Monster: Ozar

Post/Author/DateTimePost
#1

radnovius

May 29, 2006 2:19:34
Alright, my first revision using 3.5. An average Ozar could be summoned using monster summoning IV.

Ozar

Medium-Size Outsider (Fire, Earth, Extraplanar, Psionic)
Hit Dice: 3d8+6 (19hp)
Initiative: +0
Speed: 30 ft., burrow 20 ft.
AC: 18 (+6 natural, +2 large shield), 10 touch, 18 flat-footed
Base Attack/Grapple: +3/+4
Attack: Warhammer +4 melee (1d8+1/x3) or light hammer +3 ranged (1d4+1/x2)
Full Attack: Warhammer +4 melee (1d8+1/x3) or light hammer +3 ranged (1d4+1/x2)
Face/Reach: 5 ft./5 ft.
Special attacks: Heat
Special Qualities: Acid immunity, darkvision 60 ft., fire immunity, spell/psionic resistance 14, vulnerability to cold
Saves: Fort +5, Reflex +3, Will +4
Abilities: Str 13, Dex 10, Con 15, Int 12, Wis 12, Cha 9
Skills: Appraise +6, Climb +4, Craft (any two) +6, Concentration +6, Hide +5, Jump +4, Listen +7, Search +7, Spot +7, Swim +6
Feats: Power Attack

Environment: Elemental Planes of Earth and Fire, Paraelemental Plane of Magma
Organization: Solitary, pair, team (2-4), squad (11-20 plus 2 4th-level sergeants and 1 leader of 4th-7th level), or clan (30-100 plus 30% non-combatants plus 1 4th-level sergeant per 20 adults, 5 6th-level lieutenants, and 3 8th-level captains)
Challenge Rating: 3
Treasure: 30 ft.Standard coins; double goods (nonflammables only); standard items (nonflammables only)
Alignment: Always lawful neutral
Advancement: By character class
Level adjustment: +4

Ozars are dwarflike outsiders native to the Paraelemental Plane of Magma. They have glassy black skin, and their eyes resemble white-hot coals. Ozars speak Volcan and Common, though many learn Ignan or Terran. Ozars usually wear simple tunics made from magma drake leather, carry large shields of magma drake scales, and weild hammers made of obsidian. Higher-level ozars often wear armor crafted from magma drake scales and carry weapons crafted from magma drake teeth or claws.

Combat
Average ozars use masterwork obsidian hammers in combat; though when unarmed, they attempt to grapple foes. The magma drake weapons carried by higher-level ozars, however, are of varied types and treated as masterwork weapons made of steel. Most ozars wear no armor as their hard skin provides ample protection. Those who wear magma drake armor (treated as masterwork steel) do so mostly as a sign of status.
Ozars are ill-tempered and extremely territorial. Trespassers are typically attacked on site. If threatened, they fight to the death, but have been known to take prisoners for slave labor or ransom.
Acid immunity (Ex): The glassy skin of the ozar is inert and unaffected by acid.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Heat (Ex): Ozars’ bodies are extremely hot, so their unarmed attacks deal an additional 1d4 points of fire damage.

Ozar Society
Ozars have an extremely regimented society made up of multiple castes, and the good of the clan always outweighs the good of the individual. Ozars’ favored class is psychic warrior, though many are fighters, psions, or magma clerics. Ozar nobles wield absolute power and constantly seek to expand their territories. Ozars dwell in obsidian fortresses on their home plane as well as on the Elemental Planes of Fire and Earth. They are hated enemies of azers whose territory and gems they often steal. Ozars conduct great hunts for magma drakes which they use for many of their crafts. Magma clerics have been known to bargain with these outsiders for items made from magma drakes. Ozars are sometimes summoned to Athas by use of monster summoning spells.

Ozars As Characters
Ozar characters possess the following racial traits.
— +2 Strength, +4 Constitution, +2 Intelligence, +2 Wisdom, –2 Charisma.
—Medium size.
—An ozar’s base land speed is 30 feet.
—Darkvision: Ozars can see in the dark up to 60 feet.
—Naturally Psionic: Ozars gain 3 bonus power points at 1st level.
—Racial Hit Dice: An ozar begins with three levels of outsider, which provide 3d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +3, Ref +3, and Will +3.
—Racial Skills: An ozar’s outsider levels give it skill points equal to 6 x (8 + Int modifier). Its class skills are Appraise, Climb, Craft, Concentration, Hide, Jump, Listen, Search, Spot and Swim.
—Racial Feats: An ozar’s outsider levels give it one feat.
— +6 natural armor bonus.
—Special Attacks (see above): Heat.
—Special Qualities (see above): Immunity to fire, immunity to acid, spell resistance equal to 14 + class levels, vulnerability to cold.
—Automatic Languages: Common, Volcan. Bonus Languages: Abyssal, Aquan, Auran, Celestial, Ignan, Imbran, Infernal, Pulvan, Solan, Terran.
—Favored Class: Psychic Warrior
—Level adjustment +4.
#2

Pennarin

May 29, 2006 2:32:17
A quick comment: Dwarves were created by the Rebirth. Unless you're stating that some of them migrated to the Plane of Magma I suggest you edit your text so that it reads "... are dwarf-like outsiders native to ..."
#3

zombiegleemax

May 29, 2006 7:40:47
A quick comment: Dwarves were created by the Rebirth. Unless you're stating that some of them migrated to the Plane of Magma I suggest you edit your text so that it reads "... are dwarf-like outsiders native to ..."

I think that's what he's trying to get across: That ozars, azers and such are dwarves that migrated to the fiery Inner Planes.

--which isn't that bad an idea NB
#4

mystictheurge

May 29, 2006 8:38:37
Monster format did change in some ways with 3.5

Check the 3.5 Azer as presented on the 3.5 SRD.
#5

kalthandrix

May 29, 2006 9:54:54
Interesting idea - I still am not sold on the paraelemental doing multiple forms of energy damage but that is my only real beef with the material that you have been writing so far.

I would also like to point out that the psionics set up has been changed too - there are not longer powers specifically set aside for attack and defence modes and the like.

The whole Expanded psionic handbook and all of the core D&D material can be downloaded (fluff free) from the Wizards site HERE totally for free.

I would suggest that you just download the All-in-one zip file and then you will have everything from Epic, Divine, Psionic, and Core material - All of the material has been revised to 3.5 (meaning that all of the Epic and Divine material is up to current edition).
#6

radnovius

May 29, 2006 15:22:25
Thanks for the input. I did some revision above. I figure that ozars are a little bit hardier but less nimble than azers, and so dispensed with the +2 Dex of the azer to give an extra +1 to Str & Con for the ozar. I know that some might dislike the acid immunity, but it seems reasonable that these creatures, obsidian-like skin would be inert (you can put all the acid you want in glass and it will just sit there). I made them naturally psionic and so they get an extra power point for each level of outsider. I also let them burrow like a thoqqua. I figure that with these extra abilities I'd increase the hit die by one making them 3rd level outsiders to start.
#7

csk

May 29, 2006 17:03:24
In every race that has statistics presented in official material, all ability score adjustments are multiples of 2 (+2, +4, etc), never odd numbers. This is done so that all adjustments provide the same bonus or penalty to every character.
#8

radnovius

May 29, 2006 18:26:54
Good observation. I adjusted Str to +2 and Con to +4. I adjusted skills,attack, and damage accordingly.