Silat, Young
Large Monstrous Humanoid
Hit Dice: 7d8+21 (52 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 17 (-1 Size, +1 Dex, +7 Natural), touch 10, flat-footed 16
Base Attack/Grapple: +7/+18
Attack: Claw +13 melee (1d6+7)
Full Attack: 2 Claws +13 melee (1d6+7) and 1 Bite +8 melee (1d6+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Polymorph
Special Qualities: Darkvision 60 ft., SR 18, DR 10/Magic or Cold Iron, Regeneration 1, Immunities
Saves: Fort +7, Ref +6, Will +7
Abilities: Str 25, Dex 12, Con 16, Int 12, Wis 14, Cha 14
Skills: Bluff +6, Concentration +6, Diplomacy +5, Disguise +6, Hide +2, Intimidate +6, Knowledge (any one) +4, Listen +7, Move Silently +3, Spot +7
Feats: Alertness, Great Fortitude, Stealthy
Environment: Any Land
Organization: Solitary
Challenge Rating: 7
Treasure: Standard
Alignment: Any Chaotic
Advancement: See below
Level Adjustment: ---
Silat, Adult
Large Monstrous Humanoid
Hit Dice: 9d8+36 (76 hp)
Initiative: +5
Speed: 40 ft. (8 squares)
Armor Class: 20 (-1 Size, +1 Dex, +10 Natural), touch 10, flat-footed 19
Base Attack/Grapple: +9/+20
Attack: Claw +15 melee (1d6+7)
Full Attack: 2 Claws +15 melee (1d6+7) and 1 Bite +10 melee (1d6+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Polymorph
Special Qualities: Darkvision 60 ft., SR 19, DR 15/Magic or Cold Iron, Regeneration 1, Immunities
Saves: Fort +9, Ref +7, Will +8
Abilities: Str 25, Dex 12, Con 18, Int 16, Wis 14, Cha 16
Skills: Bluff +10, Concentration +10, Diplomacy +10, Disguise +10, Hide +6, Intimidate +10, Knowledge (any one) +10, Listen +10, Move Silently +3, Spot +10
Feats: Alertness, Great Fortitude, Improved Initiative, Stealthy
Environment: Any Land
Organization: Solitary or Family (1 Adult Silat, 1-4 Young Silat and 1-4 Ogre Magi)
Challenge Rating: 8
Treasure: Standard
Alignment: Any Chaotic
Advancement: By Character Class
Level Adjustment: ---
Silat, Adult
Large Monstrous Humanoid
Hit Dice: 12d8+48 (102 hp)
Initiative: +5
Speed: 40 ft. (8 squares)
Armor Class: 23 (-1 Size, +1 Dex, +13 Natural), touch 10, flat-footed 22
Base Attack/Grapple: +12/+23
Attack: Claw +18 melee (1d6+7)
Full Attack: 2 Claws +18 melee (1d6+7) and 1 Bite +13 melee (1d6+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Polymorph
Special Qualities: Darkvision 60 ft., SR 20, DR 15/Magic or Cold Iron, Regeneration 1, Immunities
Saves: Fort +10, Ref +9, Will +12
Abilities: Str 25, Dex 12, Con 18, Int 16, Wis 16, Cha 16
Skills: Bluff +10, Concentration +10, Diplomacy +10, Disguise +10, Hide +12, Intimidate +10, Knowledge (any one) +10, Listen +12, Move Silently +10, Spot +12
Feats: Alertness, Great Fortitude, Improved Initiative, Iron Will, Stealthy
Environment: Any Land
Organization: Solitary or Family (1 Matriarch Silat, 1-4 Young Silat and 1-4 Ogre Magi)
Challenge Rating: 9
Treasure: Standard
Alignment: Any Chaotic
Advancement: By Character Class
Level Adjustment: ---
The Silat are a race of pale blue or green hags with rams horns. They have slightly darker hair, stand well over 10 feet tall, and their horns spiral more with age. They roam the lands of Zakhara, often polymorphed so as not to draw attention. The ymate with the Ogre Magi to continue their species (their daughters are Silats, their sons are Ogre Magi). Politeness and respect are especially important to the Silat, and even the most Evil among them will refrain from attacking someone who bows to them and treats them as friends. They may even provide aid to those who give them food and shelter or perform tasks for them.
Polymorph (Sp): Young Silat can Polymorph on themselves only 3/day as a Spell-Like Ability. They must leave one part of their body unchanged (usually their feet), which they take great pains to hide. Once they reach adulthood at 100+ years old they can Polymorph themselves at will with no limitations. Additionally she can cast Baleful Polymorph 3/day as a Spell-Like Ability. If the Silat survives to 600+ years old, she becomes a Matriarch and can also cast Baleful Polymorph at will. Additionally she can cast Polymorph Any Object 3/day as a Spell-Like Ability.
Regeneration (Ex): The Silats regeneration does not work against damage doe by fire or cold iron.
Immunities (Ex): The Silat are immune to Poison and Mind-Affecting Effects.
Combat: Younger Silats will simply tear opponents to bits with their strength, while the adults more often go for Polymorph shenanigans. Matriarchs are pretty much encountered only if they want to be.