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Ryven

This humanoid resembles an anthropomorphic badger. Standing the size of man, his body is much broader and covered with grayish fur, colored with a white stripe running from his face and down his back to his bushy tail. His hands and feet end in elongated, sharpened claws.

Ryven CR 2

XP 600
N Medium monstrous humanoid
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +6

DEFENSE

AC 14, touch 13, flat-footed 11 (+3 Dex, +1 natural)
hp 22 (3d8+9)
Fort +4, Ref +6, Will +4

OFFENSE

Speed 30 ft.
Melee short sword +6 (1d6+2) or 2 claws +6 (1d4+2), bite +6 (1d6+2),
Ranged light crossbow +6 (1d8, 19-20/x2, range 80 ft.)
Special Attacks rage

TACTICS

Ryvens prefer to attack from surprise. Often, a ryven burrows underneath an unsuspecting foe and emerges from the ground in a blast of rock and dirt, catching the opponent by surprise. It then tears into its opponent with teeth and claws.

Ryven have managed to gain some control over their animalistic behavior and when angered and raging, can attempt to end the rage.

STATISTICS

Str 14, Dex 17, Con 17, Int 6, Wis 12, Cha 10
Base Atk +3; CMB +5; CMD 18
Feats Skill Focus (Perception), Weapon Finesse
Skills Escape Artist +11, Perception +6, Survival +1 (+5 scent tracking); Racial Modifiers +4 Escape Artist
Languages Common

SPECIAL ABILITIES

Rage (Ex)

A ryven that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until it or its opponent is dead. It gains Strength +4, Constitution +4, and -2 AC. The ryven cannot end its rage voluntarily, but can attempt a DC 20 Will save each round to regain control.

Ryvens Characters

  • +4 Strength, +6 Dexterity, +6 Constitution, -4 Intelligence, +2 Wisdom. Strong and agile, ryven characters make excellent rogues or fighters. Each ryven tribe has at least one shaman, usually a druid. Ryven clerics worship Domga, “the Badger God” and can choose any two of the following domains: Animal, Evil (if evil), Plant, Trickery, or Strength.
  • Darkvision: Ryvens can see in the dark up to 60 feet.
  • Low-Light Vision: Ryvens see twice as far as humans in conditions of dim light.
  • Scent: Rivens gain the scent special ability
  • Racial Hit Dice: A ryven begins with three levels of monstrous humanoid, which provides 3d8 HD, a base attack bonus of +3, and base save bonuses of Fort +1, Ref +3, and Will +3.
  • Racial Skills: A ryven’s monstrous humanoid levels give it skill points equal to 6 x (2 + Int modifier, minimum 1). Its class skills are Escape Artist and Perception.
  • Racial Feats: A ryven’s monstrous humanoid class levels give it two feats.
  • Born Tracker: +4 racial bonus to tracking by scent.
  • Slippery: +4 racial bonus to Escape Artist checks.
  • Natural AC: a rivens tough hide provides it with a +1 natural armor bonus.
  • Languages: Common. A riven with high Intelligence scores can choose from the following bonus languages: Elven, Goblin, Sylvan, Orc.

ECOLOGY

Environment temperate forests
Organization solitary, pair, gang (2-5), raiding party (4-7 plus 1 leader of 3rd-4th level), or tribe (10-20 plus 50% noncombatants plus two 3rd-level sergeants, one 5thlevel lieutenant, one 4th-level shaman, 1 leader of 5th-8th level, and 3-4 dire badgers)
Treasure standard

Ryven are known as badger-folk by those of other races. In appearance, they resemble man-sized, bipedal badgers. They are a battlehardened race, warring mostly with elves or centaurs, and many ryvens carry the scars of such battles with pride.

Ryven prefer to battle with their natural weapons, relying on their claws and fangs to down their foes. Some carry weapons, usually short swords, daggers, and light crossbows. More insidious ryven sometimes coat their weapons or crossbow bolts with death adder poison.

Ryven Society

Ryven are tribal folk and build large burrows and tunnels that travel deep into the ground. Leaders are always the strongest and largest of a tribe. Tribes rarely number more than 20 creatures, so it is not uncommon to find more than one tribe sharing the same burrow.

Ryvens are carnivores and actively hunt sources of meat. Favorite meals include sheep, goat, deer, and reptiles such as snakes, especially vipers. Ryvens are not adverse to eating humanoid flesh and sometimes dine on captured enemies. They consume massive quantities of meat, much more than one would normally expect a creature of their size and stature to consume, so most tribes keep a ready supply of meat handy. They are nocturnal creatures so most encounters occur at night. Raiding parties also conduct their business at night, seeking out those who would camp or sleep too close to the ryven’s lair. Such unfortunates are either robbed or killed, or both. The goods and gear of slain foes are carried back to the burrow and stored. If the raiding party is also on a hunting excursion, slain foes are likewise carried back to the lair and stored until they are eaten.

Entrances and exits to a ryven burrow are well camouflaged so enemies and predators cannot locate easily them. Each burrow consists of many interlocking passageways (most large enough to allow the ryvens to walk upright) and chambers. Such chambers function as living quarters, storage, battle grounds, or temples for the tribe. Temples are considered highly sacred places to a ryven tribe and are always well-protected and guarded. Most ryven tribes keep company with badgers or dire badgers.

Section 15: Copyright Notice

Ryven from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.