Loxo
Loxo are an elephantine race in the Forgotten Realms setting of D&D. They were first introduced in the 2nd edition Forgotten Realms as non-playable monster creatures, and reappeared as a playable race in the 3.5 edition Shining South supplement. Loxo are unique in that they have a pair of trunks, instead of a single one, each tipped with finger-like appendages.
Almost like humanoid elephants, the nomadic loxos share the plains of the Shaar with humans and others. Loxos are huntergatherers that prefer the seclusion that comes with miles of open terrain and little interaction with other species. They have roamed the plains for some two centuries, claiming to have arrived from another world via mysterious means. Only the loxos are certain where they came from, and they do not speak of it.
Personality: Loxos are peaceful creatures that want nothing so much as to be left alone. Though they are not aggressive, they defend their herds ferociously, able to fi ght in a terrible rage when necessary. They are fond of geometric patterns in their simple clothing, particularly with circle or diamond shapes, and enjoy creating rustic works of art to trade.
Appearance: A loxo appears to be a bipedal elephant, albeit a bit smaller. Its skin is bluish-gray, wrinkled, and covered with rough, sparse hair. It has stocky limbs and fi ngers, fl at feet, and large ears. Its most striking feature is the pair of trunks that grow from its face, framed by large tusks. Each trunk is about 2 feet long and has three fi ngerlike digits at the end. The typical loxo stands about 7 to 7-1/2 feet tall and weighs about 500 pounds.
Relations: Loxos prefer the company of their own kind, but do not go out of their way to discourage visitors unless they know hostilities are likely. They come into the cities to trade from time to time, particularly to offer pieces of their artwork for sale. Otherwise, left to their own devices, loxos avoid the other nomads of the Shaar.
Alignment: Isolationist by nature, loxos do not involve themselves in causes or in other species’ problems. They are removed from the struggles between good and evil that surface in other parts of the world, favoring neither side. To the loxos, everything has its place, but extremes can be detrimental to the survival of the herd. Loxos tend to be true neutral.
Religion: Loxos venerate nature and strength, having a prevalent druidic tradition and a secondary priesthood. The worship of the druids appears to focus on an entity that must be an aspect of Hiatea, a deity of giants, but also one of nature, agriculture, hunting, and childbirth. Many loxo clerics worship their vision of Hiatea, while some favor an aspect of Iallanis (also a deity of giants) for his strength and healing ability.
Loxo Stats
3rd Edition
Loxo were made playable in the "Shining South" Forgotten Realms supplement.
• +8 Strength, +2 Dexterity, +2 Constitution, –2 Charisma. Loxos are powerful physical specimens, but their lack of contact with outsiders limits their abilities of persuasion.
• Monstrous Humanoid: Loxos are not subject to spells or effects that affect only humanoids, such as charm person or dominate person.
• Large: As a large creature, a loxo has a –1 penalty to Armor Class, a –1 penalty on attack rolls, a –4 penalty on Hide checks, a +4 bonus on grapple checks, and his lifting and carrying limits are double those of Medium characters.
• Space/Reach: 10 feet/10 feet.
• Loxo base land speed is 30 feet.
• Darkvision out to 60 feet.
• Racial Hit Dice: A loxo begins with fi ve levels of monstrous humanoid, which provide him with 5d8 Hit Dice, a base attack bonus of +5, and base saving throw bonuses of Fort +1, Ref +4, Will +4.
• Racial Skills: A loxo’s monstrous humanoid levels grant him skill points equal to 8 × (2 + Int modifier). Class skills include Climb, Listen, Spot, and Survival.
• Racial Feats: A loxo’s monstrous humanoid levels grant him two feats.
• Weapon and Armor Proficiency: A loxo is automatically proficient with simple weapons and light armor.
• Natural Attacks: Loxos can attack with their trunks. A loxo can make single attack with one trunk (as a slam attack) that deals 1d6 points of damage, or with a full-attack action, he can make slams with both trunks. As part of a full-attack action with another weapon, a loxo can make one secondary attack using a single trunk at his highest base attack bonus –5.
• Natural Armor: +4 natural armor bonus.
• Berserk Rage (Ex): A loxo that sees a clan member killed or incapacitated enters a berserk rage. The loxo gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but takes a –2 penalty to Armor Class. This rage lasts a number of rounds equal to 3 + the loxo’s (newly improved) Constitution modifier. After the rage ends, the loxo is fatigued (–2 penalty to Strength, –2 penalty to Constitution, can’t charge or run) until the end of the encounter.
• Trample (Ex): As a standard action, a loxo can trample creatures of Medium size or smaller. The loxo merely has to move over the opponents. The trample deals 1d8 (plus 1-1/2 times the loxo’s Strength bonus) points of bludgeoning damage. A trampled opponent can make an attack of opportunity with a –4 penalty against the trampling loxo or attempt a Reflex save for half damage. The DC for the Reflex save is 10 + 2 (1/2 of the loxo’s racial HD) + the loxo’s Str modifier.
• Automatic Languages: Loxo. Bonus Languages: Common, regional dialects.
• Favored Class: Ranger. A multiclassed loxo’s ranger class does not count when determining whether he takes an experience point penalty for multiclassing.
• Level Adjustment: +2.