Beastfolk, Loxophants (3.5e Race)
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Near relatives of the more savage loxo (Monster manual 2), loxophants (sometimes called “elephant seers”) are a race that has devoted itself to serving others through the blessings of divine aid. Touched by the powers of the gods, these elephantkin are gentle giants, caring and generous to a fault. They have found an inner peace that few individuals can ever hope to obtain, let alone an entire race, and this tranquil spirit allows the power of the gods to shine through them, making the loxophants especially adept at channeling divine energy, most of which they use to serve others in need.
While the loxo are a physically formidable species, given to monumental rages and towering feats of strength and martial ability, the loxophants have largely given up such barbaric practices, having actively worked to release their negative emotions and urges, calming their inner hearts, and soothing the savage instincts of their near relatives. While the males of the species tend to be a bit more aggressively militant, and generally keep to themselves, apart from the more spiritual females, even they prefer peaceful resolutions to conflicts if at all possible, seeking ways to soothe their enemies rather than fighting them. Loxophants are given to long periods of restful meditation and long hours of quiet contemplation, though they are also more than willing to render assistance to those in need, having no fear of hard work, and an immense capacity for it as well, thanks to their incredible physical abilities.
A loxophant looks like a humanoid elephant, with thick, wrinkly, sparsely-haired skin that ranges from a ghostly white to almost jet black, with bluish grey and tannish brown being the most common colorations. Their eyes are generally a soft, long-lashed brown, though a few specimens are born with blue eyes. The limbs of loxophants are thick and stubby, with three digits at the ends of their arms and legs, they have a powerful prehensile trunk and large ears, and a pair of sharp ivory tusks (larger in males than in females) that can make potent weapons, though they are often capped with blunt metal baubles in civilized areas, so as to avoid causing accidental injuries. Loxophants favor simple but comely clothing when traveling, but can adorn themselves with incredibly ornate decorations when they are carrying out their divine functions, often making extensive use of jewelry.
There is almost no race or community to whom the loxophants will not render assistance. They are as egalitarian in their willingness to help others as they are in their willingness to worship different deities. Those communities that know of loxophants, and are on the pilgrimage routes that they take in their wandering, revere the elephant seers as a holy race, and hold them in high regard, letting them act in the most holy offices whenever they are present. The only peoples that loxophants will not help are those who are actively hostile towards them, or who attempt treachery against them. This usually includes orcs and gnolls, among other evil humanoid races, though surprisingly this seldom includes the goblinoids, who are usually smart and self-serving enough to give the loxophants free passage and free room and board in exchange for healing and other services, keeping their evil acts to a minimum and enduring a great deal of preaching to change their ways until the elephant seers move on once more.
The wise and benevolent loxophants are usually a calm and far-seeing Neutral Good in alignment. There are a few who are more militant in their beliefs, and who take a Lawful Good stance, seeking to actively combat evil where it lies, though these loxophants are very rare, a trend made especially common by their tendency to adventure actively, which is a notably high-casualty profession.
The elephant seers are a semi-nomadic people, traveling along the ancient routes of holy pilgrimages, moving from shrine to shrine and temple to temple, stopping for a time to enjoy the hospitality of various communities along their route, and dispensing their skills and services, both religious and purely secular, as needed. All pious communities, of whatever race, consider it a great honor to have the loxophants come among them for short stays, and rejoice in the divine favors that these traveling holy beings provide. The routes of each loxophant band can take them through jungles, over mountains, and through deserts, and can sometimes take years to complete, but they are nevertheless fairly regular in their cycles of travel, and almost always find their way into major population centers during holy festivals to lead the communities they visit in proper religious rites during these sacred times.
Loxophants are surprisingly egalitarian in their worship practices. Their race makes its living by being religious experts, and so long as the individual religions are not incompatible, it is quite normal in each band of traveling loxophant to find at least one practicing priest of each deity who allows Neutral Good alignments in his or her clerics. Druids are also not uncommon among the loxophants, though nowhere as prevalent as clerics, who prefer to worship deities that relate to the needs of people. Deities of healing, fertility, travel, protection and agricultural prosperity are especially favored, and worshipped with great sincerity and fervency among the elephant seers.
Starting languages for loxophants are Loxo (the racial language of both this race and the loxo found in Monster Manual 2) and Common. Bonus languages include Avian, Draconic, Dwarven, Elven, Feline, Gnoll, Goblin, Halfling, Ibixian, Orcish, Squeak Speak, and Wolfen.
Loxophants are naturally of the priestly caste in their native cultures, and so take names of high prestige among the peoples that they serve. Typical male names include Ashram, Rash, and Vickram, while common female names include Deth, Shanti, and Vashti. Last names include such ones as Avarati, Gupta, and Mumbasa, or similar names of noble bearing and strong connotations of strength.
Loxophant males who have not yet obtained a mate are most likely to adventure, because they have no ties that require them to settle down. Females are less likely to adventure because of the many duties that are required of them from a very early age, preparing them for the priesthood services of their people and the peoples to whom they minister. A female loxophant (or some males) might become an adventurer if she owed a life debt to another, and was determined to repay it by following them on their travels, or they were given an assignment to accompany a party to accomplish some greater goal, as determined by divine karma and kismet.
- +6 Strength, +2 Constitution, +2 Wisdom, -2 Dexterity
- Monstorus Humanoid
- Large-size: –1 size AC penalty, a –4 size penalty on Hide checks, and a +4 bonus on Grapple checks, and 10-foot reach
- Loxophant base land speed is 30 feet
- Natural Weapon: Tusks (gore, 1d8 piercing damage)
- Stiff Legs: While loxophants can use the run movement action, they cannot use the full run movement action due to an inability to bend their legs fully. This also makes them incapable of jumping; they automatically fail any jump check and have -2 penalty to Reflex saves.
- Natural Armor +4
- Prehensile Trunk: Loxophants are able to use their trunks like an additional hand, and can take the Multi-Attack Feat to use the trunk in combat to handle a weapon. The trunk also adds an additional +2 to all Grapple checks.
- Padded Feet: +2 to Move Silently checks when not wearing footwear.
- Automatic Languages: Common, Loxo. Bonus Languages: Avian, Draconic, Dwarven, Elven, Feline, Gnoll, Goblin, Halfling, Ibixian, Orcish, Squeak Speak, Wolfen.
- Favored Class: Cleric.
- Level Adjustment: +1
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