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Valkith (Harrid Hound

Medium Magical Beast

Hit Dice: 4d10+4 (26 hp),dying/dead:–2/–13 Initiative: +1 Speed: 40 feet AC: 17 (+1 Dexterity,+6 natural),touch 11,flat-footed 16 Base Attack/Grapple: +4/+6 Attack: Bite +7 melee (1d6+2) Full Attack: Bite +7 melee (1d6+2) and gore +4 (1d4+1) Space/Reach: 5 feet/5 feet(Face/Reach:5 feet by 5 feet/5 feet) Special Attacks: Trip Special Qualities: Energy absorption,phase into earth, see through earth,low-light vision,scent Saves: Fort +5,Ref+5,Will +3 Abilities: Str 15,Dex 12,Con 13,Int 3,Wis 10,Cha 11 Skills: Sneak +7,Spot +1 Feats: Iron Will,Multiattack*,Weapon Focus (bite)

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Environment: Any Organization: Solitary,pair,or pack (3–8) Challenge Rating: 3 Treasure: Standard Advancement: 5–8 HD (Medium);9–12 HD (Large) Level Adjustment: —

*Denotes a feat from the MM.

The twisted and corrupt harrids (see Chapter Four of The DiamondThrone) bred the valkith on the distant continent to the south.They use the beasts,sometimes called “harrid hounds,” to help them hunt for slaves.Since the harrids themselves feed upon magical energy,they created the valkith to absorb energy in a similar way.The harrids use their own magic to heal and strengthen their hounds whenever needed.

Further,they gave the valkith the ability to move and see through rock and earth.The hounds use this ability to hide just below the surface and attack a foe when it crosses the ground above it.

With a wide body like that ofa dark mastiff,the valkith has a head that looks vaguely reptilian—almost crocodilean— but with horns on either side ofit,curving outward.Scales cover the creature’s entire body,and it has a long tail.

Valkith do not speak,but they understand the simple commands oftheir masters.

Combat

A group ofvalkith,for the most part,uses tactics similar to those ofa wolfor dog pack,making coordinated hit-and-run attacks to bring down a much larger foe.A lone valkith is more likely to use its phase into earth ability to hide in the ground and wait in ambush for prey.

Energy Absorption (Su): Valkith absorb magical energy directed at them.Spells,spell-like abilities,and the spell-like effects ofmagic items directed at them are drawn harmlessly into their bodies.Even area spells and effects do not affect them,although they do not cancel out the effect for others in the area.Further,the creature feeds on the energy and uses it to heal its wounds.A wounded valkith gains 5 hit points per spell level absorbed.Thus,ifa magister casts cold blast at a valkith,the hound heals 5 hit points.Ifthe same magister uses a wand to cast sorcerous blast with three valkith in the area,each instantly heals 15 hit points.The energy absorption cannot raise a valkith over its normal hit point maximum.

Magical energy can,however,restore a dead valkith to life. Ifa valkith reaches –13 hit points or is slain in some other way,two spell levels ofmagical energy will restore it to –12 hit points,no matter how long it’s been dead,as long as at least three-quarters ofits body remains intact.Three spell levels will restore it to –12 and then heal it 5 points,bringing it to –7.Four levels will bring a dead valkith to –2,and so on. The only way to permanently destroy a valkith is to completely dismember,burn,or otherwise obliterate its body, using a method other than spells or spell-like abilities.

A valkith within an area ofcontinuous,natural magic,such as a power cyst (see “Magical Effects ofthe Land” in Chapter One of The Diamond Throne),has the fast healing 5 ability in

addition to its ability to gain healing from spells and effects directed at it. Supernatural abilities such as dragon’s breath,or magic weapon qualities such as that ofa +1 flaming longsword, affect the valkith normally.

Phase Into Earth (Su): A valkith can sink down into the ground or enter a boulder or rock wall as ifit did not exist.It uses this ability to pass through stone and earth barriers well as to hide.The creature can “swim” through solid rock or earth at its normal speed.Ifthe valkith is to hide within a stone or area ofearth,it must be large enough to accommodate the hound in all three dimensions.Minor physical damage to the stone or ground does not harm the valkith,but its partial destruction (to the extent that the hound no longer fits within it) expels the beast and deals it 5d6 points ofdamage.The stone’s or earth’s complete destruction (such as with a disintegration) expels the valkith and slays it instantly,unless it succeeds at a Fortitude save (DC 18).Any spell with the earth descriptor that changes,reshapes,or damages the earth the valkith is inside expels the creature and deals it 5d6 points ofdamage.

Ifa valkith is aware ofthe attack,weapons made ofstone— a hurled boulder,a stone from a sling,or a stone-headed hammer—inflict no damage and pass right through the beast. Likewise,the valkith does not take falling damage ifit falls onto stone or earth,and rockslides and cave-ins present no danger ifthe creature is conscious and aware ofthe threat.

Scent (Ex): The valkith can detect opponents within 30 feet by sense ofsmell.For upwind foes,the range increases to 60 feet;downwind,it drops to 15 feet.When detecting a scent,the valkith doesn’t determine its exact source,only its presence in range.The valkith can take a standard action to note the scent’s direction.Once within 5 feet ofthe source,it can pinpoint the source.A valkith can also follow tracks by smell,making a Wisdom check to find or follow a track.

See Through Earth (Su): A valkithcan see through up to 10 feet ofearth or stone as ifit were not there.

Trip (Ex): A valkith that hits with a bite attack can attempt to trip the opponent (+2 check modifier) as a free action without making a touch attack or provoking an attack ofopportunity.Ifthe attempt fails,the opponent cannot react to trip the valkith.

Valkith Encounter (EL 9)

A clutch ofharrids has taken over a tower as a residence. The player characters learn that these harrids have stolen an important magic item from a wealthy human magister, and she is willing to pay handsomely for its return.Ifthe PCs go to the tower,they find out that five valkith guard the outside—and they most likely find out the hard way.

The valkith maintain their trained positions just under the surface ofthe ground.(Refer to the map to see the position ofeach hound.) They attack as soon as anyone passes within 5 feet oftheir position.Ifanyone reaches the stairs to the door,they all come out ofhiding.

Further,the harrids have placed a magical “trap” on the door.When opened,it releases a burst ofmagical energy.The energy flashes with a green pulse for a moment but is otherwise harmless.However,it counts as a 6th-level spell effect that spreads out for 100 feet (beyond the edges ofthe map). The energy heals any valkith up to 30 hit points.Any dead valkith comes back to life with 8 hit points,whereupon it immediately attacks again.

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