoulders and arms running the length of their back to a long leonine tail.  Their monstrous hands and feet each contain seven nimble digits and thick claw like nails.

Combat

Ramin carry with them an unusual weapon called a Codak.  This thick half crescent metallic object has a sharp blade on one end and a flat bludgeoning surface on the other.  Often highly ornate and covered in runes meaningful to the Ramin, codaks are often worn as jewelry when not in use.  Once battle is joined, they will pull the codak free from their chest or neck and throw it just past their first potential attacker.  This object is entirely under their control and acts as a sort of dancing weapon.

Under their control, the codak will attack their opponent from behind making it effective for melee flanking.  Ramin will either use it in trip attacks or as another blade for standard damage.  Sometimes codaks will have magic enhancements just as any other weapon.  Ramin use this flanking ability to their advantage in every engagement.  If they have one key flaw it is their overwhelming confidence in their own abilities. 

Ramin Traits

Immunities (Su):  These beings are immune to mind controlling effects, and sonic energy attacks.

Telekinetic Ability (Ex):  The Ramin have a telekinetic connection with their codaks that is unique to the individual.  This is due to the nature of the weapon’s construction that this is possible.  Ramin have no other telekinetic abilities outside of this control.

Fast Heal (Ex):  Ramin heal at an extraordinary rate of 3 points each round.

Damage Reduction (Ex):  Ramin can brush off the first 5 points of damage dealt to them.  Another aspect of their thick hide which they use to an advantage.

Spell Resistance (Su):  Their spell resistance is equal to their HD + their Con modifier.

Society

These beings are warriors through and through.  Be they alone or with a troop of ten, they search far and wide for challenges worthy of their time, giants, Titans, even dragons.  Their love of strife drives them, though they will not kill a foe who has surrendered or runs away.  This to them would be cowardice of the worst kind.  Ramin are highly territorial though nomadic at heart.  Often they will lay claim to a region and make demands upon the local inhabitants to tend their needs until they decide to leave.

A Hero's picture

A couple of suggestions on Ramin

  1. The number of feats listed seems kind of low for a creature of its hit dice. Normally a creature gets one feat for its first HD, a second if it has 3 HD, and an additional one for each 3 HD afterwards (just like characters). So a 21 HD creature like the Ramin should have 8 Feats
  2. The number of skill points are also low. As a Monsterous Humanoid it should have (2 + INT Mod) x (HD+3) Skill points. This would be 144 Skill Points for a creature of its HD.
  3. Saves seem a little off. Normally a CR 21 creature will have a Good Saving throw of 31 (21 x 1.5) plus ability modifiers and two poor saves of 21 plus ability modifiers. This is not as hard and fast as the other rules are.

Well, thats all I have for the moment.

Sincerely,

A Hero

from

A Hero Twice A Month

DLOB's picture

Updates Applied

Made a few updates.  I fully loaded out all their feats and skills, among other things.

The Dark Lord of Bartlett