El Koth by Chris Nichols
Large Aberration
Hit Dice: 11d8+44 (93 hp)
Initiative: +3 (+3 Dex)
Speed: 40 ft. (8 squares), fly 20 ft. (clumsy), burrow 20 ft. (4 squares)
Armor Class: 19 (-1 size, +3 Dex, +7 natural), touch 12, flat-footed 16
Base Attack/Grapple: +8/+18
Attack: 2 scythe claws +15 melee (2d6 + 8); 4 tentacle hands +11 melee (grapple only)
Full Attack: 2 scythe claw +15 melee (2d6 + 8) and 4 tentacle hands +11 melee (grapple only)
Space/Reach: 10 ft./10 ft.
Special Attacks: Improved grab, psionics, acidic bite, blood drain, poison sting, spell-like abilities, acidic blood
Special Qualities: DR 10/magic, darkvision 60ft., regeneration 5, blindsight, tremorsense, acid immunity, terrible claws, daylight vulnerability
Saves: Fort +7, Ref +6, Will +11
Abilities: Str 23, Dex 16, Con 19, Int 22, Wis 19, Cha 18
Skills: Hide +6, Intimidate +14, Knowledge (arcana) +16, Knowledge (dungeoneering) +16, Knowledge (local) +16, Knowledge (religion) +16, Knowledge (the planes) +16, Listen +19, Search +21, Spot +19
Feats: Cleave, Fly-by Attack, Hover, Multiattack(B), Power Attack, Weapon focus: scythe claws(B)

Environment: Any underground
Organization: Solitary, or Cabal (2-5)
Challenge Rating: 14
Treasure: Double Standard
Alignment: Always neutral evil
Advancement: 12-22 HD (Large); 23-33 HD (Huge)
Level Adjustment: -


An insectile horror steps into the torchlight. Armored in black chitin, it glides on four heavy spider legs. Six arms fan outward, rising as if to embrace you and two end in long blades like a nightmare mantis. A head with dozens of long teeth and glittering eyes crown the creature and hidden wings unfold from it's back as a nightmare drone begins...

Milennia ago, the el koth dwelt in what is now Hazlan, having come from across the stars and beyond the planes. Their empire flourished for centuries before falling and they did of unknown causes. Today, nothing remains save artifacts such as the Lodestone of Toyalis and the bones and shells of the el koth. The el koth are hulking alien insectoids spawned from biologies unknown to this world. Two of the primary features of el koth physiology is their possession of both endo- and exo-skeletons and the fact that each el koth possesses three brains. El koth have a generally tauric build, walking on four heavy spider-like legs, with a blunt, heavy stinger-bearing abdomen at the rear. The torso is massive, with a heavily hunched-back. Three nodules rise in a triangular arrangement from the rear of this hump; each is composed of a transparent green glass-like substance though which the el koth's triple brains can be seen. (Each nodule has a hardness of 40 and 150 hp.) The el koth's brain nodules glow a vile green (at about the intensity of faerie fire), but the creature can suppress this effect at will. The el koth's head protrudes directly from its torso slightly below it's shoulders, though it is little more than a spike-filled maw surrounded by a jumble of fangs, mandibles, and rasping plates beneath twelve compound eyes arranged in a rectangle four eyes across and three eyes per column. The torso bears four pairs of limbs grace the el koth's torso. At the shoulders the largest of the limbs is found - a pair of mantis-like limbs bearing scythe-shaped claws of unnatural power. Below these claws one finds four shorter arm, design from grasping and fine manipulation. Unlike the chitinous hands of most insectile creatures, the hands of the el koth are mollusk-like, strongly resembling primative shelled squid or nautilii. Each tentacle hand is pale white and has ten tentacles with extremely strong gripping suckers, a pair of beady black eyes, and a lamprey-like sucker mouth used to drain blood from gripped prey. A final set of limbs found at the mid-back, under the brain nodules, are normally folded up and hidden. Unfurled, these limbs resemble insectile versions of human arms, with the hands replaced with the membranous wings of a giant insect. When not in use, these wing membranes retract into the wing arms for protection. At the crown of an El Koth's back is a knot of antennae. Two long whip-like antennae probe the surroundings in front of the El Koth. Four large feather-like antennae, two facing foreward and two facing back, complete the nest of sensory organs. The entire body of an El Koth is encased in thick exo-skeleton of black chitin. This shell is hairless, save for the thick, sparse, wire-like barbed hairs which serve as sensory organ for the El Koth's tremorsense. El koth fly poorly and can not reach altitudes above 60 ft. Airborne, they resemble nothing so much as a heavy beetle in flight. Of course, with the el koth being a dead race from Hazlan's false history, who's to say that the El Koth ever really existed a more that bones and shells to begin with?,Millenia ago, the el koth dwelt in what is now Hazlan, having come from across the stars and beyond the planes. Their empire here flourished for centuries, before falling and dieing of unknown causes. Today, nothing remains save artifacts such as the Lodestone of Toyalis and the bones and shells of the el koth. The el koth are hulking alien insectoids spawned from biologies unknown to this world. Two of the primary features of el koth physiology is their possession of both endo- and exo-skeletons and the fact that each el koth possesses three brains. El koth have a generally tauric build, walking on four heavy spider-like legs, with a blunt, heavy stinger-bearing abdomen at the rear. The torso is massive, with a heavily hunched-back. Three nodules rise in a triangular arrangement from the rear of this hump; each is composed of a transparent green glass-like substance though which the el koth's triple brains can be seen. (Each nodule has a hardness of 40 and 150 hp.) The el koth's brain nodules glow a vile green (at about the intensity of faerie fire), but the creature can suppress this effect at will. The el koth's head protrudes directly from its torso slightly below it's shoulders, though it is little more than a spike-filled maw surrounded by a jumble of fangs, mandibles, and rasping plates beneath twelve compound eyes arranged in a rectangle four eyes across and three eyes per column. The torso bears four pairs of limbs grace the el koth's torso. At the shoulders the largest of the limbs is found - a pair of mantis-like limbs bearing scythe-shaped claws of unnatural power. Below these claws one finds four shorter arm, design from grasping and fine manipulation. Unlike the chitinous hands of most insectile creatures, the hands of the el koth are mollusk-like, strongly resembling primative shelled squid or nautilii. Each tentacle hand is pale white and has ten tentacles with extremely strong gripping suckers, a pair of beady black eyes, and a lamprey-like sucker mouth used to drain blood from gripped prey. A final set of limbs found at the mid-back, under the brain nodules, are normally folded up and hidden. Unfurled, these limbs resemble insectile versions of human arms, with the hands replaced with the membranous wings of a giant insect. When not in use, these wing membranes retract into the wing arms for protection. At the crown of an El Koth's back is a knot of antennae. Two long whip-like antennae probe the surroundings in front of the El Koth. Four large feather-like antennae, two facing foreward and two facing back, complete the nest of sensory organs. The entire body of an El Koth is encased in thick exo-skeleton of black chitin. This shell is hairless, save for the thick, sparse, wire-like barbed hairs which serve as sensory organ for the El Koth's tremorsense. El koth fly poorly and can not reach altitudes above 60 ft. Airborne, they resemble nothing so much as a heavy beetle in flight.

