CORN HELWYR"Horned Hunter"
"You should not have come here." Much like the Liopleurodon, small numbers of the Giganotosaurus were awakened as doomsday weapons.
CORN HELWYR RACIAL TRAITS · +28 Str, +2 Dex, +16 Con, +4 Wis, +2 Cha
· Size Class: Gargantuan (Long). -4 Size Penalty to Armor Class and Attack Rolls. -12 Size Penalty to Hide Checks. +12 Size Bonus to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are 8 times those of a Medium character. Space is 20', Reach is 15'.
· Magical Beast, giving you Dark Vision 60 ft., and Low-Light Vision
· Base speed of 40 feet
· +8 Natural Armor Class Bonus
· Keen Scent: Similar to normal Scent but can detect creatures by Scent within a 180' radius.
· Improved Grab (Ex): If you hit an opponent up to 1 Size Class smaller than you with your bite attack you can attempt to start a grapple as a free action without provoking an attack of opportunity. If your grapple attempt is successful, you may attempt to use your Swallow Whole ability the next round, or do bite damage.
· Swallow Whole (Ex): On a succesful Grapple check you can attempt to Swallow Whole any creature up to 2 Size Clases smaller than you. The swallowed creature takes 2d8 plus your strength bonus in bludgeoning damage each round and acid damage equal to your strength bonus as well. A swallowed creature may attack the gizzard (AC is equal to 10 plus half your Natural Armor Bonus), and doing 35 points of damage with a light slashing or piercing weapon. Muscular action immediately closes the hole, and other swallowed creatures must cut their own way out. Your gizzard can hold 2 Large, 8 Medium, 32 Small, or 128 Tiny or Smaller Opponents.
.Pinning (Ex):A Corn Helwyr can pin a creature up to 2 Size Clases smaller than itself with a successful Grapple check. The victim takes 2d6 bludgeoning damage (plus one and a half times Strength modifier) and can't move as long as the Pin persists. The Corn Helwyr has a +4 Circumstance Bonus on attack rolls to hit pinned targets with its bite. A Corn Helwyr can only pin one creature at a time.
.Wounding Bite (Ex): The Corn Helwyrs bite threatens a critical on a natural 19-20, and does triple damage on a successful confirmation. An opponent also takes 2 points of Constitution damage with a successful critical.
. Corn Helwyr have a primary Bite attack doing 2d8 plus one and a half times their Strength Bonus, and secondary Claw attacks doing 1d8 plus half strength Bonus. When performing a Full Attack they have 1 Bite and 2 Claw attacks.
· A Corn Helwyr has 24 Racial Hit Dice, giving it the following: 24d10 Hit Points, +24 base Attack Bonus, +14 Fort Save, +14 Ref Save, +8 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Listen, Spot. It also gets 9 Feats, two of which may be Epic Feats.
. Non Humanoid Form: The Corn Helwyr aren't humanoid and have no hands. They may not make Craft, Disable Device, Disguise, Forgery, Heal, Open Lock, Sleight of Hand, or Use Rope checks. They are also limited in the type of Perform skills they can get. Being vicious predators they also can't make Handle Animal checks as animals are terrified of them. Most equipment will be eight times the weight and up to 16 times the cost for them. They cannot weild weapons. If someone is willing to help them in and out of it they can wear armor.
. Corn Helwyr are purely carnivorous, and can only consume meat. While this heavily limits their diet they can go twice as long as normal before having to make checks for starvation as they have had to live through some lean times because of it.
· Automatic and Bonus languages: The Corn Helwyr automatically speak Common (i.e Welsh) and Sylvan. Bonus Languages depend on where they live and are usually that of their neighbor.
· Level Adjustment: +10
· Favored Class: Primordial
Normally I don't do Favored classes in my campaign, I do what I call Preferred Classes. They are listed as Common (i.e. what you would think of as Favored Classes. At least 1 in 2 members of the race that you are likely to meet belong to one of these classes), Uncommon (Most common secondary choices for members of this race), Rare (Not many members of your race choose this class as they are either mentally or physically unsuited for it. You would be a rare exception that fits right), and Very Rare (You might be the only member of your race to be a member of this class if there are any at all). So here they are for the Corn Helwyr:
Common: Primordial
Uncommon: Barbarian, Fighter
Rare: Ranger
Very Rare: All other classes
STARTING AGE Adulthood: 15
Barbarian, Rogue, Sorcerer: +1d4
Bard, Fighter, Paladin, Ranger: +1d6
Cleric, Druid, Monk, Wizard: +2d6
AGING EFFECTS Middle Age: 35
Old: 53
Venerable: 70
Maximum Age: +2d20 years
HEIGHT AND WEIGHT Base Length: 50'
Length Modifier: +1d10'
Base Weight: 8000 lbs
Weight Modifier: x200 lbs.
CORN HELWYR CHARACTERS All of the Corn Helwyr are melee tanks. They have been trained as eating machines, designed to assault and break cities.
Adventuring Race: The Corn Helwyr have not been publicly revealed. They adventure only to wipe out witnesses.
Character Development: The Corn Helwyr are pretty much similar to the Nerthol or Gormesur. They are however far more cooperative with each other and fight in teams.
Character Names: Most Corn Helwyr names are in Common (Welsh) the same as humans. Will post examples as soon as I find some.
ROLEPLAYING A CORN HELWYR You are present for one purpose only: To kill the world so it can begin anew. At least you think thats the reason. Perhaps you're actually hear to save it from something worse than yourself. That would at least be interesting...
Personality: Corn Helwyr have little in the way of personality. They kill to eat, and train for the future. Nothing else interests them. The Druids worry they may be becoming too fanatic...
Behaviors: The Corn Helwyr are obsessed with their role in the worlds future. They train endlessly. Nothing else concerns them.
Language: The Corn Helwyr speak Common and Sylvan like all awakened animals.
CORN HELWYR SOCIETY There are too few of the Corn Helwyr to call a civilization. They're more like a small mercenary army.
Alignment : All Corn Helwyr are currently Neutral.
Lands : Currently they're being kept hidden in the southern rain forests.
Settlements : The Corn Helwyr do not leave their protected area.
Beliefs : Gods do not concern the Corn Helwyr. Only their own destiny concerns them.
Relations: Being unkown the Corn Helwyr relate to other races by murdering them if they are found out.
CORN HELWYR ADVENTURES · An ally has discovered you. The Druid council would prefer they be captured and brought back alive. If not...
. One of your own has fled. He must be hunted down.
. The time has come to reveal yourselves. You must destroy a nearby city, and leave nothing alive. A demonstration of your power.