
The Khazra are a warlike race that resemble a hybrid of man and goat. Their ancestors were once human, but they were corrupted with demonic energy by sorcerers during the Mage Clan Wars and left with twisted forms. Now they wander the world of Sancruary in clans and revel in destruction. Many powerful demons enjoy recruiting the Khazra into their armies because they make cunning and disciplined soldiers.
The various Khazra clans each have magical abilities that were imbued in their bloodlines when they were created by the mage clans.
Blood Clan: Khazra from the Blood Clan are driven by an intense blood lust. When making an attack, they can use a special Blood Rage stunt for 4 stunt points. This stunt allows them to deal 1d6 additional damage and recover 1d6 Health.
Death Clan: The black-furred Khazra of the Death Clan are able to drain the souls from their enemies. When making an attack, they can use a special Death’s Pull stunt for 4 stunt points. This stunt deals 2 penetrating unholy damage to each of their opponents within 4 yards and restores an amount of the goatman’s Health equal to the sum of the damage dealt.
Fire Clan: Khazra of the Fire Clan are magically imbued with elemental fire. They reduce any fire damage dealt to them by 5 points and can use a special Flaming Wrath combat stunt for 4 stunt points. This stunt causes their bodies to radiate intense heat that deals 1d6 fire damage to everyone within 2 yards.
Flesh Clan: The members of the Flesh Clan are unusually tough. Increase their Constitution by 2 and give them 5 additional points of Health.
Hell Clan: The Khazra of the Hell Clan are former members of the Fire Clan who have been conscripted to serve the powers of the Burning Hells. In addition to the normal Fire Clan abilities, their demonic patrons have given them more terrifying forms that allow them to use the Taunt and Threaten stunts for only 1 stunt point each.
Moon Clan: The goatmen of the Moon Clan were given resistance to cold in order to better serve their masters in the frozen lands of the North. They reduce any cold damage dealt to them by 5 points.
Night Clan: The members of the Night Clan are known for their ability to fade into the shadows. They gain a +4 bonus to Dexterity (Stealth) and a +2 bonus to Defense in the dark.
Stone Clan: The Khazra of the Stone Clan can temporarily harden their flesh to protect themselves from harm. When they use the Defensive Stance stunt, they increase their Armor Rating by 2 in addition to the normal bonus to Defense.
Khazra Archer | |||
Abilities (Focuses) | |||
3 | Accuracy (Bows) | ||
-1 | Communication | ||
2 | Constitution (Stamina) | ||
2 | Dexterity | ||
3 | Fighting | ||
0 | Intelligence | ||
2 | Perception | ||
3 | Strength | ||
1 | Willpower | ||
Speed | Health | Defense | Armor Rating |
11 | 20 | 12 | 4 |
Weapon | Attack Roll | Damage | |
Long Bow | +5 | 1d6+5 | |
Battle Axe | +3 | 2d6+3 | |
Special Qualities | |||
Favored Stunts: Pierce Armor and Skirmish Combat Archer: A Khazra Archer can reload its long bow as a free action rather than as a minor action. Clan Bloodline: A Khazra Archer benefits from the bloodline ability for its clan (see above). Weapon Groups: Axes, Bows, Bludgeons, and Spears Equipment: Long Bow, Battle Axe, Heavy Leather Armor, 20 Arrows |
Khazra Captain | |||
Abilities (Focuses) | |||
3 | Accuracy | ||
1 | Communication (Leadership) | ||
3 | Constitution (Stamina) | ||
2 | Dexterity | ||
4 | Fighting (Axes) | ||
0 | Intelligence | ||
2 | Perception | ||
4 | Strength (Might) | ||
2 | Willpower (Morale) | ||
Speed | Health | Defense | Armor Rating |
9 | 36 | 12 | 7 |
Weapon | Attack Roll | Damage | |
Two-Handed Axe | +6 | 3d6+4 | |
Throwing Spear | +4 | 1d6+7 | |
Special Qualities | |||
Favored Stunts: Knock Prone and Mighty Blow Forceful Combatant: A Khazra Captain can push a target hit by one of its melee attacks 2 yards. Lead the Attack: A Khazra Captain can perform a special Lead the Attack stunt for 3 stunt points when making an attack. This stunt allows another Khazra within 10 yards to immediately either charge the target or if it is already adjacent make a melee attack against it. That bonus attack cannot generate stunt points. Clan Bloodline: A Khazra Captain benefits from the bloodline ability for its clan (see above). Weapon Groups: Axes, Bows, Bludgeons, and Spears Equipment: Two-Handed Axe, 3 Throwing Spears, Heavy Mail Armor |
Khazra Warrior | |||
Abilities (Focuses) | |||
2 | Accuracy | ||
-1 | Communication | ||
3 | Constitution (Stamina) | ||
2 | Dexterity | ||
4 | Fighting (Axes) | ||
0 | Intelligence | ||
2 | Perception | ||
3 | Strength (Might) | ||
1 | Willpower | ||
Speed | Health | Defense | Armor Rating |
11 | 24 | 12 | 4 |
Weapon | Attack Roll | Damage | |
Two-Handed Axe | +6 | 3d6+3 | |
Special Qualities | |||
Favored Stunts: Knock Prone and Mighty Blow Forceful Combatant: A Khazra Warrior can push a target hit by one of its melee attacks 2 yards. Clan Bloodline: A Khazra Warrior benefits from the bloodline ability for its clan (see above). Weapon Groups: Axes, Bows, Bludgeons, and Spears Equipment: Two-Handed Axe, Heavy Leather Armor |
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