Medium-Sized Monstrous Humanoid
Hit Dice:
4d8+8 (26hp)
Initiative:
+1 (Dex)
Speed:
30 ft, fly 30 ft. (good)
AC:
16 (+5 natural, +1 Dex)
Base Attack/Grapple: +4/+7
Attack:
fist +6 or spear +6
Full Attack:
2 fists +6/+1 melee; or spear +6
melee; or spear +4 ranged
Damage:
fist 1d4 +3; or spear 1d8 +3
Space/Reach:
5 ft by 5 ft/ 5 ft
Special Attacks:
frightful presence
Special Qualities:
SR 14, Fire Subtype, Darkvision 60’
Saves:
Fortitude +5; Reflex +3; Willpower +2
Abilities:
Strength 16; Dexterity 13; Constitution 14; Intelligence 10;
Wisdom 9; Charisma 12
Skills:
Hide +6*; Intimidate +8; Knowledge (Geography) +4; Move Silently
+6*
Feats:
Power Attack; Improved Unarmed Strike
Climate/ Terrain:
Any Temperate to Tropical with
Vegetation
Organization:
Pack (4-10); Tribe (100-300); Settlement (1000+)
Creature Rarity:
4
Challenge Rating:
5
Treasure:
½ standard
Alignment:
never lawful or good; usually evil
Advancement:
by class
Level Adjustment:
+4
The ebony skinned demons that roam the northeastern
section of the String Mountain continent, the Vishtoo are the
most dangerous race living on Habololy. Their concerns are for
the cult deity, their own survival, and the death of the their
enemies. Much of the world has been spared the horrors of the
Vishtoo by the dwarves and the Gree, who are their neighbors and
main opponents.
The typical Vishtoo male is over six feet tall.
They appear as humanoid, but have little it the way of detail on
their face and body. They appear to have no eyes, no mouth, and
no nose. Their ears are short and points and are closer to the
top of their head than other humanoids. Stranger still is that
every Vishtoo has a cloak that appears to grow out of their skin
near the top and back of their torso.
Combat
For the Vishtoo, combat is life. They fight each
other to train and to determine who their leaders should be.
They fight their neighbors to gain land. They fight other
creatures in their own lands to survive. Their existence is a
brutal one and filled with violence. Vishtoo prefer to use only
their fists and bodies in combat, but are known to use weapons
when necessary.
Typical Vishtoo tactics are to attack at night and from cover.
They never outnumber their opponents and must use every tactic
possible to overcome that.
Fire Subtype: Fire immunity, double damage
from cold except on a successful throw
Frightful Presence (Su): Any intelligent
creature that sees a Vishtoo must make a Willpower saving throw
at DC 15 + the Vishtoo’s level or run in fear for ten minutes.
While running, the creature may not take any offensive actions,
but may cast defensive or transportation spells or use similar
abilities.
Skills: Vishtoo receive a +2 bonus to all
Intimidate skill checks. At night, they also receive a +4
circumstance bonus to all Hide skill checks. While flying, they
receive a +4 circumstance bonus to all Move Silently skill
checks.
Vishtoo
Characters
A Vishtoo’s favored class is Berserker if he is
chaotic. A Vishtoo’s favored class is Monk if he is neutral.
They may never take a level in the Wizard, Psion, Psychic
Warrior, Tinker, or Paladin class. Vishtoo have an ECL of +4.