| The kindred - The long forgotten flesh eating and seemingly mindless kindred of Numer. The kindred (Numer'ri)
Medium sized Outsider (chaotic, evil)
Hit Dice: 5d8
Initiative: +2 (Dex)
Speed: 30ft.
AC: +18 (+2 Dex, +6 Natural)
Attacks: 2 claws +6 melee; or bite +8 melee
Damage: claw 1d6, bite 2d4
Face/Reach: 5ft. by 5ft./5ft.
Special attacks: Fear aura, Improved Grab, Spell-like abilities
Special Qualities: Damage Reduction 10/+1, Telepathy, Restoration, Numer'ri Qualities
Saves: Fort +5, Ref +7, Will +6
Abilities: Str 12, Dex 15, Con 10, Int 8, Wis 13, Cha 9
Skills: Hide +10, Move silently +10, Spot +11, Listen +11
Feats: Alertness
Climate/Terrain: Any land or underground
Organization: Solitary, pair, gang (2-5), swarm (6-15), mob (16-40), or an army (41-80)
Challenge Rating: Pending...
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: 6-12 HD (Medium-size); 13-24 (Large)
One of the more weaker varieties of the Numer'ri that are trapped jst beyond the first gates of Numer. They resembled cloak bearing human corpses with many large sharp teeth. Little is known about these foul looking fiend save for the fact that there seems to be an infinite number of them. Runor has it that they are spawned deep within the Hells as simple mindless militants. They work as a swarm, devouring whatever is there target much like a school of phirana. COMBAT
The kindred live for combat as it is there sole purpose. They will attack anything that is there target or anything they deem as a threat. Being mindless they attack without fear or care save that they attempt to destroy what they attack. In a group, they will attacj outright, swarming at there target with snapping jaws and slashing claws while a lone kindred will use stealth and shadow its prey, waiting for a better time to strike.
Fear aura(Su): The fear aura of a kindred is overwhelming to most, often freezing people in there tracks for 1d4 rounds. A will save DC 15 allows the being to ignore the effects of this specific kindreds fear aura for one day.
Improved Grab(Ex): The indred must successfully hit with a claw attack to start a grapple.
Spell-like abilities(Su): At will - Magic Circle against Good, Detect Good, Deeper Darkness, Death Knell 3/day - Invisibility, Lightning bolt (6d6)
Telepathy(Su): Can communicate with any creature having the language Abyssal.
Restoration(Su):Once the kindred is slain, it is slowly reformed in Numer over a number of years equal to its hit dice.
Numer'ri Qualities: Kindred are immune ot poison, disease, and fire. They also have a cold, electricity, and acid resistance of 20. Kindred speak Abyssal only.
Sidran, sorry about the style...I read the last bit of the post before I wrote this out.
__________________ G'baal - Any ideas or suggestions...Im all ears. |