Quelzarn

freyar

Extradimensional Explorer
The quelzarn first appeared in the adventure FRE2 Tantras by Ed Greenwood (this is part of the infamous Avatar trilogy), and it reappeard in Wyrmskull Throne. It’s a bit surprising the quelzarn never got official 3.X stats since it has a leading role in one of the Neverwinter Nights 2 expansion adventures.

The greater quelzarn has never had game stats to my knowledge, though it was mentioned in the quelzarn entries and also in The Fall of Myth Drannor. To get the physical stats of the greater quelzarn, I applied “half” of the gigantean template from the Advanced Bestiary. Then I added special abilities as appropriate.

Notes for the following:
Skill Rank Notes The quelzarn and greater quelzarn have Swim listed as a class skill, but they have no ranks in it. The greater quelzarn receives a +2 synergy bonus to Spellcraft from Knowledge (arcana) and would receive a +2 synergy bonus to Use Magic Device (from Spellcraft), but UMD is a trained-only skill.
Feat Notes Hostile Mind appears in the psionic section of the SRD; Resistance (Divination) appears in the Netbook of Feats.

Statistics and flavor to follow, and comments are welcome!
 
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QUELZARN CR8
Usually N Huge Magical Beast (aquatic)
Init +5; Senses Darkvision 60 ft, Low-light Vision, Listen +1, Spot +7
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AC 15 (-2 size, +5 Dex, +2 natural) touch 13, flat-footed 10
HP 103 (9d10+54)
SR 17
Immune Electricity
Fort +12 Ref +11 Will +6
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Speed 20 ft (4 sq), Swim 50 ft (10 sq)
Melee Bite +16 (2d6+10)
Space 15 ft; Reach 10 ft
Base Atk +9; Grapple +24
Atk Options Improved Grab, Swallow Whole, Regurgitate, Hold Monster, Spring Attack
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Abilities Str 24 Dex 21 Con 23 Int 6 Wis 13 Cha 16
SQ Toxin Resistant, Semi-Amphibious, Willful
Feats Iron WillB, Ability Focus (Hold Monster), Dodge, Mobility, Spring Attack
Skills Concentraton +12, Spot +7, Swim +15
Advancement 10-12 HD (Huge), 13-20 HD (Gargantuan)
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Skills A quelzarn has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always can choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Improved Grab (Ex) When a quelzarn hits with its bite attack, it may attempt to start a grapple as a free action without provoking an Attack of Opportunity. If it wins the grapple attempt, it holds its foe in its mouth and may attempt to Swallow Whole on its next round. The quelzarn may choose to take a -20 penalty to its grapple checks; if it does so, it holds its foe in its mouth but is not considered to be grappling.
Swallow Whole (Ex) A quelzarn can try to swallow a grabbed Medium or smaller opponent by making a successful grapple check (the victim takes bite damage as well as being swallowed whole). Rather than taking damage, a swallowed creature must hold its breath or begin to drown due to the fact that the quelzarn’s innards are full of brackish water (see the drowning rules in the SRD). A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 20 points of damage to the gizzard (AC 11). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A quelzarn’s gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.
Regurgitate (Ex) As an immediate action, a quelzarn that is not holding a grappled opponent in its mouth can regurgitate a swallowed opponent. The opponent is no longer swallowed whole but takes automatic bite damage and is grappled in the quelzarn’s mouth.
Toxin Resistant (Ex) Due to long exposure to swamp and harbor water, quelzarn have a +2 racial bonus on Fortitude saves vs poison and disease.
Semi-Amphibious (Ex) Due to their thick slime, quelzarn have a +2 racial bonus on saves to prevent suffocating in air.
Willful (Su) Quelzarn receive Iron Will as a bonus feat. In addition, they receive a new saving throw to shake off any mind-affecting effect every other round, regardless of whether that effect would normally grant them a saving throw.
Spell-like Abilities (Sp) 5/day - Hold Monster (DC 19), Caster Level 9th.
 
