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... Challatyr
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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