|Hit Dice:||4d8+8 (26 hp)|
|Initiative:||+6 (+2 Dex, Improved Initiative)|
|Speed:||Fly 30 ft. (Good)|
|AC:||20 (+2 Dex, +4 natural, +4 chain shirt), touch 12, flat-footed 18|
|Base Attack/Grapple: ||+3/+11|
|Attack:||Great axe +8 melee (1d12+4/x3); or mighty composite longbow +5 ranged (1d8+4)|
|Full Attack:||Great axe +8 melee (1d12+4/x3); or mighty composite longbow +5 ranged (1d8+4)|
|Space/Reach:||5 ft./5 ft.|
|Special Attacks:||Improved grab|
|Special Qualities:||Clairvoyant, blindsight 30 ft., fast healing 1|
|Saves:||Fort 3, Ref 3, Will 4|
|Abilities:||Str 18, Dex 14, Con 14, Int 14, Wis 11, Cha 6|
|Skills:||Hide +9, Sense Motive +7, Spot +7, Survival +7|
|Feats:||Improved Initiative, Weapon Focus (great axe)|
|Environment:||Any Non-Cold Land|
|Organization:||Squad 7-12 (1d6+6)|
|Challenge Rating: ||3|
|Alignment:||Usually Lawful Neutral|
|Advancement:||5 to 12 (Medium);|
or by character class
|Level Adjustment:||+4 (cohort)|
- The Tsadutan (pronounced Saw-du-tawn) are a war-like race of invertebrates. Each is about 5 ft. tall and vaguely
humanoid in shape except that from the waist down is a tangled mass of muscled tentacles. Their arms, are
composed of many smaller tentacles which, to manipulate things made for hands, they tightly wrap together
their tentacles into the shape of arms, hands, and digits.
They are nearly entirely made of muscle mass, which protects their few, but
redundant, internal organs. Their "heads" are the densest portion of their bodies from which all of their tentacles
grow. These thickest tentacles which protect the creatures brain and nerve center have a thicker tougher musculature.
Tsadutan can "speak" using motions of their lower tentacles, though when they
speak to each other it is through a form of mental telepathy. They see by both sensing heat signatures by means
similar to infravision, the entire surface of their body used to feel changes in temperature from surrounding objects,
and also by a means of clairvoyance which allows them to see longer distances much like a human's sense of vision,
- Tsadutan train as warriors. With their natural strength and agility it is an easy feat for a Tsadutan to become a prow
fighter. Were it not for their alien mind and their strange methods of communication, a Tsadutan would make an
excellent field commander. Their sense of tactics and coordination are well developed.
Tsadutan fight as a unit and use their flying ability to withdraw and attack from a
distance while their naturally fast healing repairs their wounds from melee.
Improved grab (Ex): Because of their many tentacles, Tsadutan are natural
grapplers and do not suffer from attacks of opportunity when they attempt to grapple. Tsadutan have a +4 racial bonus
to all grapple checks.
Clairvoyant (Psi): Tsadutan use their mental powers to see into the world around
them. Functionally, this sight is the same as normal vision in range and clairity, but it is only in black and white and does not
confer brightness or shadow.
Blindsight (Ex): Tsadutan sense heat signatures in the air from objects and
creatures, granting them 30 ft. of blindsight. Very dense foliage, fields of intense temperature (a wall of fire), or barriers
greater than an inch thick can effectively screen a creature from the Tsadutan's blindsight.
Fast healing (Ex): A Tsadutan heals one hit-point per round.
- Tsadutan live in a rigorous society that regularly suffers from interracial wars. Other races are often careful in their
negotiations with the Tsadutan, because of their eagerness for battle. Tsadutan are often found acting as bodyguards
in the company of an Emrion, a service they perform in
return for textile trade and servants to fill support roles in the Tsadutan's economy.
Most Tsadutan have a very small sense of self-consciousness and are so use to
acting as part of a group that they are rarely ever seen without the company of several other of their kind.
- Tsadutan derive nourishment from the blood of their enemies, feeding through the tips of their tentacles.
Once every few years a Tsadutan can initiate a process by which their body separates
into two individual smaller Tsadutan. These smaller Tsadutan grow into adulthood in a few years. The process of division
takes about a week to finish, during which the Tsadutan is incoherent and helpless.
- Tsadutan Characters
- Tsadutan make for odd cohorts. They have little opinion of themselves and are usually content to do as they are bid. However
most creatures are unable to communicate with them - unable to telepathically contact them or understand their tentacle
motion language. Tsadutan cohorts are most often found in the presence of spellcasters who have the ability to magically
communicate their wishes. They are valuable protectors though for their unswerving loyalty and skill in combat.
Tsadutan characters possess the following traits:
- +8 Strength, +4 Dexterity, +4 Constitution, +4 Intelligence, -4 Charisma
- Medium size: Tsadutan neither gain nor suffer penalty for being Medium size creatures.
- Blindsight 30 ft.
- Racial Hit Dice: A Tsadutan begins with 4 levels of aberration, which provide four 1d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +1, Ref +1, and Will +4.
- Racial Skills: A Tsadutan's aberration levels give it skill points equal to 7 x (2+ Int. modifier, minimum 1). Its class skills are Hide, Sense Motive, Spot, and Survival.
- Racial Feats: A Tsadutan's four aberration levels give it two feats.
- Weapon and Armor Proficiency: A Tsadutan is automatically proficient with all simple and martial weapons, light and medium armors, and shields.
- Special Attacks (see above): Improved grab.
- Special Qualities (see above): Clairvoyant, blindsight 30 ft., fast healing 1
- +4 natural armor bonus.
- Fly speed 30 ft. (good)
- Favored class: Fighter
- Variants and Resources
- See also, Interview - The Tsadutan in which many
questions about these creatures are answered.