Kiz: A Hunter To Challenge Evil PCs Everywhere
It may be rare, but occasionally a DM decides to run an evil adventure. His players are called together to fulfill what may be one of their greatest fantasies, they get to be the villains in this campaign! It sounds like good fun all around, but the DM often runs into a problem; what, exactly, is he going to put them up against? Sure, the traditional materials have a bunch of good aligned monsters, but there are justifiably fewer of such creatures than there are evil ones. After all, evil adventurers are rare, whereas good or neutral ones are very common. So, we have created for those of you out there, a challenge for high level evil adventuring parties, something they’ve surely never come across before.
Kiz (both the plural and singular) are allegedly closely related to gnomes, though physically they do not resemble them all that much. Kiz have pointed ears and their skin is pale, almost white. They are tall creatures, most are almost six feet tall. Their black or grey hair is almost always tied up in ponytails, both the male and the female ones. The most distinctive feature of the Kiz is probably the backs of their necks, where the far end of their spines briefly pierce through the flesh, before burrowing into their skulls. Perhaps the gnomes were simply the first race on this plane that they encountered, or maybe they are just the ones that they spend the most time with. Whatever the connection, they get along very well, probably because of the similarities of their philosophies. Kiz are very playful creatures by their nature, they like to talk and to analyze words. There has been many a Kiz linguist on this plane (who refuse to use magic to help them. They consider it cheating.) They are fond of practical jokes, and are almost always good humored about being the blunt of one (often times intentionally walking into one, even if they see it coming.) They like it very much here on the material plane (they often times think of it as a vacation of sorts, a way to get away from the predators and stresses of the ethereal plane.) In fact, they are known to pass themselves as very pale elves, simply covering the backs of their necks with a cloak, and walk around in normal society.
Kiz are naturally immortal. They do not age past their prime, they do not strictly need any nourishment (though they still enjoy the taste of food and, particularly, alcohol, though the can never get drunk) and contract no diseases of any kind. As such, they have gained a reputation for being procrastinators, not worrying about anything because they have all the time in the world. Despite this, their numbers are relatively few because their reproductive abilities are minimal. A Kiz female can only give birth every twenty to thirty years (the time differs from Kiz to Kiz) and only remain fertile for about a month. Furthermore, most Kiz do not want to reproduce until they are at least five hundred years old, maybe even older. Pregnancy prevents a Kiz from moving between the ethereal and material plane with any of their natural abilities, they are essentially stuck wherever they are until they have delivered their child. The Kiz idea of family is somewhat strange, they take care of their children until they reach maturity (at age 20.) After that they have to fend for themselves. Families do not seek each other out, but they will react kindly if they run into one another. Siblings have an especially close bond, and they can recognize each other with a handshake. Siblings are known to spend a lot of time together, especially if they are of the same sex, though they inevitably part ways.
Kiz love contracts and deals, and stay true to the intent of their arrangements. They do not consider themselves bound to any laws, however, so they feel free to ignore any loopholes or technicalities that come up in such situations. They are still prone towards making deals and long-term commitments. It is common for Kiz to agree to guard a structure or item for a very long time, sometimes as long as a century, for a trifle in return, a single kiss from a mortal they fancy or a piece of jewelry that they’ve taken kindly to. They will always stay and do as they promised, quite happily, treating the place they are guarding as a home, and inviting guests to entertain.
Kiz hate all evil creatures, though they fight them with the same playfulness that they show towards the rest of the world. Kiz do not believe in redemption, they simply cannot understand the concept that someone would ever change. They tend to fight while laughing and talking, even socializing with their enemies. It is quite common for a Kiz’s enemy to remark that they actually have started to like the creature, despite its efforts to kill the wicked entity. Make no mistake, Kiz are quite lethal, and hunt their prey to the ends of the earth if they need to. They’re just good natured about it.
The Kiz favorite class is sorcerer, though many enjoy being bards or rogues.
Size/Type: Medium-Sized Fey
Hit Dice: 18d8+36 (108)
Initiative: +4
Speed: 30 ft
Armor Class: 27 (+4 dex, +8 deflection, +5 dodge)
Base Attack/Grapple: +15/+18
Attack: 2 Slam attacks +19
Damage: 2 Slams (4d12+6)
Space/Reach: 10ft/10ft
Special Attacks: None
Special Qualities: Slam, Air Walk, Blink, Alternate Form, Immortality, Detect Evil, Fast Healing 5, Damage Reduction 10/Cold Iron, Spell Resistance 22
Saves: Fort: +19, Will: +18, Ref: +21
Abilities: Str: 16 Dex: 19 Con: 15 Int: 14 Wis: 12 Cha: 25
Skills: Knowledge (arcane): +19, Knowledge (The Planes): +19
Feats: Iron Will, Combat Reflexes, Great Fortitude
Environment: Ethereal Plane or Any
Organization: Usually Solitary
Challenge Rating: 11
Alignment: Always Chaotic Good
Advancement: By Character Class
Level Adjustment: -
Slam: Kiz are well known for their unnaturally powerful punches. Despite being rougly human sized, and not even that physically strong, their punches are devastatingly powerful. It is said that this is because of some sort of energy that they are able to summon up, and indeed the Kiz’s fist counts as a +3 weapon. However, no way has been found to negate this ability, despite the attempts of many evil creatures.
Air Walk: Kiz have a permanent “Air Walk” effect, like the spell.
Alternate Form: As a full round action, a Kiz can assume an alternate form of an incorporeal, five foot diameter ball of light, usually used to escape until they’ve healed. They can fly at a maximum rate of 60 ft per a round in this form. Kiz do not like this form, generally, as much as their normal one, but have no problem using it. This is a supernatural ability.
Blink: Kiz are affected by a permanent “Blink” effect, as the spell. A Kiz can suppress to resume this ability as a free action, allowing them to attack with no miss chance and to stay on one plane. This is the Kiz’s main meathod of travel between this plane and their home.
Immortality: Kiz do not age (even magically), contract any form of disease (magical or otherwise) or require nourishment once reaching maturity (20 years old.). Until that time, this quality does not apply.
Detect Evil: Kiz have a constant Detect Evil effect, like the spell.
