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DATE: June 13, 2002

...Copyright (c) 2002 The Unseelie Court -- JD Peterson-SparksChallatyr

Huge Aberration
Hit Dice: 10d8+60 (105 hp)
Initiative: +7 (Dex, Improved Initiative)
Speed: 30 feet
AC: 28 (-2 size, +3 Dexterity, +15 natural)
Attacks: 2 claws +13 melee, bite +11 melee, sting +11 melee
Damage: Claws 1d6+8 and poison, bite 1d8+4 and discorporation,
sting 1d6+4 and egg implantation
Face/Reach: 15 feet by 15 feet/10 feet
Special Attacks: Paralysis poison, discorporation
Special Qualities: Immunities
Saves: Fort +8, Ref +4, Will +8
Abilities: Str 26, Dex 17, Con 22, Int 14, Wis 12, Cha 16
Skills: Climb +13, Listen +15, Move Silently +16, Spot +15
Feats: Alertness, Improved Initiative, Multiattack

Climate/Terrain: Any underground
Organization: Solitary
Challenge Rating: 10
Treasure: Double standard
Alignment: Usually neutral evil
Advancement: 11-20 HD (Huge); 21-30 HD (Gargantuan)

The challatyr is a terrible creature of hatred and malevolence. They hate all other living beings, including other challatyr. Challatyr use their cunning and intelligence to attack and destroy foes-they are not overly destructive, nor are they rash.

Although vaguely arachnid or insectoid in form, the challatyr in truth bears little similarity to any other creature. Ranging from dark brown to a light tan it has four spiderlike legs. Its two arms resemble these legs but end in dangerous spikes, which it uses like claws. Its curved body sports an upturned stinger on one end and a huge beaked head on the other. A ridge of spikes runs down its back, and every inch of the creature is covered in a thick, almost chitinous hide. Challatyr do not eat-their only needs are to implant eggs and destroy other creatures.

Challatyr breed asexually, implanting their eggs in other living creatures. The egg grows within the host; eventually the creature hatches and consumes the victim from within, taking all of its host's memories for its own. Once it is hatched, the challatyr grows to maturity in approximately a year.

Challatyr speak the language of their host.

COMBAT

A challatyr attacks by stabbing at a foe with its claws, poisoning the foe to paralyze it. Then, it chooses whether to discorporate the foe with a bite or implant an egg with its stinger. Only if a foe seems particularly resistant to paralysis will the challatyr use all of its attacks against a single foe, in the hopes that it can either discorporate the creature or just tear it apart with all four attacks. Preferably, it paralyzes all of its foes and then implants one, discorporating all the rest.

Paralysis Poison (Ex): A blow from a challatyr's claws injects a foe with a powerful venom. The creature struck must make a Fortitude save (DC 21) or suffer 1d4+2 minutes of paralysis.

Discorporation (Su): If a challatyr bites a foe, the creature must make a Fortitude save (DC 18) or discorporate as if disintegrated by the spell, cast by a 12th level sorcerer. Unlike disintegration, however, the victim is utterly gone, and can be brought back only by true resurrection. Foes making successful saving throws against discorporation suffer no damage (unlike disintegrate).

Implant (Ex): If a challatyr hits with its sting attack, it can inject an egg into the opponent's body. The affected creature must succeed at a Fortitude save (DC 21) to avoid implantation. Often the challatyr implants an egg into a paralyzed or otherwise helpless creature (which gets no saving throw). The egg gestates for one week before hatching into a challatyr that eats its way out, killing the host. Twenty-four hours before the egg fully matures, the victim falls extremely ill (-10 penalty to all ability scores). A cure disease spell rids a victim of the egg, as does a successful Heal check (DC 25) by someone with that skill. If the check fails, the healer can try again, but each attempt (successful or not) deals 1d6 points of damage to the patient.

Immunities (Ex): Challatyr are immune to poison, paralysis, and all spells of the enchantment school.

 

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