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Saltor

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The Topaz Order

The Topaz Order

Dangerous underground predators, kigrids attack any potential prey they encounter. They are persistent and determined stalkers, using their darkvision and scent abilities to identify and follow their quarry. Kigrids are cunning hunters that try to force their prey into dead-end tunnels, off cliff edges, and into other obstacles to prevent their escape. If their quarry puts up determined resistance, the kigrids might negotiate or withdraw if the entire pack is in danger. Kigrids seem to understand most spoken languages (perhaps this is a latent psionic ability) and can reply in Undercommon with a growling, howling voice.

Combat

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A kigrid pulls down prey with its powerful bite. It uses its poisonous rake to fi nish off grappled opponents. A kigrid cannot begin a grapple and perform a rake attack in the same round.

Improved Grab (Ex): To use this ability, a kigrid must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and makes two rake attacks against its foe.

Poison (Ex): Injury, Fortitude DC 16, initial and secondary damage 1d4 Dex. A kigrid delivers its poison only with its rake special attack (it has poison spurs near its rear claws). The save

DC is Constitution-based.

Psionics (Sp): 3/day—blink, daze monster (DC 12), detect thoughts (DC 12). Caster level 5th. The save DCs are Charismabased.

Rake (Ex): Attack bonus +10, damage 1d6+2 plus poison (see above). A kigrid makes two rake attacks when it attacks a grappled opponent.

Skills: Kigrids have a +4 racial bonus on Hide, Listen, Move

Silently, and Spot checks, and a +8 racial bonus on Jump and

Survival checks.

Small Aberration Hit Dice: 5d8+5 (27 hp) Initiative: +3 Speed: 30 ft. (6 squares), climb 30 ft. Armor Class: 16 (+1 size, +3 Dex, +2 natural), touch 14, fl atfooted 13 Base Attack/Grapple: +3/+0 Attack: Handaxe +7 melee (1d4+1/×3) or bite +7 melee (1d6+1) Full Attack: Handaxe +7 melee (1d4+1/×3) and bite +5 melee (1d6) Space/Reach: 5 ft./5 ft Special Attacks: Psionics, screech Special Qualities: Darkvision 60 ft. Saves: Fort +3, Ref +5, Will +5 Abilities: Str 12, Dex 17, Con 12, Int 9, Wis 12, Cha 11 Skills: Climb +11, Jump +7, Listen +5, Spot +5, Tumble +5 Feats: Alertness, Weapon Finesse Environment: Underground Organization: Solitary, pair, gang (3–4), or troop (7–12 adults and 2–4 young) Challenge Rating: 3 Treasure: 50% standard Alignment: Often neutral evil Advancement: 6–9 HD (Medium) Level Adjustment: —

This baboonlike creature has a beard of half a dozen small tentacles hanging from its chin. Its fur is a murky brown color, and it has large, blue-black eyes. It stands about 3 feet high but moves in a crouch, with arms as long as its legs. It has three fi ngers on each hand and three toes on each foot.

Saltors are just one of many kinds of subterranean scavengers. They eat anything they can catch: worms, grubs, snails, fi sh, crayfi sh, moss, fungi, and so on. As might be expected, their diet is light on protein; this can make them dangerous foes to small, lightly armed, or wounded parties of adventurers. Saltors are intelligent beings, and they know well that they are weaker than most other underground dwellers. To compensate for this, they use weapons and tools to make foraging and hunting small game easier. Parties that treat saltors well and have metal tools to offer might be able to garner information from the creatures about the region in which they live. Saltors speak Undercommon in a barking tone.

Combat

Even a pack of saltors would not be a match for a well-equipped and wary party of heroes if not for the creatures’ psionics and special sonic attack.

Psionics (Sp): 3/day—blur, magic missile; 1/day—haste (self only). Caster level 3rd.

Screech (Su): As a standard action, a saltor can emit a high-pitched, piercing shriek in a 20-foot cone. The shriek deals 2d8 points of sonic damage to all nonsaltors and stuns such creatures for 1 round. A DC 14 Fortitude save negates the stun and halves the damage. Once it screeches, a saltor cannot screech again for 1 hour, so saltors save their screeches until they are sure they need them. One saltor screeching sets off all the other adults in the troop as well. This protective measure allows the troop to pqqqqqqqqqrs

PSIONIC ILLITHIDAE

If you are using the Expanded Psionics Handbook in your game, you can substitute the following psi-like abilities for the psionic spell-like abilities given for the embrac, kigrid, and saltor.

Embrac: 3/day—ego whip (2d4 Cha, DC 13), mental disruption (DC 13), concussion blast (two targets, 2d6 damage); 1/day—greater concealing amorpha. Manifester level 7th. The save DCs are Charisma-based.

Kigrid: 3/day—concealing amorpha, id insinuation (2 targets,

DC 13), read thoughts (DC 12). Manifester level 5th. The save

DCs are Charisma-based.

Saltor: 3/day—concealing amorpha, energy ray (3d4 sonic); 1/day—hustle. Manifester level 3rd. pqqqqqqqqqrs

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