Denizen of Leng
Description
These eerie denizens travel the universe from their strange homeland of Leng, walking uncontested only when they disguise themselves as humans by wearing loose-fitting robes and wrappings about the head and face. Under these disguises, they have horned brows, clawed fingers, mouths full of tentacles, and crooked goatish legs with cloven hooves.
Many scholars have argued over where the otherworldly realm of Leng lies—some believe it can be found among the Outer Planes, while others are convinced it can only be reached via a dimension of dreams. The denizens of Leng can travel to other planes freely, and often do so in strange, black ships, constantly seeking new breeds of slaves or trading rubies for unusual services or magical treasures. At other times, their visits are much more violent, focusing on abducting victims for use as slaves or worse. On Leng, these denizens have long fought a war against that realm's monstrous spiders, a war that sometimes spills over into other worlds.
A denizen of Leng weighs 200 pounds and stands roughly 5-1/2 feet tall.
Combat Stats
- Melee
- bite +14 (1d6+2 plus 1d6 Dexterity drain), 2 claws +14 (1d4+2)
- SR
- 19
- Defensive Abilities
- no breath, unusual anatomy
- Racial Modifiers
- +4 Disguise when disguised as a Medium humanoid
Ability Scores
Proficiencies
Weapons: Martial, Simple
Special Attacks
sneak attack +5d6
Feats
Special Abilities
Universal Monster Rules
Special Abilities
Feats, Traits & Items
You get a +2 bonus on all Bluff and Disguise skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
Dodge bonuses stack with each other, unlike most types of bonuses.
You get a +2 bonus on Diplomacy and Intimidate skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Skills
Bluff +22, Diplomacy +7, Disable Device +14, Disguise +12 (+16 as humanoid), Intimidate +12, Knowledge (any one) +17, Perception +16, Profession (sailor) +8, Sense Motive +16, Sleight of Hand +17, Spellcraft +12, Stealth +17, Use Magic Device +18
Spells
- Type
- Outsider
- Alignment
- CE
- Size
- Medium
- Environment
- any land
- Organization
- solitary, gang (2-5), or crew (6-15)
- Treasure
- double (500 to 2,000 gp in rubies, other treasure)
- Senses
- darkvision 60 ft.; Perception +16
- Languages
- Aklo; tongues
- Source
- Bestiary 2