Monday, January 3, 2011

General Rules: Monsters - Reklero

Reklero (from the Unholy Warrior's Handbook)
Huge Outsider (Evil, Lawful)

Hit Dice: 9d8 + 18 (58 hit points)
Initiative: +2
Speed: 30 feet, fly 75 feet (good)
Armor Class: 20 (+2 Dexterity, -2 size, +10 natural)
BAB/Grapple: +9/+26
Attack: Bite +16 melee (1d6 + 9 and poison, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +16 melee (1d6 + 9 and poison, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 10 feet by 10 feet/10 feet
Special Attacks: Improved grab, plant eggs, poison, sting
Special Qualities: Devil qualities, scent, damage resistance 5/+2, spell resistance 18
Saves: Fortitude +8, Reflex +8, Will +6
Abilities: Str 28, Int 1, Wis 11, Dex 14, Con 14, Cha 4
Skills: Jump +18, Listen +9, Spot +9
Feats: Flyby Attack, Snatch, Weapon Focus (Bite)
Environment: Any land
Organization: Solitary, pair, swarm (5 - 50)
Challenge Rating: 10
Treasure: None
Alignment: Always lawful evil
Advancement: 10 - 18 Hit Dice (Huge), 19 - 27 Hit Dice (Gargantuan)

Once every thirteen generations, great swarms of reklero emerge from some secret gate of Hell to plague the people of the Three Worlds. The layman confuses these odd creatures with unusually large insects, for they have the appearance of enormous wasps, replete with feather-like antennae and rapidly beating amber wings. Their exoskeletons are a dull, solid black, except for a patch of soft translucent flesh near the stinger. Upon close examination, this area bulges with gelatinous round orbs just underneath the thin flesh. Each orb contains a squirming mass of darkness - an infant reklero in larval form.

Reklero lurk in mud mound's deep within Ninkurra's infernal hive. While rarely spotted in the Three Worlds, they are a constant horror to the damned who lament in the fires of perdition. They swarm in cycles, depending upon fresh living hosts to feed their young. Scholars reflect upon the similarity between this demon and the digger wasp, which paralyzes its prey with it sting, but ensures its victim is aware - live food for its implanted young.

Reklero communicate through a residue made of their pheromones. From their hind legs, they excrete a thick paste; when smeared behind them it transmits an emotional flag to those with the proper sensory apparatus. Communication in this method is simple, conveying such emotional and physical messages as Danger, Food, and Follow.

Whenever a reklero stings and poisons a victim, it injects a stream of egg packets containing hundreds of larval reklero into the body of its paralyzed victim. The reklero's venom is not lethal; their victims have complete awareness of each baby reklero eating its way out of their flesh. When a reklero attacks, it is either in defense or to breed. In either case, the results are horrifying.

Poison (Ex): Bitten victims must attempt a Fortitude save against DC 20 or be paralyzed for 1d10 hours. One minute later, the victim must attempt a second Fortitude save against DC 20 or suffer 2d4 points of dexterity damage. Effects from multiple injections are cumulative.

Improved Grab (Ex): To use this ability, the reklero must hit an opponent no more than one size category greater than itself with its bite attack. After dealing normal damage, the reklero may start a grapple as a free action without provoking an attack of opportunity. If it gets a hold, it automatically stings the target each round the hold is maintained, dealing 1d12 + 9 points of damage. In addition, the victim must succeed at a pair of DC 22 Fortitude saves or suffer the same primary and secondary effects as the poison delivered by the bite attack. Reklero release paralyzed victims after impregnating them. The reklero may continue to maintain the grapple as normal.

Plant Eggs (Ex): On the round following the reklo's paralysis of a victim, it injects a stream of egg packets into the victim's body. The victim must make an immediate Fortitude save (DC 10) or die. In 1d6 hours, exposure to the victim's blood causes the eggs to hatch and release the larval reklero into the victim's body. Each round, the hundreds of reklero attempt to eat their way out, inflicting 1d10 points of Constitution damage each round until the victim reaches 0 Constitution, at which point he is dead. The victim experiences every nibble, as he is conscious and aware until he expires.

Scent (Ex): All reklero have the Scent ability in lieu of Telepathy. This ability lets the reklero detect approaching enemies, sniff out hidden foes, and track by sense of smell. The reklero can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges. The reklero detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If it moves within 5 feet of the scent’s source, the reklero can pinpoint that source.

The reklero can identify familiar odors just as humans do familiar sights. Water, particularly running water, ruins a trail. False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.

Devil Qualities: Reklero are immune to fire and poison. They have cold and acid resistance 20 They may see with perfect clarity in any darkness.

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