Curvedclaw
Medium Humanoid (Reptilian)
Hit Die: 2d8+2 (11 hp)
Initiative: +1
Speed: 40 ft.
Armor Class: 15 (+4 natural, +1 Dex), touch 11, flat footed 14
Base Attack/Grapple: +1/+2
Attack: Claw +2 melee (1d4+1 damage), or tail -3 melee (1d3+1 damage)
Full Attack: 2 Claws +2 melee (1d4+1 damage), or tail -3 melee (1d3+1 damage)
Space/Reach: 5 ft./5 ft.
Special Attacks: -----
Special Qualities: Darkvision 60 ft., scent, Cold Torpor, Protection to Sonic Attacks, Vulnerability to Gas Attacks
Saves: Fort +1, Ref +4, Will -1
Abilities: Str 13, Dex 13, Con 12, Int 10, Wis 11, Cha 8
Skills: Intimidate +4, Knowledge (Geography) +5, Survival +5
Feats: Track
Challenge Rating: 1
Environment: Warm Deserts
Organization: Solitary, Pack (3-6), or Tribe (11-22 plus leader of 5th level and 10% noncombatants)
Treasure: Standard
Alignment: Usually Lawful Evil
Advancement: By character class
Level Adjustment: +2
A large, reptilian creature stands atop a sand dune. Suddenly, three more appear from behind the dune to the side. All four large, partially feathered humanoids surround you.
Curvedclaws are a race of humanoid dromaeosaurids, specifically looking like a cross between a humanoid, deinonychus, and velociraptor. The Curvedclaws have lived in the deserts for hundreds of years now, but it is originally thought that they have come from jungles. Why this migration has occurred is unknown, but many believe that the early Curvedclaw civilization could not deal with the constant threats from dinosaurs and the neighboring Saurial race, the Sharpteeth.
Curvedclaws have adapted to their environment, being fast hunters and ambushers. Their home has little food or water, so groups wandering the desert seem to stay small enough to get rid of any unnecessary worries about a lack of food or water. Unfortunately, this view has also made them very cruel in disposition towards others, including other Curvedclaw tribes.
Curvedclaws are nomadic, and as a result can rarely be found in the same area for more than two weeks. They engage in bloody tribal wars with neighbors, and some of the more depraved practice cannibalism. In their minds, if you are not strong enough to defend your land, you are nothing better than livestock.
Combat
Curvedclaws prefer quick and bloody combat. They set up ambushes, and once the trap is set, they run in and rip enemies apart.
Cold Torpor (Ex): Saurials are warm-blooded creatures, but they retain heat poorly in cold environments. A saurial suffers a -5 penalty to Fortitude saving throws made to avoid subdual damage from cold environments and takes double the normal amount of subdual damage for failing those saving throws. In cooler climates, saurials bundle up to keep warm, for they can easily die from exposure in an environment that a human would find merely uncomfortable.
Protection from Sonic Attacks (Ex): A saurial's earholes are well protected, giving it a +4 circumstance bonus on saving throws against sonic effects and attacks.
Scent (Ex): Saurials have the scent special quality, as described in the Monster Manual.
Vulnerability to Gas Attacks (Ex): A saurial's metabolism and reliance on scent makes it vulnerable to attacks conveyed through gas, including stinking cloud, cloudkill, and poisonous gas. Saurials suffer a -4 penalty on saving throws against gas-based effects and attacks.
Curvedclaw Racial Traits