The trees and underbrush in front of you explode forth sending a hail of leaves and brush in your direction. From the tangled mess emerged several feral, ape-like creatures with elongated nails and fangs.
Churr CR 5
Churr begin combat by unleashing their horrific howl and beating their chests. They then charge opponents attempting to get their meaty paws around them and choke the life from them.
Str 21, Dex 15, Con 18, Int 6, Wis 12, Cha 10
Base Atk +6; CMB +12 (+16 grapple); CMD 24
Feats Iron Will, Power Attack, Skill Focus (Perception)
Skills Climb +13, Intimidate +7, Perception +11, Survival +8
A churr can unleash a frightening howl as a standard action in a 60-foot radius. Creatures in the area must succeed on DC 15 Will save or become panicked for 1d6 rounds. This is a sonic, mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to the same churr’s howl for 24 hours. The save DC is Charisma-based and includes a +2 racial bonus.
Environment temperate forests
Organization pair, mob (3–6), or pack (7–12)
Churrs are savage ape-like creatures found in heavily forested areas. They are fairly intelligent, standing 8 feet tall and have great reach. Some churrs are known to use primitive clubs or fashion spears with which to hunt. Churrs are omnivorous, eating fresh game as well as fruits and vegetable matter.
In rare instances, stone-aged tribes have been known to adopt churr as guardians, teaching them sign language and a few words, which they can repeat with a guttural accent that takes some time and practice to understand. Churr may cross breed with most humanoid and ape species making them a “missing link” or bridge species. Their progeny are often somewhat smaller but more intelligent, having full linguistic capacity.
Evil bands of churr are known to kidnap humanoids to use as slaves for collecting fruit and delousing purposes. Such slaves are kept until such time as they have enraged the churr and it decides to eat it.
A churr stands 8 feet tall and weighs about 800 pounds. Churrs speak a bastardized form of Giant.
Churrs tend to congregate in small bands or packs of less than 20 individuals. Males dominate the pack and females are tasked with menial chores, childbearing, and the raising of the young. Usually the strongest and most powerful churr becomes the leader. Fights to the death are not uncommon when the current leader dies as the replacements vie for the open slot.
- +10 Strength, +4 Dexterity, +8 Constitution, –4 Intelligence, +2 Wisdom: Churr occupy the top of their ecological niche, with their incredible strength and hardiness making up for anything they might lack in intellect.
- Large size: Churr are Large and have the following adjustments –1 penalty to AC, –1 penalty to attack rolls, –4 penalty on Stealth, +1 bonus on CMB/CMD, lifting and carrying limits double those of Medium characters.
- Space/Reach: 10 ft./10 ft.
- Base Speed: A churr’s base speed is 30 feet. Churrs have a climb speed of 20 feet.
- Darkvision: Churr can see in the dark up to 60 feet.
- Racial Hit Dice: A churr begins with six levels of monstrous humanoid, which provide 6d10 Hit Dice, a base attack bonus of +6, and base saving throw bonuses of Fort +2, Ref +5, and Will +5.
- Racial Skills: A churr’s monstrous humanoid levels give it skill points equal to 6 x (2 + Int modifier, minimum 1)
- Racial Feats: A churr’s monstrous humanoid levels give it three feats.
- AC: Churrs have a +6 natural armor bonus.
- Natural weapons: Churrs can fight with 2 claws (1d6) and a bite (1d6).
- Special Attacks: constrict (1d6+Str modifier), howl (see above), grab.
- Special Qualities: Scent.
- Languages: Churrs begin play speaking Giant. Churrs with high Intelligence scores can choose from the following bonus languages: Orc, Sylvan, Goblin.
Churr from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.