Chac

This creature initially resembles a slender jaguar, but when it assumes a bipedal stance it has a clearly human-like face. Tears run down its cheeks, cutting deep grooves into its face.
Originally Posted by BOZ of the En World forums.
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The chac is a weather spirit that helps control the rain. They live high up in mountain caves, where they can observe the countryside. They use their magical powers mostly to govern the weather near their lairs. Most serve nature or local natives who provide gifts of food, though some chacs are evil and demand sacrifices to keep bad weather away.
Chacs are shy loners, and prefer to avoid direct contact with humanoids. Many of their legends tell of chacs being captured by humans and forced to produce rain at the will of their captors. Because of this, chacs will use all of their resources to rescue any captured chacs. Despite this fear, chacs have no natural enemies, and are usually on good terms with local cultures.
These beings are normally quadrupeds, but can walk around on two legs like humans. A tribe of chacs is associated with a particular color, depending on where it is found. Common colors for chacs include blue, black, red, yellow, and green. Each chac’s eyes are of the color associated with its tribe, and the color of the mist of its gaseous form is tinted with the same color. The tears on a chac’s cheeks are not from sadness, but are a result of its deep connection with the rain.
Chacs are great lovers of art, and keep many pieces of carved jade and turquoise in their lair. They also hoard cocoa beans, which they use to make a chocolate they are very fond of.
A chac can be from 5-7 feet tall, and weighs 120 pounds.
Chacs speak Common and Sylvan.
Chac | |
Medium fey (Shapechanger) | |
Hit Dice | 5d6+5 (22 hp) |
Initiative | +6 |
Speed | 30 ft (6 squares), Fly 30 ft (perfect) |
Armor Class | 16 (+2 Dexterity, +4 natural), touch 12, flat-footed 14 |
Base Attack/Grapple | +2/+2 |
Attack | Claw +4 melee (1d3) |
Full Attack | 2 claws +4 melee (1d3) and bite -1 melee (1d3) |
Space/Reach | 5 ft/5 ft |
Special Attacks | spell-like abilities, spells |
Special Qualities | gaseous form, Low-Light Vision, Spell Resistance 17 |
Saves | Fort +2 Ref +6 Will +5 |
Abilities | Strength 10, Dexterity 15, Constitution 12, Intelligence 13, Wisdom 12, Charisma 15 |
Skills | Concentration +9, Diplomacy +10, Escape Artist +6, Hide +8, Listen +5, Knowledge (nature) +11, Move Silently +8, Sense Motive +7, Spot +5, Survival +7 |
Feats | Dodge (B), Improved Initiative, Weapon Finesse |
Environment | Warm mountains |
Organization | Solitary or family (2-4) |
Challenge Rating | 5 |
Treasure | No coins; standard goods; no items |
Alignment | Usually lawful neutral |
Advancement | 9-16 HD (Medium); 17-24 HD (Large) |
Level Adjustment | +3 |
COMBAT
A chac will always seek to avoid combat, and only fights when threatened and unable to escape. It will try to use its magical powers first to escape, or to subdue its foes.
Gaseous form (Su): Four times per day, as a standard action, a chac can assume gaseous form as the spell (caster level 10th), but it has a Fly speed of 30 feet with perfect maneuverability.
Control Rain (Sp): Once per week, a chac can use control weather as the spell (caster level 10th), except that it can only create rain effects.
Spells: Chacs can cast divine spells as 5th-level clerics. A chac has access to the Air and Water domains. The save DCs are Wisdom-based.
Typical Cleric Spells Prepared (5/5/3/2; save DC 11 + spell level):
- – Create Water, Detect Magic, Detect Poison, Purify Food and Drink, read magic;
- – Bless Water, Entropic Shield, obscuring mist*, Sanctuary, Summon Monster I;
- – Owl’s wisdom, Resist Energy, Wind Wall*;
- – summon monster III, water breathing*.
*Domain spell. Domains: Air and Water.
Originally found in the Maztica Campaign Set boxed set (1991, Douglas Niles).