The Lower Chambers:
3. The Roost of the Conch
Kalka-Kylla
Large Magical Beast
Hit Dice: 6d10+30 (63 hp)
Initiative: +6
Speed: 20ft, swim 20ft
Armour Class: 20 (+2 Dex, +8 Natural), touch 12, flat-footed 18
Base Attack/Grapple: +6/+17
Attack: Claw +13 melee (2d6+7)
Full Attack: 2 Claws +13 melee (2d6+7), 2 slams +8 melee (1d6+7), Bite +8 melee (1d8+7)
Space/Reach: 10ft./5ft.
Special Attacks: Trample, shell crush
Special Qualities: Dark vision 60ft, low-light vision
Saving Throws: Fort +14, Ref +11, Will +8
Abilities: Str 25, Dex 15, Con 20, Int 16, Cha 14, Wis 14
Skills: Appraise +6, Decipher Script +6, Diplomacy +8, Intimidate +5, Knowledge (arcane) + 6, Knowledge (history) +9, Listen +8, Sense Motive +8, Spot +8, Use Magical Device +5
Feats: Improved Initiative, Improved Grab, Power Attack
Environment: Any aquatic, underground
Organization: Solitary
Challenge Rating: 6
Treasure: Standard
Alignment: Usually Chaotic Neutral
Advancement: 7-8 HD (large), 9-18 (Huge), 18-25 HD (Gargantuan)
(Sa) Trample: As a full round action, Kalka-Kylla can move 40ft dealing 1d6+10 damage to any creature over-ran; DC 20 reflex save for half damage.
(Sa) Shell Crush: During a full attack action, Kalka-Kylla may substitute 2 slams for a shell crush attack. To use the shell crush, a target must be in an adjacent square to both Kalka-Kylla and a wall. Kalka-Kylla makes a melee touch attack against the target, which can make a DC 20 reflex save for half damage if the hit is successful. A hit causes 3d6+7 damage, and is subject to a grapple check as if Kalka-Kylla was one size category larger (+21 for a standard Kalka-Kylla). In subsequent rounds, Kalka-Kylla may continue to substitute 2 slams to inflict 1d6+7 constriction damage on the target after a successful grapple check (as the constrict feat).
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