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Greater Quelzarn

GREATER QUELZARN CR15
Usually N Gargantuan Magical Beast (aquatic)
Init +5; Senses Darkvision 60 ft, Low-light Vision, Listen +3, Spot +24
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AC 17 (-4 size, +5 Dex, +6 natural) touch 11, flat-footed 12
HP 243 (18d10+144)
SR 24
Immune Electricity
Special Defense Spell Turning, Hostile Mind
Fort +19 Ref +16 Will +11
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Speed 20 ft (4 sq), Swim 50 ft (10 sq)
Melee Bite +25 (3d6+16)
Space 20 ft; Reach 15 ft
Base Atk +18; Grapple +41
Atk Options Improved Grab, Swallow Whole, Regurgitate, Hold Monster, Spring Attack, Capsize
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Abilities Str 32 Dex 21 Con 27 Int 14 Wis 17 Cha 20
SQ Toxin Resistant, Semi-Amphibious, Willful
Feats Iron WillB, Ability Focus (Hold Monster), Dodge, Mobility, Spring Attack, Empower Spell-like Ability (Spell Turning), Hostile Mind, Resistance (Divination)
Skills Concentration +29, Hide +14, Knowledge (arcana) +15, Spellcraft +14, Spot +24, Swim +19
Advancement 19-24 HD (Gargantuan), 25-34 HD (Colossal)
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Skills A greater quelzarn has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always can choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Feats Hostile Mind: When the greater quelzarn is subject to a psionic power from the telepathy discipline, the manifester must make a DC 24 Will save or take 2d6 points of damage.
Resistance (Divination): All spells and spell-like abilities from the divination school of magic must beat the greater quelzarn’s SR in order to discover anything about it.
Improved Grab (Ex) When a greater quelzarn hits with its bite attack, it may attempt to start a grapple as a free action without provoking an Attack of Opportunity. If it wins the grapple attempt, it holds its foe in its mouth and may attempt to Swallow Whole on its next round. The greater quelzarn may choose to take a -20 penalty to its grapple checks; if it does so, it holds its foe in its mouth but is not considered to be grappling.
Swallow Whole (Ex) A greater quelzarn can try to swallow a grabbed Medium or smaller opponent by making a successful grapple check (the victim takes bite damage as well as being swallowed whole). Rather than taking damage, a swallowed creature must hold its breath or begin to drown due to the fact that the greater quelzarn’s innards are full of brackish water (see the drowning rules in the SRD). A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 20 points of damage to the gizzard (AC 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A greater quelzarn’s gizzard can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 256 Diminutive or smaller opponents.
Regurgitate (Ex) As an immediate action, a greater quelzarn that is not holding a grappled opponent in its mouth can regurgitate a swallowed opponent. The opponent is no longer swallowed whole but takes automatic bite damage and is grappled in the greater quelzarn’s mouth.
Capsize (Ex) A submerged greater quelzarn that surfaces under a boat or ship less than 30 feet long capsizes the vessel 95% of the time. It has a 50% chance to capsize a vessel from 30 to 80 feet long and a 20% chance to capsize one over 80 feet long.
Toxin Resistant (Ex) Due to long exposure to swamp and harbor water, greater quelzarn have a +2 racial bonus on Fortitude saves vs poison and disease.
Semi-Amphibious (Ex) Due to their thick slime, greater quelzarn have a +2 racial bonus on saves to prevent suffocating in air.
Willful (Su) Greater quelzarn receive Iron Will as a bonus feat. In addition, they receive a new saving throw to shake off any mind-affecting effect every other round, regardless of whether that effect would normally grant them a saving throw.
Spell-like Abilities (Sp) at will - Spell Turning, 5/day - Hold Monster (DC 26), Caster Level 18th.
 
