Arcana Unearthed - Legacy of the Dragons - 3.5e

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Legacy of the Dragons

Balthrok Medium Monstrous Humanoid Hit Dice: 2d8+4 (13 hp), dying/dead –3/–15 Initiative: +0 Speed: 30 feet AC: 16 (+6 natural), touch 10, flat-footed 16 Base Attack/Grapple: +2/+5 Attack: Claw +6 melee (1d8+3) Full Attack: 2 claws +6 melee (1d8+3) Space/Reach: 5 feet/5 feet (Face/Reach: 5 feet by 5 feet/5 feet) Special Qualities: Darkvision 60 feet, digging claws, tremorsense 60 feet Saves: Fort +5, Ref +0, Will +2 Abilities: Str 16, Dex 10, Con 15, Int 8, Wis 9, Cha 6 Skills: Climb +6, Swim +5 Feats: Sense the Unseen, Weapon Focus (claws) Environment: Any temperate Organization: Solitary, pair, pack (3–8 plus one 3rd-level elder), war party (4–20 plus one 6th-level elder), or colony (20–500 plus 1d6 10th-level elders) Challenge Rating: 2 Treasure: Standard Advancement: By character class Level Adjustment: +1 Combining the qualities of a bear, mole, and human, a balthrok resembles a massive, hairless beast with overly long arms. Its wide, powerfully built hands end in thick, jagged claws that can tear through armor and tunnel through dirt. Driven to aggressive acts because of overpopulation, balthroks slowly infiltrate and assault towns and villages from below. Balthroks burrow through the ground, lying in wait beneath the surface to ambush prey. They sometimes wield crude weapons, usually taken from their enemies. Balthroks hate all humanoid life, and sometimes groups of them gather to destroy a village or town. They burrow beneath walls and homes, coordinating their actions to cause several important structures within a town to collapse at the same time. In the confusion that follows, they erupt from the ground and attack the townsfolk. The dramojh created and bred balthroks to serve as siege troops. Their ability to tunnel through earth and stone makes them invaluable in such operations, since they can undermine fortifications or create paths into the heart of a fortress’s defenses. With their masters long defeated, they retreated to the dark corners of the world. In isolated hills, forests, and mountain ranges, they have dug extensive towns and cities far from prying eyes where they live in peace. Over time, their population grew too large for their burrows. Recalling the earlier war that spawned them, balthrok leaders spread propaganda painting the giants and their allies as murderers and usurpers of their rightful lands. War parties of balthrok scouts now probe the borders of civilized realms, using

their digging talent to create hidden passages beneath cities. In some areas, sewers are rife with these creatures. Balthroks like to launch raids on isolated buildings and delight in slaying giants.

Combat Strong and tough, balthroks rarely flee from battle. They prefer to stand and die, seeing defeat as a stain that only blood can purge. The elders’ propaganda has fanned the flames of fanaticism in many balthrok scouts and warriors, making them liable to win battles through sheer force of will. And since they refuse to surrender, they cause heavier casualties than other marauders. Balthroks prefer to fight at a place and time of their choosing. If possible, they sow an area with hidden pits and other hazards that disrupt their enemies’ plans and give them the advantage of surprise. One of their favorite tactics is digging a hole and hiding in it beneath a loose cover of earth, then leaping out to fall upon an opponent’s flank or rear. Digging Claws (Ex): A balthrok’s thick, jagged claws allow it to tunnel through dirt and rock with relative ease. It does not work fast enough to have a burrow speed, but it can construct tunnels more quickly than even the stoutest miners. A single balthrok can dig a 10-foot tunnel usable by Medium or smaller creatures after 10 minutes of work. It takes an additional 10 minutes to enlarge such a passage to be usable by Huge or Large creatures. Teams of balthroks usually work together to create elaborate mazes and intricate subterranean strongholds. A balthrok’s claws are tough and durable, owing partially to their magical nature. Skilled balthrok smiths can improve them with mundane and magical weapon enhancements. Use the standard rules for enchanting an item, except that the claws have a base cost of 0 gp. They must be upgraded to masterwork quality as normal before they can receive magical abilities. Tremorsense (Ex): A balthrok automatically detects the presence and location of any creature or object that stands on the ground within 60 feet of it.

