The material below is Open Game Content
Large Monstrous Humanoid
Hit Dice: 6d8+24 (51 hp)
Speed: 30 ft. (6 squares), climb 20 ft.
Armor Class: 17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
Base Attack/Grapple: +6/+16
Attack: Claw +11 melee (1d6+6)
Full Attack: 2 claws +11 melee (1d6+6) and bite +9 melee (1d6+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Constrict 1d6+6, howl, improved grab
Special Qualities: Darkvision 60 ft., scent
Saves: Fort +6, Ref +7, Will +6
Abilities: Str 22, Dex 15, Con 18, Int 6, Wis 12, Cha 10
Skills: Climb +14, Listen +8, Spot +7
Feats: Alertness, Multiattack, Power Attack
Environment: Temperate forests
Organization: Pair, mob (3–6), or pack (7–12)
Challenge Rating: 4
Alignment: Usually neutral (evil tendencies)
Advancement: 7–12 HD (Large) or by character class
Level Adjustment: +2
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.
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 de-lousing purposes. Such slaves are kept until such time as they have enraged the churr and it decides to eat it.
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.
A churr stands 8 feet tall and weighs about 800 pounds. Churrs speak a bastardized form of Giant.
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.
Constrict (Ex): On a successful grapple check, a churr deals 1d6+6 points of damage.
Howl (Su): A churr can unleash a frightening howl as a standard action in a 60-foot radius that duplicates the effects of a fear spell. Creatures in the area must succeed on DC 15 Will save or be affected as if by a fear spell (caster level 6th). 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 one day. The save DC is Charisma-based and includes a +2 racial bonus.
Improved Grab (Ex): To use this ability, a churr must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Skills: Churrs have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
Churrs as Characters
Churr characters have the following racial traits.
— +12 Strength, +4 Dexterity, +8 Constitution, –4 Intelligence, +2 Wisdom.
— Large size (–1 penalty to AC, –1 penalty to attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters).
— Space/Reach 10 ft./10 ft.
— A churr’s base land speed is 30 feet. Churrs have a climb speed of 20 feet.
— Darkvision to a range of 60 feet.
— Racial Hit Dice: A churr begins with six levels of monstrous humanoid, which provide 6d8 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 9 x (2 + Int modifier, minimum 1). Its class skills are Climb, Listen, and Spot. Churrs have a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.
— Racial Feats: A churr’s monstrous humanoid levels give it three feats.
— +6 natural armor bonus.
— Natural weapons: Claw (1d6), bite (1d6).
— Special Attacks (see above): Constrict, howl, improved grab.
— Special Qualities (see above): Scent.
— Automatic Languages: Giant. Bonus Languages: Orc, Sylvan, Goblin.
— Favored Class: Barbarian.
— Level adjustment +2.
This material originated in a third party source (License).