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Suddenly, a giant eel-like creature erupts from the water to attack! Slime flies off its skin and crest as it turns to grab you in its mouth.
Quelzarn are magical water-snakes, much like giant eels, covered in a slimy coating. They have leafy fins just behind their jaws, covering their gills, and their head is topped with a bony crest. A long fin extends from their head crest down the length of the quelzarn. Their eyes almost seem to be those of a human, enlarged to fit their great heads. Quelzarn grow to 30 or 40 feet in length and weigh 3000-4000 lbs.
There is a possibly extinct, or in any event extremely rare, subspecies known as a greater quelzarn. Greater quelzarn have only been found in oceans and the largest inland seas; they are at least 60 feet in length and 16000 lbs, and they have additional abilities.
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Combat Stragegies and Tactics
Quelzarn usually begin their attack with a quick Spring Attack or two, trying to size up their opponents. Once it has sized up its opponents, the quelzarn will attempt to hold one or two of the most dangerous before closing to finish off the fight. Quelzarn will grab and swallow anyone they can. If they become angry at someone or something they swallow, quelzarn will regurgitate them in order to bite them. Quelzarn are fascinated by magic and are sometimes known to hold and capture spellcasters out of curiosity — but not if they are hungry!
Greater quelzarn use basically the same tactics in melee, although they are considerably more crafty. Particularly when dealing with large parties or sea-going craft, greater quelzarn attempt to scout their prey from stealth and set up ambushes as much as possible. When they have allies, they will use those allies to greatest advantage. Greater quelzarn always activate their spell turning ability before entering combat and renew it whenever necessary.
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Organization and Sample Encounters
Quelzarn are solitary creatures, coming together only rarely to mate. Sometimes a quelzarn and some other predator will happen across the same prey; quelzarn are usually happy enough to share, but there can be tremendous battles. Greater quelzarn are an exception to this rule. From time to time, especially when they are hunted, they will form alliances of intelligent sea creatures. They are more than clever enough to set deadly ambushes, and many an elf hunting party has met its fate due to the machinations of a greater quelzarn.
Solitary Quelzarn (EL 6): Perhaps the heros meet a quelzarn randomly, or perhaps it is attracted to their use of magic. But in any case, it is hungry, and a few small humanoids look like a tasty dinner.
Ambush (EL 15-17): A greater quelzarn has organized a group of aquatic monsters to ambush a ship, most likely a hunting party, who are just going to get what they deserve, from the quelzarn’s point of view.
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Ecology and Society
Quelzarn are large, solitary aquatic predators with innate magical abilities and a native sensitivity to spell casting. It is rumored that they were created by mages in the land of the God-Kings as challenging prey for the hunt but that they escaped into the wild and spread throughout the world. Indeed, quelzarn can be found in almost any body of water large enough to sustain a predator of their size, even highly polluted city harbors and bays. Quelzarn have a certain amount of cunning, and they know just when to use their inborn magic to hold a dangerous foe –-- or tasty morsel.
Quelzarn may actually have an additional natural sensitivity to magic, as would befit a created creature. Certainly, they are highly resistant to magical compulsions, but, more importantly, they have a tendency to appear in areas that have seen a great deal of magic use. Quelzarn seem to have an insatiable curiosity about magic and have been known to capture spellcasters (or even apparent spellcasters) alive.
As solitary, traveling creatures, quelzarn do not keep proper lairs; rather, when necessary, they find underwater caves and grottos as temporary homes. These homes are generally left barren and undecorated; quelzarn just do not care for appearances. Most of the time, quelzarn will find homes for their rare matings, which provides a roughly safe area until the young can hatch.
The greater quelzarn is an exceedingly rare, yea, even possibly extinct beast, more formidable in many ways than the ordinary quelzarn. Almost certainly bred for the hunt, greater quelzarn are a clever, challenging, and quite dangerous quarry. They are very intelligent, cunning, and resilient, and, unlike their lesser cousins, they often gather allies around themselves –-- other sea creatures that resent the intrusion of land-dwellers into their territory.
Many sages believe that quelzarn tissues are valuable magical ingredients for various purposes. According to those scholars, the cranial fluid of a quelzarn used as ink can increase the potency of scrolls of hold spells or even decrease the cost of producing rings of free action. Others believe that wood seasoned in the smoke of quelzarn flesh makes wands that can channel electricity spells at a higher level of power.
Alignment: Quelzarn and greater quelzarn are usually neutral, much like the great animal predators they were possibly designed to emulate.
Treasure: Quelzarn are uninterested in treasure, but they sometimes end up swallowing it along with their food. If a dead quelzarn is opened up, they generally have 10% coins and 10% goods (inorganic material like gems only) in their gut.
Lore
A Knowledge (Arcana) check reveals
Code:
DC  Result
19  This is a quelzarn, an intelligent aquatic predator.
24  Quelzarn have the magical ability to freeze
    creatures in place while they eat them.
29  Quelzarn are resistant to poison and compulsions.
    There is also a larger, smarter variety.
34  These greater quelzarn can reflect spells back at
    their casters.
 
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