Borsin

A borsin is a creature with the head, arms, and upper body of an ape joined to the body and legs of a quadruped. The lower half may be that of a boar, equine, or hound; these may be a race of battle-beasts magically crossbred in antiquity.
 

Borsin (CR 3)

Medium Monstrous Humanoid
Alignment: Neutral
Initiative: +6
Senses: Darkvision 60 feet; Perception +7
  Speed: 45 feet
Space: 5 feet
 

Defense

Armor Class: 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
Hit Points: 30 (4d10+8)
Saving Throws: Fort +3, Ref +6, Will +6
 

Offense

Melee: 2 claws +8 (1d6+4) and bite +3 (1d4+4)
Reach: 5 feet
  Special Attacks: Rend (2 claws, 1d6+6)
 

Statistics

StrDexConIntWisCha
18 (+4) 14 (+2) 15 (+2) 7 (-2) 14 (+2) 12 (+1)
Base Attack Bonus: +4
CMB +8
CMD 20 (24 against Trip)
  Feats: Fleet, Improved Initiative, Run
  Skills: Intimidate +6, Perception +7, Survival +9
  Languages: Aklo
 

Special Abilities

NONE
 

Ecology

Environment: Temperate Forest or Plains
Organization: solitary, pair or tribe (3-12 plus 1 8HD leader)
Treasure: none

  A borsin is a savage, cunning beast capable of problem-solving and setting crude traps. They do not use weapons or tools, or carry treasure, although pack leaders will drape themselves in the skins and furs of creatures they have killed - including humans and adventurers.
  Borsin form packs led by the strongest member. They attack with two claws and a bite, and use pack tactics to drive opponents and prey into traps, kill zones, or natural hazards such as cliffs and ravines. Borsin packs stake out their territory by making small cairns topped with the skulls of their kills, and patrol their borders regularly.
  Borsin are omnivorous and hardy, capable of surviving on plant matter, yet enjoying a fresh kill. Borsin speak Aklo, but rarely speak with those outside of their own tribe.
  Credit Original author Scott Wylie Roberts, \"Myrystyr\"; Pathfinder conversion by Skeeter Green Originally appearing in Jungle Ruins of Madaro- Shanti (© Frog God Games, 2010)

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