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Wednesday, December 30, 2015

Bestiary: Thir Nohrin

by Adam Frank and Tim Wallace

Thir Nohrin
A regal looking canid creature approaches on four legs, clad in what appears to be green armor. As it approaches the smell of death seems to waft from it like a fresh corpse. Its mouth, beneath the beak of its stylized helm, seems to be set in a permanent grin, its sharp fangs dripping blood from its most recent meal.
© Nicholas Cloister, Monsters by Email, licensed to Timothy Wallace
THIR NOHRIN      CR 3
XP 800
NE Medium undead
Init +0; Senses darkvision 60 ft., soul scent; Perception +9
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DEFENSE
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AC 15, touch 10, flat-footed 15 (+5 armor)
hp 26 (4d8+8)
Fort +3, Ref +1, Will +6
Immune undead traits
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OFFENSE
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Speed 50 ft.
Melee bite +6 (1d6+4 plus poison plus trip)
Special Attacks poison
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STATISTICS
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Str 16, Dex 11, Con —, Int 7, Wis 14, Cha 15
Base Atk +3; CMB +6; CMD 16 (20 vs. trip)
Skills Perception +9, Survival +6 (+10 to track vs. living creatures)
Languages Common or Undercommon
Other Gear scale mail barding
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ECOLOGY
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Environment any
Organization solitary, pair, or pack (3–12)
Treasure standard
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SPECIAL ABILITIES
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Pack Attack (Ex) When a thir nohrin is adjacent to an ally with this feat, the first time it melee attacks an opponent, it can spend an immediate action to take a 5-foot step, even if it has otherwise moved this round.
Poison (Ex) Injury; save Fort DC 15; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.
Soul Scent (Su) This ability functions as the scent ability, save that it also grants the thir nohrin a +4 racial bonus on Survival checks made to track living creatures. This ability even allows a thir nohrin to track the passage of an incorporeal creature.
Tandem Trip (Ex) Whenever a thir nohrin attempts a trip combat maneuver against an enemy threatened by an ally with this feat, it rolls twice and take the better result.

Thir nohrin are created from the spirits and bodies of recently slain loyal dogs or wolves. The armor that covers their bodies preserves them in the same state they are in when initially raised. These canids, incredibly loyal to whoever created them will serve their master until they are destroyed.
All thir nohrin wear the same armor. If this armor is ever removed the soul of the creature is destroyed and body returns to its natural, deceased state. Thir nohrin are most often utilized by liches or powerful necromancers as personal body, house, or phylactery guards.
They can track anyone through use of scent, or magical means . Once they've found their prey, they have a poison on their fangs that drains the life out of whomever is bitten. The thir nohrin are incredible pack hunters and seem to be able to work together with supernatural ease.