Balthrok Society Balthrok society is built around the veneration of and obedience to the elders who rule. As a balthrok ages, its claws gradually take on a gleaming, gemlike appearance. This feature allows a balthrok to easily display its social rank. Even the fiercest warrior becomes a passive underling in the presence of an elder. Balthroks rarely fight among themselves for leadership, since combat and natural causes kill most of them before they grow old enough to claim the mantle of rulership. The elders rule as an oligarchy, forging a consensus by popular vote among themselves to set policy and make decisions. Common balthroks have no say in their government. Some sages believe balthroks were bred for maximum pliability and obedience. The dramojh designed them to blindly follow whomever they identified as a leader. In the absence of a strict military structure, the balthroks now give their obedience to the next closest thing—the elders among them.


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Monsters and Characters by CR

3min
page 159

Open Game License

5min
pages 160-162

Referenced Feats

14min
pages 155-158

Vo-Tarran

6min
pages 151-152

Veirid Runechaser

6min
pages 149-150

Paushen Pugwhistle

9min
pages 146-148

Kelberen

6min
pages 143-144

Marvalontal

3min
page 145

Denassa The Midnight Vesper

4min
pages 139-140

Domagoth the Dominator

6min
pages 141-142

Daelan Bitterslice

2min
page 138

Cralla the Dirgewife

3min
page 137

Chloris The Bloody Claw

7min
pages 135-136

Algar the Gifting Minstrel

7min
pages 129-130

Briessec-Cur

7min
pages 133-134

Zetetic

6min
pages 123-125

Witchraven

4min
pages 121-122

Bova Tel-Bera

7min
pages 131-132

Aarach

3min
page 126

Abalan the Wayward Spy

6min
pages 127-128

Wind Lord

6min
pages 119-120

Valkith (Harrid Hound

5min
pages 111-112

Vuldrog

4min
pages 117-118

Terrig

5min
pages 103-104

Tingual

5min
pages 105-106

Vallorian

14min
pages 113-116

Totem Spectre Template

7min
pages 107-108

Urgan’s Minion

5min
pages 109-110

Staj

5min
pages 101-102

Squamous Lir

5min
pages 99-100

Spirit of Sorrow

6min
pages 97-98

Spined Grappler

6min
pages 95-96

Spelleater

5min
pages 93-94

Slaughterfiend

5min
pages 91-92

Shuyarn

6min
pages 89-90

Rune Reaver

6min
pages 87-88

Rune Manifest

31min
pages 77-86

Qualleg

12min
pages 69-72

Rune Animal Template

6min
pages 75-76

Navver’s Curse

6min
pages 63-64

Mud Slime

5min
pages 61-62

Night Beast

5min
pages 65-66

Rock Ape

5min
pages 73-74

Oathstalker

6min
pages 67-68

Lastrogos (Spirit Devourer

5min
pages 59-60

Lasher Beast

6min
pages 57-58

Hypnolox

7min
pages 53-54

Kahrn

5min
pages 55-56

Hate Reaper

7min
pages 51-52

Faradian

5min
pages 43-44

Ghoul Worm

5min
pages 45-46

Elemental Scion Template

6min
pages 41-42

Grynloc

13min
pages 47-50

Dread Helminth

5min
pages 39-40

Darval

6min
pages 35-36

Dothrog

6min
pages 37-38

Briar Beast

5min
pages 29-30

Chlorthek

5min
pages 31-32

Crested Serpent

6min
pages 33-34

Bone Viper

7min
pages 27-28

Bog Salamander

4min
pages 25-26

Balthrok

6min
pages 17-18

Using This Book

5min
pages 5-6

Blade Troll

13min
pages 21-24

Arachtar

8min
pages 9-11

Akashic Seeker

5min
pages 7-8

Blade Breaker

5min
pages 19-20

Arathad

8min
pages 12-14

Arboreal Corrupter

6min
pages 15-16
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