The Dragonlance Nexus

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Taylang

D&D 3e (3.0/3.5) Rules

by James O'Rance


Medium-size Humanoid (Lost Race)
Hit Dice: 8d8+24 (60 hp)
Initiative: +3 (Dex)
Speed: 40 ft.
AC: 16 (+3 Dex, +3 natural)
Attacks: Bite +10 melee, 2 claws +5 melee
Damage: Bite 2d4+4, claw 1d6+2
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Killing rage
Special Qualities: Charm immunity, telepathic union
Saves: Fort +5, Ref +9, Will +2
Abilities: Str 18, Dex 16, Con 17, Int 8, Wis 12, Cha 8
Skills: Listen +4, Move Silently +5, Spot +4, Wilderness Lore +4
Feats: Cleave, Power Attack
Climate/Terrain: Warm forest and mountains
Organisation: Pair (1 taylang and 1 tayling) or village (40-60)
Challenge Rating: 6
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: By character class

Taylangs are half of an exotic race that dwells on an isolated jungle island in the Courrain Ocean. Intelligent yet bestial humanoids, the taylangs are telepathically linked to their cunning tayling twins. A taylang cannot bear to be separated from its twin, becoming suicidally violent if separated for more than two weeks.

Although always vaguely humanoid, taylangs may resemble any sort of woodland creature from a great bear to a slinky reptile. They are usually large—about seven feet tall—and quite husky.

Combat

In combat, a taylang fights closely with its tayling twin, using its great strength and speed to hold opponents at bay while the tayling casts spells to gain the advantage. If one twin is killed in battle, the surviving twin soon perishes. For this reason, neither twin flees unless the other simultaneously decides to flee. In addition, should an opponent flee after killing one of the twins, the survivor will hunt it down and mercilessly attempt to slay every opponent involved in the twin's death.

Killing Rage (Ex): Should the taylang's twin perish in battle, it immediately loses the benefit of its telepathic union. The taylang loses all regard to its own safety and attacks to kill, receiving a +3 morale bonus to attack rolls, a +20 morale bonus to save against all spells, and 20 extra hit points. These hit points go away if the taylang defeats all of its opponents or falls unconscious; they are not lost first the way temporary hit points are).

Charm Immunity (Ex): Taylangs are immune to all mind-influencing divine spells and effects. They are affected normally by arcane magic.

Telepathic Union (Su): Due to a telepathic connection with its tayling twin, the taylang receives a +1 insight bonus to initiative checks, Listen and Spot checks, and saving throws. Both twins are aware of the other's condition at all times.

This telepathic union has a range of one mile; should it be broken, both twins become irrational and violent, and are never the same afterwards.

See 'Tayling' for details on tayling—taylang society and characters.

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This item has been published here with permission from the author(s) and may not be reproduced without permission. This is a fan submission and its contents are completely unofficial. Some characters, places, likenesses and other names may be copyright Wizards of the Coast.