Mar'kavva by Andrew Collins
Medium Aberration
Hit Dice: 5d8+20 (42 hp)
Initiative: +4 (+4 Dex)
Speed: 40 ft. (8 squares), climb 25 ft. (5 squares)
Armor Class: 19 (+4 Dex, +5 natural), touch 14, flat-footed 15
Base Attack/Grapple: +3/+7
Attack: 2 bladed arms +7 melee (1d8 +4)
Full Attack: 2 2 bladed arms +7 melee (1d8 +4) and bite +5 melee (1d6 +2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Constrict, pounce, wounding
Special Qualities: Blindsight, Damage reduction 5/magic, darkvision 60ft., scent, spells-like abilities
Saves: Fort +5, Ref +5, Will +5
Abilities: Str 19, Dex 19, Con 19, Int 5, Wis 13, Cha 10
Skills: Hide +7, Listen +3, Move Silently +6, Spot +3
Feats: Deepening darkness (races of faerun)(B),Multiattack

Environment: Any land
Organization: Solitary
Challenge Rating: 6
Treasure: Standard
Alignment: Always neutral evil
Advancement: 6-10 HD (Medium); 11-15 HD (Large)
Level Adjustment: -


This creature seems to be a hideous crossbreed of a humanoid wolverine and a monstrous serpent. Other features that catch your eye are the cruel serrated blades that serve as the end of its arms, and the long black projections on it's face that seem to act as a mask.

A Mar'kavva is a magical hybrid between a K'tarl and a Yuan-ti abomination. They are often used by evil cults and organizations to exterminate pesky adventurers. When not dispatched on a mission, they can only be found in the organization’s hideout, in specialized pens. They only eat fresh meat, and never vegetables.

Combat
Always starts combat by covering the area with one of it's deeper darkness spells, then simply follows a simple blade/blade/bite attack pattern.


Constrict (Ex): A creature with this special attack can crush an opponent, dealing bludgeoning damage, after making a successful grapple check. The amount of damage is given in the creature’s entry. If the creature also has the improved grab ability it deals constriction damage in addition to damage dealt by the weapon used to grab.
Pounce (Ex): When a creature with this special attack makes a charge, it can follow with a full attack

  • including rake attacks if the creature also has the rake ability.
    Wounding (Su): When a Mar'kavva hits with one of it's bladed arms, the victim suffers an affect as described by the wounding weapon special ability in the DMG.
    Blindsight (Ex): This ability is similar to blindsense, but is far more discerning. Using nonvisual senses, such as sensitivity to vibrations, keen smell, acute hearing, or echolocation, a creature with blindsight maneuvers and fights as well as a sighted creature. Invisibility, darkness, and most kinds of concealment are irrelevant, though the creature must have line of effect to a creature or object to discern that creature or object. The ability’s range is specified in the creature’s descriptive text. The creature usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight ability. Unless noted otherwise, blindsight is continuous, and the creature need do nothing to use it. Some forms of blindsight, however, must be triggered as a free action. If so, this is noted in the creature’s description. If a creature must trigger its blindsight ability, the creature gains the benefits of blindsight only during its turn.
    Scent (Ex): This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a creature detects a scent, the exact location of the source is not revealed
  • only its presence somewhere within range. The creature can take a move action to note the direction of the scent. Whenever the creature comes within 5 feet of the source, the creature pinpoints the source’s location. A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
    Spells-like Abilities (Sp): Deeper Darkness 3/day

    Society

    This creature has not yet been play tested.
    This is not a kender type creature.

     



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