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The Topaz Order

The Topaz Order

An embrac is an ambush predator. It uses its Hide skill and the shadows of the underground to lurk near a subterranean passageway, trail, or body of water and wait for prey to come within reach. If overmatched, an embrac is not far from a small cave it can use as a bolthole to escape.

Combat

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When prey comes within reach, an embrac lashes out with a tentacle. Although the monster has eight tentacles, it can use only four to attack in the same round; it uses its remaining tentacles to gain leverage and hold its place. An opponent can make sunder attempts against an embrac’s tentacles as if they were weapons. An embrac’s tentacles have 10 hit points each. If an embrac is currently grappling a target with one tentacle, it uses another to make its attack of opportunity against the sunder attempt. Severing an embrac’s tentacle deals 5 points of damage to the embrac. An embrac regrows severed tentacles in 1d10+10 days.

Constrict (Ex): An embrac deals 2d4+6 points of damage with a successful grapple check.

Improved Grab (Ex): To use this ability, an embrac must hit with its tentacle 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 can deal constrict damage.

Poison (Ex): Injury, Fortitude DC 17, initial and secondary damage 1d4 Str. The save DC is Constitution-based.

Psionics (Sp): 3/day—crushing despair (DC 13), deep slumber (DC 12), sound burst (DC 11); 1/day—displacement. Caster level 7th. The save DCs are Charisma-based.

Skills: An embrac has a +4 racial bonus on Hide checks in underground or rocky areas, due to its coloration.

Illithidae Medium Aberration Hit Dice: 9d8+18 plus 3 (61 hp) Initiative: +1 Speed: 40 ft. (8 squares) Armor Class: 19 (+1 Dex, +8 natural), touch 11, fl at-footed 18 Base Attack/Grapple: +6/+10 Attack: Bite +10 melee (1d6+4) Full Attack: Bite +10 melee (1d6+4) and 2 claws +8 melee (1d6+2) Space/Reach: 5 ft./5 ft. Special Attacks: Improved grab, poison, psionics, rake 1d6+2 plus poison Special Qualities: Darkvision 60 ft., scent Saves: Fort +5, Ref +4, Will +7 Abilities: Str 18, Dex 13, Con 14, Int 7, Wis 12, Cha 11 Skills: Climb +7, Hide +8, Jump +12, Listen +8, Move Silently +5, Spot +8, Survival +9 Feats: Multiattack, Run, Toughness, Track Environment: Underground Organization: Solitary or pack (4–9) Challenge Rating: 5 Treasure: None Alignment: Often neutral Advancement: 10 –15 HD (Medium); 16–27 HD (Large) Level Adjustment: —

Somewhat feline in build, this stocky quadruped has a short tail, muscular legs, a thick neck, and a fl at, broad head. Its fur is stone-gray in color. Its has large eyes of dull red, and its snout and jaws are long and full of small, sharp teeth.

Illus. by R. Spencer

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