Combat
El koth have a wide array of abilities they can make use of in combat. Most el koth prefer to use psionics and spell-like abilities to subdue and capture opponents so that prey is easier to overcome.


Special Attacks
Improved Grab (Ex): If an el koth hits an opponent of size category Medium or smaller with a tentacle hand, it starts a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required. The el koth has the option to conduct the grapple normally, or simply use the part of its body it used in the improved grab to hold the opponent. If it chooses to do the latter, the el koth takes a –20 penalty on grapple checks, but is not considered grappled itself; the el koth does not lose its Dexterity bonus to AC, still threatens an area, and can use its remaining attacks against other opponents.
Psionics (Sp): At will - detect psionics, demoralize, destiny dissonance, matter agitation, dissipating touch, spider climb, charm person, recall pain, ectoplasm cocoon, body equilibrium, chameleon, painful touch, brain lock, detect thoughts, inflict pain, suggestion; 3/day - charm monster, lesser domination. These abilities are as the powers manifested by a 10th-level psion.
Attack/Defense Modes (Sp): At will - all/all.
Spells-like Abilities (Sp): At will - acid splash, detect magic, read magic, comprehend languages, cause fear, Melf's acid arrow, touch of idiocy, darkness, scare, tongues, web; 3/day - charm monster, fear, summon monster V; 1/day - acid fog. These abilities are as the spells cast by a 13th-level sorcerer (save DC 14 + spell level).
Acidic Bite (Ex): One round after successfully grappling an opponent, an el koth may use its bite attack. As the el koth's saliva is highly acidic, an additional 1d4 acid damage is inflicted. (Bite +11 melee (vs. grappled opponent only) 1d8 + 1d4 acid.)
Blood Drain (Ex): One round after successfully grappling an opponent, an el koth may choose to bite with the lamprey-like mouths of its tentacle hands. Each hand currently engaging in grappling an opponent inflicts 1 point of temporary Constitution damage per round.
Poison Sting (Ex): El koth possess a poison-laden stinger, but it's placement is such that it rarely comes into use. Only during a flyby attack (see feats) can an el koth bring its stinger to bear. When used, the stinger does 1d4 damage and injects a poison doing 1d6 initial and secondary damage (DC 18).
Acidic blood (Ex): Anyone dealing sufficient slashing or piercing damage to an el koth to overcome its damage reduction must make a Reflex save or take 1d4 acid damage as the el koth's acidic blood spurts from the wound.

Special Qualities
Regeneration (Ex): An el koth takes normal damage from fire and magic weapons. El koth can regrow lost portions of their bodies, but they can not reattach severed limbs or body parts.
Acid immunity (Ex): El koth are completely immune to damage from acid.
Blindsight (Ex): An el koth's sensitive antennae grant it blindsight. Destroying the creature's antennae disables its blindsight, though it can still see normally. (The reverse is also true, obviously - if an el koth's eyes are destroyed, it may still use its blindsight.)
Tremorsense (Ex): El koth can automatically sense the location of anything within 60 feet that is in contact with the ground.
Terrible Claws (Su): The scythe claws of an el koth acts for most purposes as +2 magic weapons (this is reflected in the stats above). They count as both natural weapons and melee weapons for the purposes of spell casting (i.e. both magic fang and keen edge can affect them, for instance). Some el koth who have gained levels as psionicists or spell-casters have under gone rituals imbuing their scythe claws with magic weapon enchantments such as the ghost touch, keen, or flaming special qualities.
Daylight vulnerability (Ex): Daylight is anathema to the El Koth. Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds El Koth for 1 round. It is subsequently disoriented and can only take partial actions. El Koth suffer a -1 circumstance penalty to their attack rolls, saves, and check during exposure. Finally, actual sunlight (not a daylight spell) causes El Koth to lose their regeneration special quality and deals 10 points of damage each round (this damage by passes El Koth damage reduction).

Society
The El Koth's thoughts and motives are alien to nearly all forms of life and it is speculated that they may once have been native to the Far Realms. What is known is that they wish to convert all life into more El Koth. Those who have survived contact with the El Koth and remained sane claim that these alien insects view their work as a way of life.

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

 



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