Crassodov (CR 5/MR 2)

This lean lupine humanoid rises from a crouch on back-bending knees up to a towering height, its white fur flecked with foam and old blood and its armor hammered into anguished faces. It hefts a great axe with accustomed ease.

Crassodov (CR 5/MR 2)
XP 1,600
CN Medium monstrous humanoid (mythic)
Init +2; Senses darkvision 60 ft., scent; Perception +11

Defense

AC 22, touch 12, flat-footed 20 (+6 armor, +2 Dex, +4 natural)
hp 71 (6d10+38)
Fort +5, Ref +7, Will +7
Defensive Abilities DR 5/epic

Offense

Speed 40 ft.
Melee mwk greataxe +11/+6 (1d12+6/x3), bite +10 (1d6+6)
Ranged mwk composite longbow +9/+4 (1d8+4/x3)
Special Attacks anarchic axeMA, blood rage, elf eaterMA, favored foes, mythic power (2/day, surge +1d6)

Statistics

Str 19, Dex 15, Con 17, Int 11, Wis 14, Cha 13
Base Atk +6; CMB +10; CMD 22
Feats CleaveMF, Furious Focus, Power Attack
Skills Climb +10, Intimidate +6 (+10 vs. dwarves), Perception +11 (+15 vs. dwarves), Stealth +10, Survival +10 (+14 vs. dwarves), Swim +7
Languages Dwarven, Elven, Urruti
SQ martial training, riftwalkerMA
Other Gear masterwork breastplate

Ecology

Environment cold or temperate forests and hills
Organization solitary, pair, or pack (3–12)
Treasure standard (masterwork breastplate, masterwork greataxe, masterwork composite longbow [+4 Str] with 20 arrows)

Special Abilities

Anarchic Axe (Su) Three times per day as a free action, a crassodov can grant its axe the anarchic weapon property. If the crassodov confirms a critical hit against a lawful-aligned target while using its anarchic axe, it gains one additional daily use of this ability. If the crassodov expends one use of its mythic power, its axe gains the keen property (though only against lawful creatures) for 1 minute.

Elf Eater (Ex) While enraged, including its blood rage ability or any other effect that causes rage, a crassodov’s latent hatred for elves comes to the surface and it gains the same bonuses against elves as it gains against dwarves from its favored foes ability. If an elf is within 30 feet while a crassodov is raging, it has a 25% chance each round to abandon any other targets (except for dwarves or other elves) and attack that elf (or a random elf, if more than one is within 30 feet). If an elf within 30 feet is taking bleed damage, this chance is increased to 50%.

Favored Foes (Ex) Crassodovs were born and bred to hunt and kill dwarves and gain a +4 bonus on Intimidate, Perception, and Survival checks and on attack and damage rolls made against dwarves. Crassodovs gain a +4 bonus on saving throws against mind-affecting effects created by dwarves, and dwarves take a -4 penalty on Charisma checks and Charisma-based skill checks made against them.

Crassodovs are expert hunters of dwarves, able to detect them by scent at twice the normal range. They can move at normal speed while using Survival to follow dwarf tracks without taking the normal –5 penalty, or with only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking dwarves.

Martial Training (Ex) Crassodovs are proficient with light and medium armor and all simple and martial weapons. They move at normal speed in medium armor and can sleep in medium armor without becoming fatigued, and they reduce the armor check penalty for light or medium armor by 2.

Riftwalker (Su) Crassodovs hail from a world of collapsing interplanar rifts, and they can see and attack ethereal creatures without difficulty. In addition, they can teleport up to 60 feet per day as a move action. This teleportation must be used in 5-foot increments, and such movement does not provoke attacks of opportunity. The crassodov must have line of sight to its destination to use this ability. If the crassodov expends one use of its mythic power when activating this ability, it gains tremorsense 30 feet until the end of its turn and can teleport to a location it cannot see as long as it is within range of its tremorsense.


