Tenoko-O
People of the Underground

Tenoko-O are odd-looking, eyeless creatures resembling a humanoid bat. Their faces are dominated by large complex noses, saw-tooted mouths and broad ears. Their bodies are covered with sparse hair, and their limbs appear awkward and twisted. In fact, physiologically, the tenoko-o use their arms to walk, whilst their legs have developed up and over their shoulders, but despite this strange arrangement they are surprisingly agile, and nimble-fingered with their clawed hands. Despite outward similarities to bats they have no wing membranes.

The tenoko-o live underground in networks of caverns beneath Conclave and are seldom seen above ground. The humans of the underground nation of Kiranjika are waging war with the tenoko-o, in a battle for limited living space and resources. Although the Kiranjikans characterise the tenoko-o as ugly, ignorant savage creatures, in reality the tenoko-o would prefer to be left alone to their simple tribal life. They fight back hard, and are not above using terror tactics against the Kiranjikans, so it is no surprise that their gentler side escapes notice by outsiders.

Tenoko-o society is ruled by an informal council of elders, and ancestor worship is the most common for of religion. Like most subterranean life, they are materially quite poor, relying on what they can scavenge from surface dwellers and the more prosperous Kiranjikans.

Tenoko-O, Medium Monstrous Humanoid
Hit Dice: 2d8 (9 hp)
Initiative: +1
Speed: 30 ft. (6 squares), burrow 10 ft.
Armor Class: 13 (+1 Dex, +2 leather armour), touch 11, flat-footed 12
Base Attack/Grapple: +2/+4
Attack: Ranseur +4 melee (2d4+2, crit. x3) or claw +4 melee (1d4+2) or light crossbow +3 ranged (1d8. crit 19-20, 80 ft.)
Space/Reach: 5 ft./5 ft.
Special Attacks: Sonic attack
Special Qualities: Blindsight 120 ft.
Saves: Fort +2, Ref +4, Will +4
Abilities: Str 14 (+2), Dex 12 (+1), Con 11 (+0), Int 11 (+0), Wis 13 (+1), Cha 10 (+0)
Skills: Hide +5, Knowledge (dungeoneering) +2, Listen +9, Move Silently +5
Feats: Great Fortitude
Environment: Any Underground
Organization: Solitary, gang or tribe
Challenge Rating: 1
Advancement: By character class

Combat: Tenoko-O favour hit and run tactics, fighting on their own terms. They prefer to attack as a group, using coordinated strikes, missile attacks and their sonic attack ability before withdrawing and attacking from a different direction. They have come to believe in terror tactics as a viable option in their war with the Kiranjikans, and employ a range of psychological warfare methods including mutilation of enemies.

Blindsight (Ex): Tenoko-O are visually blind, and rely mainly on echolocation to perceive their environment. Deafness negates their blindsight.

Sonic attack (Ex): Tenoko-O are able to focus their echolocation into a powerful blast of sound. This gives a 30 ft. cone-shaped effect, otherwise with the results of a sound burst spell of caster level equal to hit dice. Fort save DC 13. Saving throw is Charisma-based, and includes a +2 racial bonus.

Tenoko-O with 8 or more Hit Dice can produce a more powerful version, giving a 60 ft. cone and effects as per the spell shout,. Tenoko-o with 12 or more hit dice can produce the most powerful version, a 90 ft. cone with the same effect as the spell greater shout.

A tenoko-o may always choose to use a less powerful version of its sonic attack. Regardless of the version used, a tenoko-o may only do so every 1d4 rounds. A tenoko-o is not affected by its own sonic attack, but the attack will affect other tenoko-o.

Skills: Tenoko-O have a +8 racial bonus to Listen checks.

Tenoko-O tend to have levels of NPC classes far moreso than PC classes.


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