Vorl
The vorl is a dangerous tree-climbing predator from the braashak forests of the salsham'ai tree-folk. It combines features of a sloth, a gibbon and a wolf, with arboreal agility, large teeth and claws, a ferocious disposition and a tendency to hunt in packs. Its luxurious pelt, ranging from mid-brown to black, is highly desirable, especially if the creature has a white stripe down the tail (these seem to mark the largest and most dangerous alpha males). Luckily the vorl are very people-shy and mainly stick to the uninhabited parts of the forests, but occasionally hunger or sickness brings a vorl pack close to civilisation. Vorl hunting is quite common, especially in Newtown of Thalsa, where the vorl seem a particular problem. Worse than the vorl are the rare Dire Vorl, even larger and even more bad-tempered. Some of the salsham'ai consider the dire vorl to be a type of evil spirit, a dark shay, but in reality they are simple animals.

Vorl
Medium Animal
Hit Dice: 2d8+2 (11 hp)
Initiative: +3
Speed: 15 ft. (3 squares), climb 30 ft.
Armour Class: 14 (+3 Dex, +1 natural), 13 touch , 11 flat-footed
Base Attack/Grapple: +1/+3
Attack: Claw +3 melee (1d4+2)
Full Attack: 2 claws +5 melee (1d4+2) and bite +3 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Pounce
Special Qualities: Low-light vision, scent
Saves: Fort +4, Ref +6, Will +1
Abilities: Str 14, Dex 16, Con 13, Int 2, Wis 13, Cha 6
Skills: Climb +10, Jump +8, Spot +3, Tumble +4
Feats: Fast Climber, Swing AttackB
Environment: Any Forest
Organization: Solitary, pair, or pack (5-14)
Treasure: None
Challenge Rating: 1
Advancement: 3-6 HD (Medium)
Level Adjustment: —

A lithe creature resembling a mix of gibbon, sloth and wolf swings towards you. Long arms and short legs each end in three dagger-like claws equally useful for climbing and slashing. Its muzzle-like jaw houses rows of sharp teeth.

Combat
Vorls will hunt anything, including salsham’ai. Normally these creatures hunt in packs, driving prey through the trees until they are able to pick off weak stragglers. Because vorl are clumsy on the ground, part of the pack usually works from beneath the prey to herd them upwards. Vorl are expert at tree-fighting, using three dimensions to their advantage, dropping in from above to slash and swing away. When closing for the kill, vorl like to hurl themselves bodily at prey to get the maximum number of attacks.

Pounce (Ex): If a vorl charges a foe it can make a full attack.

Skills: Vorls have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. Vorls have +4 racial bonus to Jump checks.


Dire Vorl
Large Animal
Hit Dice: 5d8+20 (42 hp)
Initiative: +3
Speed: 30 ft. (6 squares), climb 30 ft.
Armour Class: 16 (-1 size, +3 Dex, +4 natural), 12 touch, 13 flat-footed
Base Attack/Grapple: +3/+13
Attack: Claw +8 melee (1d6+6)
Full Attack: 2 Claws +8 melee (1d6+6) and bite +6 melee (1d8+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Pounce
Special Qualities: Low-light vision, scent
Saves: Fort +8, Ref +7, Will +2
Abilities: Str 22, Dex 17, Con 19, Int 2, Wis 12, Cha 10
Skills: Climb +14, Jump +12, Listen +5, Spot +5, Tumble +5
Feats: Alertness, Fast Climber, Swing AttackB
Environment: Any Forest
Organization: Solitary, pair, or pack (2-8)
Treasure: None
Challenge Rating: 4
Advancement: 6-15 HD (Large)
Level Adjustment: —

Combat
Dire vorl use similar tactics to normal vorl, although if anything they are more belligerent and prefer an all-out attack as soon as possible. The horny plates on its body give it greater natural armour, but cannot be used to attack.

Pounce (Ex): If a vorl charges a foe it can make a full attack.

Skills: Vorls have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. Dire vorls have a +4 racial bonus to Jump checks.


Fast Climber [General]
You are able to climb at an accelerated rate.
Prerequisite: Dex 15+
Benefit: Due to superior climbing ability you are able to climb at double speed without penalty (This is half ground speed for creatures without a listed climb speed). If you are of a race that has a base climb speed you may also climb at triple your climb rate by taking a -5 penalty to Climb checks. You can maintain this triple speed for the same duration as a run x3 movement rate. You cannot use this feat if your movement rate has been reduced through armour or encumbrance.
Normal: Characters can normally climb at double speed with a -5 penalty to the Climb check, and may not travel at triple speed.

Swing Attack [General]
You are adept at making attacks as you swing past an opponent.
Prerequisite: Climb speed
Benefit: When climbing, you can move before and after you attack. Your opponent may not make an attack of opportunity. In order to do so you need to have at least two limbs available for climbing. Arboreal creatures like apes, monkeys, vorls or salsham'ai are able to use their feet or tails to assist in climbing. Creatures able to make a bite or tail slap attack can do so whilst using their arms for climbing, for example.


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