The statistics block below contains details for more than one type of quaraphon. Use the horizontal scrollbar below it to display the desired one or select from the links below that.
| Quaraphon ⬇️ Large Aberration |
Quaraphon Bully, ⬇️ 5th-Level Barbarian Large Aberration |
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|---|---|---|
| Hit Dice: | 9d8+54 (94 hp) | 9d8+72 plus 5d12+40 (185 hp) |
| Initiative: | +0 | +1 |
| Speed: | 40 ft. (8 squares) | 35 ft. in breastplate (7 squares); base speed 50 ft. |
| Armor Class: | 16 (−1 size, +7 natural), touch 9, flat-footed 16 | 23 (−1 size, +1 Dex, +7 natural, +6 +1 breastplate), touch 10, flat-footed 22 |
| Base Attack/Grapple: | +6/+15 | +11/+22 |
| Attack: | Bite +7 melee (1d8+8) (PA) | +1 greatclub +15 melee (2d8+17/19–20) or masterwork composite longbow +12 ranged (2d6+4/×3) or bite +15 melee (1d6+10) (PA) |
| Full Attack: | Bite +7 melee (1d8+8) and 2 hooves +2 melee (1d6+5) (PA) | |
| Space/Reach: | 10 ft./5 ft. | 10 ft./5 ft. |
| Special Attacks: | Deafening bellow (DC 20) | Deafening bellow (DC 22; DC 24 raging), rage 2/day |
| Special Qualities: | Darkvision 60 ft. | Darkvision 60 ft., improved uncanny dodge, trap sense, uncanny dodge |
| Saves: | Fort +9, Ref +3, Will +8 | Fort +15, Ref +5, Will +8 |
| Abilities: | Str 20, Dex 10, Con 22, Int 7, Wis 15, Cha 11 | Str 24, Dex 12, Con 27, Int 7, Wis 13, Cha 11 |
| Skills: | Intimidate +5, Jump +9, Listen +6, Spot +6, Survival +5 | Handle Animal +4, Intimidate +7, Jump +8, Listen +7, Spot +5, Survival +6 |
| Feats: | Alertness, Cleave, Improved Natural Attack (bite), Power Attack | Alertness, Cleave, Improved Critical (greatclub), Improved Natural Attack (bite), Power Attack |
| Environment: | Temperate plains | Temperate plains |
| Organization: | Solitary, pair, pack (3–6), gang (9–12), or herd (13–50 plus 100% noncombatants) | Solitary, pair, gang (1 plus 2–5 quaraphons), or gang (1 plus 8–11 quaraphons) |
| Challenge Rating: | 5 | 10 |
| Treasure: | Standard | Standard (including +1 breastplate, +1 greatclub, masterwork composite longbow [+4 Str bonus]) |
| Alignment: | Usually chaotic neutral | Chaotic neutral |
| Advancement: | By character class ♊ | By character class ♊ |
| Level Adjustment: | +5 | +5 |
Quaraphon • Quaraphon Bully
This unusual brute has a squat, centaurlike form, with deep azure skin. Its elongated head has two mouths stacked upon each other and four menacing eyes.
Quaraphons are belligerent, swaggering creatures that wander the open plains looking to hone their fighting prowess on anything that seems to be a challenge. Quaraphons spend most of their time wandering in nomadic groups, hunting herds of large, dangerous animals such as bison and elephants. Because the creatures require a huge amount of food, the range of a quaraphon herd can be enormous and often infringes on the territory of other plains-dwelling races. Most times, these territorial intrusions turn violent, although occasionally the members of a herd will temper their brawling nature to trade with others.
While rather dim, quaraphons love weapons and armor of all kinds and will attack anyone that enters their territory bearing such items.
A quaraphon stands 9 to 10 feet tall and weighs 650 to 750 pounds. Its skin is deep azure blue and is covered with warty knots. The head of a quaraphon is unusually large, and includes two mouths, one on top of the other, and four eyes. The placement of the eyes varies with each quaraphon—some arrangements are uniformly even and horizontal, while other quaraphons look as though their eyes were randomly placed on their faces. Despite this strange physiological feature, quaraphons are alert and do not seem hindered by the odd placement of their eyes.
Quaraphons speak Giant.
A quaraphon is an unsubtle combatant that relies on its brute strength to discourage any serious resistance. It first lets loose a deafening bellow before charging in on its victim.
A quaraphon normally attacks using its Power Attack feat, taking a −3 penalty on its attack rolls and gaining a +3 bonus on damage rolls.
Deafening Bellow (Su): Once per day, a quaraphon can let loose a cacophony of noise from its two mouths. Any creature within 60 feet of the quaraphon takes 2d6 points of sonic damage and must make a Fortitude save (shown in entry) or be deafened for 1d6 rounds. The save DC is Constitution-based.
Quaraphons commonly become barbarians, marrying their natural strength and aggressiveness with the brutal style of that class.
Rage (Ex): Twice per day, this quaraphon barbarian can enter a state of fierce rage that lasts 13 rounds. The following changes are in effect as long as he rages: AC 21 (touch 8, flatfooted 20); hp increase by 28; Atk +17 melee (2d8+20/19–20, +1 greatclub) or +16 melee (1d8+12, bite); Full Atk +17/+12/+7 melee (2d8+20/19–20, +1 greatclub) and +11 melee (1d8+7, bite) and +11/+11 melee (1d6+7, 2 hooves); SV Fort +17, Will +6; Str 28, Con 31. At the end of his rage, the quaraphon barbarian is fatigued for the remainder of the encounter.
Quaraphons live in nomadic herds that roam the open plains and hilly expanses. Most herds have between 30 and 100 individuals, with at least half being females and children. Although omnivorous, quaraphons prefer meat, and the males spend most of their time tracking large game, while females graze for nuts, berries, and tubers to supplement their diet. Constantly on the move, quaraphons travel light and prefer not to burden themselves with large amounts of material goods.
The leader of a quaraphon herd is known as the bullmaster and is always the largest and strongest member. The bullmaster spends most of his time watching out for younger quaraphons that vie for his lofty position. The bellows of dueling quaraphons can be heard for miles around, lending a chilling quality to the desolate plains. However, while males are definitely in charge of the tribes, elder females also have a serious say in matters—a bullmaster would be foolhardy to make decisions without first consulting the eldest female of the tribe. Females are also the most likely to become spellcasters, particularly druids and clerics. Quaraphons have a deep distrust of arcane magic, and ascribe all manner of superstitious belief to its practice. For this reason, no “sane” quaraphon willingly associates with sorcerers or wizards, and one is cast out from the tribe if he or she befriends any such characters.
Once every ten years, all the quaraphon herds converge at a prescribed location, following an ancient migratory path. This gathering, called a herdmeet, is an enormous, raucous affair where trade is conducted, hotheaded males compete in boisterous games, and young females are traded between herds to build alliances and reaffirm friendships. Other creatures are strictly forbidden from attending herdmeets, and any that are caught will be used as “live game” in the next round of hunting.
Most exceptional quaraphons are barbarians or fighters.
Quaraphon characters possess the following racial traits.
Quaraphons claim the plains and savannas of Xen’drik as their private hunting grounds. They hunt and feed on the various breeds of dinosaurs that roam the plains.
Source: Monster Manual III, page 128. Changed incorrect Improved Natural Weapon feats to Improved Natural Attack.