Monday, January 3, 2011

General Rules: Monsters - Kallendine

Kallendine (from the Book of Eldritch Might III)
Huge Magical Beast

Hit Dice: 15d10+65 (147 hit points)
Initiative: +3
Speed: 30 feet, climb 30 feet
Armor Class: 27 (-2 size, +3 Dexterity, +8 natural, +8 armor); touch 11, flat-footed 24
BAB/Grapple: +15/+28
Attack: Claw +20 melee (2d6+5, piercing and slashing, 20 x2) or thrown spike +18 ranged (1d8+5 plus poison, piercing, 19-20 x2, 180 feet x1)
Full Attack: 2 claws +20 melee (2d6+5, piercing and slashing, 20 x2) and bite +18 melee (1d8+2 plus poison, bludgeoning, piercing, and slashing, 20 x2) or 6 stingers +18 melee (1d8+5 plus poison, piercing, 20 x2) or 6 thrown spikes +18 ranged (1d8+5 plus poison, piercing, 19-20 x2, 180 feet x1)
Space/Reach: 10 feet by 20 feet/10 feet
Special Attacks: Improved grab, poison, spikes, swallow whole
Special Qualities: Darkvision 60 feet, fast healing 5, termorsense 60 feet
Saves: Fortitude +14, Reflex +12, Will +6
Abilities: Str 20, Int 9, Wis 11, Dex 17, Con 21, Cha 8
Skills: Listen +9, Spot +9
Feats: Iron Will, Multiattack, Power Attack
Environment: Any hive
Organization: Solitary or squad (3 - 6)
Challenge Rating: 13
Treasure: Triple standard
Alignment: Usually lawful neutral
Advancement: 16 - 25 Hit Dice (Huge); 26 - 30 Hit Dice (Gargantuan)

The goblinoid hives bred the kallendine to serve as guardians for their dread queens. These insect-like monstrosities are covered in a black carapace reinforces artificially, once the creatures have achieved adulthood, with glistening steel plates that fit the beasts like plate armor.

The creature's head is wide and flat, set in the front of its massive armored body. The majority of the head is a huge, mandibled mouth. The kaleindine's undersides bristle with a dozen thin, multi-jointed legs. The two front-most legs, twice as large as the rest, end in two cleaver-like claws - also augmented with steel. In addition to the mass of insectoid legs, the kallendine have six prehensile tendrils, three coming out of each side. These tendrils end in wicked, envenomed spines, which the kallendine can throw as spikes or use to sting prey.

Kallendine can move along any surface, as their many legs adhere like those of an insect or spider.

These creatures do not speak, but can understand Karstish.

Combat
A kallendine begins most battles with a volley of spikes, then closes as quickly as it can. Once in melee, it uses its bite to poison does, then immediately swallows them in their weakened state.

Improved Grab (Ex): To use this ability, the kallendine must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, the blood established a hold on the opponent. Every round that it maintains a hold on an opponent, the kallendine automatically inflicts bits damage and can attempt to swallow the foe.

Poison (Ex): Both the bite and the stingers of the kallendine hold venom. Fortitude save DC 23; initial damage 1d6 temporary Strength, secondary damage 2d6 temporary Strength. The save DC is Constitution-based.

Spikes (Ex): Rather than sting an opponent with its spikes, the kallendine can use its tendrils to fling them, causing them to detach and sail through the air like deadly poisoned arrows. New spikes immediately form one the ends of the tendrils. This standard action is an attack with a range of 180 feet and no range increment. A spike deals a critical hit on a natural attack roll of 19 or 20. The creature can launch only 24 spikes in any one day.

Swallow Whole (Ex): A kallendine can try to swallow a grabbed opponent of Medium or smaller size by making a successful grapple check. Once inside, the opponent takes 2d8+12 points of crushing damage plus 1d8 points of acid damage per round from the kallendine's digestive processes. A swallowed creature can climb out of the kallendine with a successful grapple check. This returns it to the creature's maw, where another successful grapple check allows it to get free. A swallowed creature can also cut its way out by using claws or a Small or smaller slashing or piercing weapon to deal 25 points of damage to the Armor Class 20 interior of the kallendine. Once the creature exist, fast healing and muscular action close the hole; another swallowed opponent must cut its own way out.

The kallendine's interior can hold two Medium, four Tiny, eight Diminutive, or sixteen Fine or smaller opponents.

Tremorsense (Ex): The kallendine can automatically sense the location of anything within 60 feet that is in contact with the ground.

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