Crassodovs are lupine humanoids that live on the far fringes of society, mostly keeping to themselves but raiding settled areas as hunger or greed drives them. They are not vicious creatures, but are dangerous in the extreme when provoked, including when finding themselves face-to-face with enemies they were bred to hate and to destroy. Crassodovs stand between 8 and 9 feet tall, and weigh over 300 pounds.

Ecology
Crassodovs are primarily carnivorous, though they can subsist on an omnivorous diet at need. They enjoy fermented drinks, including kumiss (fermented milk) and black wines fermented with blood. They are avid hunters, hunting as often for sport as for sustenance, and they often collect grisly trophies from their kills. Their lairs are often decorated with antlers, skulls, and skins of particularly choice targets. Crassodovs prefer daily meals, but at need they can gorge themselves when food is abundant, allowing them to rest in a fatigued torpor for extended periods when food is scarce.

Habitat and Society
Crassodovs are anthropomorphic beast-men bred milennia ago on a distant Material Plane as living weapons, champions of primal chaos in service of the elven empires of that world in their endless wars against the order-obsessed dwarven kingdoms and their servants. In a world dominated by unstable rifts and portals, they were imbued with supernatural power to tap into the ambient chaos and to slide through riftspace to move from place to place, and they were deadly footsoldiers who fell by the thousands as their creators hurled them into the breach against their dwarven foes. The Chaos Wars ended only when the radical rift-shaping by war-wizards on both sides so destablilized the rifts that the Material Plane collapsed in on itself, annihilating most inhabitants of the plane while ejecting a tiny remnant of survivors through rift singularities into other Material Planes. Among these survivors, an expeditionary force of crassodov packs found themselves in another Material Plane not dissimilar from their home, though far more stable. The expedition rapidly broke down into squabbling over leadership, and dozens of independent packs have since made their own way in the world.

Crassodovs were life-shaped into existence as living soldiers and still holding onto their ancient programming even though their kind has now outlived their ancient masters. They roam in small packs, hunting and keeping to themselves and generally resisting efforts to draw them into alliance and force them to fight in service to others. While their violent loathing for dwarves has been deeply imprinted on their psyches, their racial narrative in the long years of their exile has given rise to an equally deep detestation of the elves that mutated them with their dark chaosmagics and compelled them to fight and die in wars that were not their own, culminating in an apocalypse that destroyed the world of their birth. Their psychogenetic programming of servility towards elves makes it hard for them to give voice to this hatred, but in moments of raw emotional release they can turn murderous towards elves, whether friend or foe.

Crassodovs highly value freedom, and while mastery within a pack is typically determined by strength, courage, and daring, individuals always have freedom to come and go and form their own packs. Lone crassodovs may hire out as mercenaries and bounty hunters, and some also seek out work as wilderness explorers. They generally despise weakness and those unable to fend for themselves in the wild, and many packs have turned to brigandry, hunting and robbing those that venture into their domain. These bloodthirsty hunters are sometimes mistaken for werewolves, though silver weapons are of no use against them. A smaller number of packs and lone crassodovs appoint themselves as sentinels and protectors of the wild and wanderers therein. They often go about hooded and crouching to conceal their identity.

Blacksmiths are highly honored among crassodovs and are generally held sacrosanct even in clan feuds. They are responsible for maintaining and replicating the designs of crassodov axes and armor in the traditions of their home world, which they call Urruti, “The Lost.” If it has a true name, they do not share it with outsiders, nor do they teach their language (which they also call Urruti), but their metalwork is decorated with effigies of legendary heroes or locations from ages long past. They generally avoid contact with other races not only because of their fear of being enslaved or controlled, but also because they fear cultural contamination and loss of the racial memory of their ancient home. Lone crassodovs that involve themselves too much in the affairs of other races are typically shunned by their fellows, branded as simbida or “not-people,” unwelcome among the clans.

See the Legal & OGL page. Any material NOT covered by the Open Game License Version 1.0a is covered by the Creative Commons Attribution-ShareAlike 3.0 License.