Khaasta (CR 3)
Medium Monstrous Humanoid (Extraplanar and Reptilian)
Alignment: Usually chaotic evil
Initiative: +1 (Dex); Senses: darkvision 60 ft. and Spot +3,
AC: 23 (+1 Dex, +5 breastplate, +1 small steel shield, +6 natural), touch 11, flat-footed 22
Hit Dice: 3d8+6 (19 hp)
Fort +3, Ref +4, Will +3
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +3; Grapple +7
Attack: Bite +7 melee, or halberd +7 melee, or scimitar +7 melee, or composite longbow +4 ranged
Full Attack: Bite +7 melee, or halberd +7 melee and bite +2 melee, or scimitar +7 melee and bite +2 melee, or composite longbow +4 ranged
Damage: Bite 1d4-4 (1d4+2 with halberd or scimitar), halberd 1d10+6, scimitar 1d6+6, composite longbow 1d8
Special Attacks/Actions: -
Abilities: Str 18, Dex 13, Con 14, Int 13, Wis 10, Cha 11
Feats: Point Blank Shot; Power Attack
Skills: Climb +7, Handle Animal +3, Intimidate +3, Knowledge (the planes) +4, Ride +3, and Spot +3,
Advancement: By character class
Climate/Terrain: Any land and underground (Outlands)
Organization: Solitary, gang (2-3), band (6-11 plus 50% noncombatants, 1 leader of 4th-7th level, and 1-6 giant lizards), or tribe (30-60 plus 1 lieutenant of 4th-7th level, 1 leader of 5th-10th level, and 11-20 giant lizards)
Khaastas look for ways to dive into combat. Some begin by peppering their opponents with arrows, while other khaastas charge into melee with their halberds. A khaasta can make a bite attack while wielding a weapon, and it relishes tasting blood during a fight. The creatures make use of giant lizards as mounts.
Khaastas plan and execute ambushes that focus on hindering dangerous foes until they can be brought down in melee combat. However, khaastas have a strong cowardly streak and run when the combat turns against them.
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.
These creatures are scaly and usually cold-blooded. The reptilian subtype is only used to describe a set of humanoid races, not all animals and monsters that are truly reptiles.