Dz’ata Möschu warrior

Presented below is a first level warrior Dz’ata Möschu.

Dz’ata Möschu CR 2
warrior 1
LE Size Medium monstrous humanoid (earth)
Init: +2 Senses: Listen +2, Spot +2
Languages: some common, Dz’ata Möschu

AC: 21 (+4 natural armor, +2 dexterity, +5 armor bonus) touch 12, flatfooted 19
HP: 7 (HD 1d8+3)
Fort: +5 Ref: +2 Will: +0

MV: 20 ft, fly 30 feet (average)
Attack: +5 overclaw guantlet 1d6 + 3 or +4 longspear 1d8 + 4 or +3 javelin 1d6 + 3
Space / Reach: 5 ft. / 5 ft. (10 ft. with longspear)
Base Attack: +1 Grapple: +4

Abilities Str 16 Dex 14 Con 17 Int 8 Wis 11 Cha 7
SQ: Damage reduction 5/magic
SA: freeze
Feats: alertness
Skills: Climb +7, listen +2, spot +2

Posessions: chain mail armor, overclaw guantlet, 3 javelins and longspear.


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Overclaw Gauntlet

Used by the Dz’ata Möschu, generally as an off-hand weapon, the overclaw gauntlet is a full hand metal glove. The final portion of the fingers taper into 3 inch spikes, which taper to sharpened blades along the inside.

In battle the Dz’ata Möschu will often use them to assist in disarming their foes: grabbing their blades as they are swung and wresting them from their opponents.

An overclaw gauntlet forged for a medium-sized hand deals 1d6 points of damage and threatens a critical on a roll of 20. It is considered a light weapon.

Creatures with a natural claw attack can treat the gauntlet as a natural weapon for all effects related to off-hand weapons, the multiattack feat, etc.


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Dz’ata Möschu – the sleepless killers

The product of a mystical breeding program combining diabolic bloodlines with the kingdom’s finest soldiers, the Dz’ata Möschu were originally created by an ancient race to serve as soldiers and guards. When that race was destroyed the Dzta Möschu survived and became the dominant culture in the blasted region that remained. They occupy the mountainous wastelands in the northern central region of the middle kingdoms.

Their history lost in the mists of time, the Dz’ata Möschu are now considered little more than horrible monsters by the people of the middle kingdoms, and little is known of their culture. They have retained their warlike nature, and so most encounters with them come to violence. As a society, they are extremely lawful and somewhat evil. Individuals tend to match this. The only peaceful relations they have are by ancient tradition with the small nests of Kenku that also occupy the region.

Physically very similar to gargoyles, these people have extremely tough, stony skin, powerful wings, horns, claws and tails.

Dz’ata Möschu characters possess the following racial traits.
+2 Strength, +2 Dexterity, +4 Constitution, -2 Inteligence, -2 Charisma.
Medium size.
A Dz’ata Möschu’s base land speed is 30 feet. It also has a fly speed of 40 feet (average).
Darkvision out to 60 feet.
A Dz’ata Möschu has a +2 racial bonus on Hide, Listen, and Spot checks, and an additional +8 bonus on Hide checks when it is concealed against a background of stone.
+4 natural armor bonus.
Special Qualities (see above): Damage reduction 5/magic, freeze.
Automatic Languages: Möschu.
Bonus Languages: Auran, Dwarven, Elven, Gnome, Halfling, Giant, Terran or Common.
Favored Class: Fighter.
Level adjustment +2.


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