• +2 Strength, +2 Stamina, -3 Intellect, -3 Charisma. Quilboar display great strength and hardiness, but are neither quick-witted nor pleasant.
• Medium: As Medium creatures, quilboar have no special bonuses or penalties due to their size.
• Quilboar base land speed is 30 feet.
• Darkvision: Quilboar can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight.
• Scent: Quilboar can detect approaching enemies, sniff out hidden foes, and track by sense of smell. They can identify familiar odors just as humans do familiar sights. See the Monster Guide, Chapter 5: Types, Subtypes, and Abilities, for more information.
• Monstrous Humanoid: Quilboar are monstrous humanoids, not humanoids. As such, they are immune to hold person and other effects that specifically target humanoids.
• Pack Fighting (Ex): A quilboar's fanatical devotion to his tribe causes him to celebrate an ally's demise: A quilboar who witnesses ' an ally's death gains a +1 morale bonus on attack and damage rolls for the duration of the combat. (Morale bonuses do not stack.) The fallen ally must possess Hit Dice equal to or greater than the quilboar's level (or Hit Dice) for him to gain this bonus.
Quilboar can fight with their quills as natural weapons. Their quills deal piercing damage equal to 1d4 + Str modifier. A quilboar cannot attack with his quills in the same turn he attacks with a manufactured weapon.
• +2 racial bonus on Survival checks.
• Automatic Languages: Common and Low Common.
• Bonus Languages: Goblin, Orcish, Taur-ahe and Zandali. Sometimes quilboar learn the languages of their enemies.
• Racial Levels: Unlike humans and some other races, quilboar can take a few levels in "quilboar" as a class to develop their racial qualities more fully.
• Favored Class: Barbarian. A multiclass quilboar's barbarian class does not count when determining whether he suffers an XP penalty for multiclassing (see WoW RPG, Chapter 3: Classes, "Multiclass Characters," XP for Multiclass Characters).
Quilboar can take up to three levels in "quilboar" at any time. A quilboar who takes racial levels shows his utter devotion to his tribe or adventuring party and its survival. He puts aside all care and concern for his own well-being and devotes himself to his comrades. While all quilboar possess this instinct, those who take racial levels discard their individuality, becoming paragons of self-sacrifice.
Quilboar levels stack with a divine spellcasting class level for purposes of determining caster level for spells. If the quilboar has more than one divine spellcasting class, add the racial
levels to the highest. Hit Die:
Skill Points at 1st Character Level: (2 + Int modifier) x 4.
Skill Points at Higher
Levels: 2 + Int modifier.
Climb (Str), Craft (Int), Handle Animal (Cha), Jump (Str), Listen (Spt), Spot (Spt), Stealth (Agy), and Survival (Spt). See Chapter 5: Skills in WoW RPG for skill descriptions.
Table 1-7: The QuilöoaR
Quilboar Attack Fort
Level Bonus Save
Ref Will Save Save
+1 Stamina, greater pack fiahtin
Bonus feat, tribal defense
+1 Strength, deathboon. supreme pack fiahtin
Starting Gold: A 1st-level quilboar with a level in quilboar begins play with 3d4 x 10 gold pieces.
Weapon and Armor Proficiency: Quilboar with levels in quilboar are proficient with simple weapons, and light and medium armor.
Greater Pack Fighting (Ex): This ability functions as pack fighting, but the quilboar may gain the bonus twice (i.e., gaining a +2 morale bonus to attack and damage rolls) before it ceases to stack.
Bonus Feat: At 2nd level, the quilboar gains a bonus feat. He must select this feat from the list of warrior bonus feats.
Tribal Defense (Ex): The quilboar's dedication to his tribe's defense grants him great combat prowess. At 2nd level, when the quilboar flanks an enemy, he gains a +4 bonus on attack rolls instead of +2.
Deathboon (Su): A quilboar's fanatical devotion to his tribe grows so great at this point that, should he die, his sacrifice infuses all around him with strength. Upon his death, a ghostly form of the quilboar appears above his place of death and grants all allies within 30 feet a morale bonus to Strength equal to the quilboar's Hit Dice and/or character level. This bonus lasts for 1 minute per the quilboar's character level.
Supreme Pack Fighting (Ex): This ability functions as pack fighting, but the quilboar may gain the bonus three times (i.e., gaining a +3 morale bonus) before it ceases to stack.
Description: Satyrs are sadistic and depraved demons. Like naga, the first satyrs were once night elves. Other races have since joined their ranks; all are now twisted and evil. They delight in bloodshed and pain.
Satyrs have their genesis in the War of the Ancients. A kaldorei named Xavius, a Highborne, was one of Queen Azshara's closest advisors. Xavius helped bring the Burning Legion to the world, and over the course of events leading up to the war, fell more and more under demonic influence. He clashed with Malfurion Stormrage, and the young druid came out on top. He killed Xavius and annihilated his body.
Xavius faced punishment for his failures. Sargeras tortured Xavius's disembodied spirit for a time, but eventually decided that Xavius could be of further use after all. He created a new body for Xavius: a body with cloven hooves, shaggy goat legs, goatlike horns, razor-sharp claws, and a long, leonine tail.
Xavius the satyr perished in the War of the Ancients
— Xavius died twice, and both times at Malfurion's hand
— but the satyrs revere him as their creator. As part of his corruption, Xavius could inflict other creatures with his demonic curse, and thus the satyrs came to be. These new satyrs could also pass their affliction to others, and the satyrs' ranks multiplied. In recent years, though, the curse has weakened, and thus few new satyrs appear today.
Satyrs are corrupt through and through. Their greatest joy is in abandoning themselves (whatever selves still exist) to slaughter, tearing their opponents apart and reveling in the spatter of fluids and entrails. Satyrs blend recklessness and patience. They have the patience of predators, and delight in the hunt, reveling in their prey's terror — but sometimes their bloodlust and sadism overtakes them. Most are rogues or tricksters, and calm enough to sneak through the forest shadows toward unsuspecting travelers — but when combat is joined, they are crazed dervishes.
Their society is loosely hierarchical, and they are organized into groups. Each group, called a sect, has a specific mission. Satyrs hate pretty much everyone who doesn't work to further the Legion's goals. They don't even get along with each other. However, they have a special hatred for night elves, as these creatures handed the demons their first defeat in the War of the Ancients.
Appearance: Satyrs resemble the creatures they once were in some respects, particularly the head and torso. However, they develop cloven hooves, furry goat legs, a long leonine tail, elongated limbs, claws, and horns. Skin and fur color varies; many satyrs were once night elves and are deep purple, recalling the skin tone of their former selves, but sickly yellows and dark, moldy greens are also possible.
Was this article helpful?