Monday, January 3, 2011

General Rules: Monsters - Kralovna (Goblin Queen)

Kralovna (Goblin Queen) (adapted from the Monster Manual II)
Large Aberration (Goblinoid)

Hit Dice: 10d8+30 (75 hit points)
Initiative: +3
Speed: 20 feet
Armor Class: 24 (-1 size, +3 Dexterity, +6 deflection, +6 natural)
BAB/Grapple: +7/+15
Attack: Bite +10 melee (2d6+4 plus poison, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +10 melee (2d6+4 plus poison, bludgeoning, piercing, and slashing, 20 x2) and 6 claws +8 melee (1d4+2, piercing and slashing, 20 x2)
Space/Reach: 5 feet by 5 feet/10 feet
Special Attacks: Poison, spell-like abilities, suggestion
Special Qualities: Darkvision 60 feet, defensive aura, fire resistance 10, immunities, regeneration 4, spell resistance 21, vermin affinity
Saves: Fortitude +6, Reflex +6, Will +12
Abilities: Str 19, Int 16, Wis 21, Dex 16, Con 17, Cha 22
Skills: Bluff +14, Concentration +14, Diplomacy +18, Intimidate +8, Sense Motive +18, Spellcraft +11
Feats: Combat Casting, Combat Reflexes, Dodge, Multiattack, Quicken Spell-Like Ability
Environment: Underground
Organization: Solitary, hive (1 kralovna plus 100 - 600 other šotek)
Challenge Rating: 10
Treasure: Standard coins, standard goods, and double items
Alignment: Always lawful evil
Advancement: By character class
Level Adjustment: +15

The kralovna is a nauseating creature that combines the worst aspects of a worm, and octopus, and an insect. It has exceptional intelligence and is incredibly wise and glib. The kralovna are the queens of the goblinoid hives, ruling over their progeny for the greater good of Ninkurra.

A kralovna stands 10 feet tall. Its wormlike body is pallid and gray, shimmering with pale yellow slime. The creature supports itself and moves about on a set of six suckered tentacles, each of which is tipped with a multifaceted yellow eye. Its "head" consists of a fleshy sheath that houses a set of three cruelly hooked mandibles. Six long, spidery arms tipped with tiny insectoid claws that almost look like humanoid hands protrude from a set of ridges halfway up the creature's body. A kralovna reeks of mold and decay.

Kralovna speak Karstish. Many of them also understand Rhadynnic, Sorglish, and other languages, though they do not have the vocal apparatus to speak them. With its polymorph spell-like ability, a kralovna can assume a form that is capable of speaking any language it desires. This ability also enhances its disguise capabilities, and aids it in laying ambushes for unwary opponents.

A kralovna prefers to cast spells or use its spell-like abilities from a distance while her šotek progeny close to melee with the enemy. If forced into melee, a kralovna uses its poisonous bite and flails with its six claws. Occasionally, the creature may choose to use poison against one or more foes, then assume humanoid form and use its suggestion ability to bend them to its will.

Poison (Ex): A kralovna delivers its poison with a successful bite attack, dealing initial damage of 1d6 Wisdom and secondary damage of 2d6 Wisdom. A Fortitude save DC 18 negates this effect.

Spell-Like Abilities: At will - chill touch, cause fear, detect magic, disrupt undead, gentle repose, ghoul touch, halt undead, mage hand, polymorph (humanoid form only), read magic, spectral hand. Three times per day - contagion, circle of death, enervation, vampiric touch. Caster level 14th; save DC 16 + spell level.

Suggestion (Sp): When in humanoid form, a kralovna has a melodious and hypnotic voice. By speaking soothingly to any one creature within range that understands its spoken words, the kralovna can create an effect identical to that of a quickened suggestion spell (caster level 10th; Will save DC 19). An opponent in eye contact while it makes its suggestion takes a -2 penalty on the saving throw. The kralovna can use this ability a number of times per day equal to its Charisma modifier (usually six times per day).

Defensive Aura (Sp): A kralovna has a +6 deflection bonus to Armor Class. This ability is always in effect.

Fire Resistance (Ex): The slime that a kralovna constantly exudes grants it fire resistance 10.

Immunities (Su): Due to her steady diet of undead flesh, a kralovna is immune to cold, disease, energy drain, and paralysis.

Regeneration (Ex): A kralovna takes normal damage from acid, fire, and electricity.

Vermin Affinity (Ex): Kralovna treat monstrous vermin as animals for all purposes including a druid's Wild Empathy and Animal Companion abilities, and Handle Animal checks.

Skills: Because of the slime she constantly exudes, a kralovna gains a +10 competence bonus on Escape Artist checks.

Kralovna Society
Kralovna society is functionally šotek society. All other forms of šotek are born of a kralovna hive mother, and exist to further her plans and schemes. All of the hive mothers claim descent from Ninkurra herself, which, if true, would make every goblinoid in the world a descendent of the Infernal Hive Mother. Every šotek hive is centered upon a kralovna hive queen, who rules over her progeny with the absolute, divinely-ordained authority. No goblin hive has more than a single kralovna, as any time there are, they and their offspring immediately start vying for dominance, fighting until one hive mother is either is driven away, or has been completely destroyed along with all of her children.

The notable exception to this "one queen at a time" rule occurs when a goblin hive becomes overcrowded, in which case a ruling queen will oversee the development of a new queen who will be given an entourage of šotek and sent to form a new hive. These ancillary hives often maintain strong relations with their mother hive, and frequently form the basis of large networks of allied goblin forces. If left on their own, a network of mother-daughter hives can take control of vast areas of territory, as evidenced by the existence of the nation of Karst.

Kralovna Characters
A kralovna's favored class is sorcerer, but kralovna clerics are also quite common. Kralovna clerics universally worship Ninkurra. An kralovna cleric has access to two of the following domains: Corruption, Endurance, Goblin, Pain, or Rulership.

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