Chapter Six: Masters of Chaos
Galchutt Races
Carach
Most of the Galchutt can be categorized according to various types, loosely classified as races. This section discusses the five races known to loremasters.
Large Outsider (Chaotic, Evil) Hit Dice: 19d8 + 171 (256 hp) Initiative: +8 Speed: 30 feet Armor Class: 31 (–1 size, +4 Dexterity, +15 natural, +3 deflection), touch 16, flat-footed 27 Base Attack/Grapple: +19/+30 Attack: Bite +28 melee (3d6+10 plus poison) Full Attack: Bite +28 melee (3d6+10 plus poison), 4 tendril spikes +26 melee (1d10+5 plus poison), 1 slam +26 melee (1d6+5 plus paralysis) Space/Reach: 10 feet/10 feet (Face/Reach 10 feet by 10 feet/10 feet) Special Attacks: Poison, paralysis, spell-like abilities Special Qualities: Spell resistance 24, damage reduction 20/law (20/+3), chaotic nature, direct contact, Galchutt qualities Saves: Fortitude +20, Reflex +18, Will +18 Abilities: Str 30, Dex 18, Con 28, Int 13, Wis 19, Cha 20 Skills: Climb +29, Concentration +28, Intimidate +24, Jump +29, Knowledge (arcana) +22, Knowledge (planes) +23, Listen +23, Sense Motive +23, Spot +23, Survival +27 Feats: Cleave, Empower Spell-Like Ability (chaos hammer), Improved , Initiative, Iron Will, Lightning Reflexes, Multiattack, Power Attack Environment: Any Organization: Solitary Challenge Rating: 16 Treasure: Double standard Alignment: Always chaotic evil Advancement: 20–38 HD (Large) Level Adjustment: —
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