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<blockquote data-quote="Shade" data-source="post: 4146497" data-attributes="member: 287"><p><strong>Kartang</strong></p><p>CLIMATE/TERRAIN: Subterranean or Jungle</p><p>FREQUENCY: Uncommon</p><p>ORGANIZATION: Tribal</p><p>ACTIVITY CYCLE: Any</p><p>DIET: Carnivorous</p><p>INTELLIGENCE: Low to Exceptional (5–16)</p><p>TREASURE: D</p><p>ALIGNMENT: Chaotic Evil</p><p>NO. APPEARING: 4–20</p><p>ARMOR CLASS: -6</p><p>MOVEMENT: 12</p><p>HIT DICE: 14, 16, or 18</p><p>THACØ: 14 Hit Dice: 9</p><p>16 Hit Dice: 7</p><p>18 Hit Dice: 5</p><p>NO. OF ATTACKS: 1</p><p>DAMAGE/ATTACK: 2–16, swallow/engulf</p><p>SPECIAL ATTACKS: Swallow, engulf</p><p>SPECIAL DEFENSES: See below</p><p>MAGIC RESISTANCE: Nil</p><p>SIZE: L</p><p>MORALE: Fanatic (17)</p><p>XP VALUE: 9,000</p><p></p><p>Appearance: Most who are born of kartang look and act like typical giant constrictors. Occasionally, however, a young snake will show signs that it is sentient. These kartang are often mistaken for elder serpents. </p><p></p><p>Combat: Since the kartang look identical to giant constrictors, in combat they attack with their brethren and hide themselves in the masses so that opponents do not single them out. They bite for 2–16 points of damage and grab their victims in their coils, like constrictors. Full kartang have ironlike skin. All take half damage from fire, cold, and electricity due to their magical nature. The dual sentient-animal nature of the kartang makes it resistant to charm, sleep, and hold spells. </p><p></p><p>Habitat/Society: The kartang are interested in increasing the number of sentient kartang on Athas. They are very protective of their eggs and their young. Kartang do not value treasure, but horde it to tempt other beings who might be edible. The kartang believe that the young who are fed sentient beings will have a better chance of becoming sentient themselves. Often times a kartang who is the sole sentient being in its community will talk to adventurers out of unimaginable boredom. It may offer riches or power to lure players into negotiating with it. The kartang’s final goal, however, is always to kill the adventurers.</p><p></p><p>Ecology: The kartang are a race of giant snakes which arose from the magical disaster that swept Athas. They are carnivorous, preferring young birds and human flesh. Some larger groups have been known to herd and raise wingless birds or other warm-blooded creatures.</p><p></p><p>Originally appeared in Dark Sun: Wake of the Ravager PC game rule book</p></blockquote><p></p>
[QUOTE="Shade, post: 4146497, member: 287"] [B]Kartang[/B] CLIMATE/TERRAIN: Subterranean or Jungle FREQUENCY: Uncommon ORGANIZATION: Tribal ACTIVITY CYCLE: Any DIET: Carnivorous INTELLIGENCE: Low to Exceptional (5–16) TREASURE: D ALIGNMENT: Chaotic Evil NO. APPEARING: 4–20 ARMOR CLASS: -6 MOVEMENT: 12 HIT DICE: 14, 16, or 18 THACØ: 14 Hit Dice: 9 16 Hit Dice: 7 18 Hit Dice: 5 NO. OF ATTACKS: 1 DAMAGE/ATTACK: 2–16, swallow/engulf SPECIAL ATTACKS: Swallow, engulf SPECIAL DEFENSES: See below MAGIC RESISTANCE: Nil SIZE: L MORALE: Fanatic (17) XP VALUE: 9,000 Appearance: Most who are born of kartang look and act like typical giant constrictors. Occasionally, however, a young snake will show signs that it is sentient. These kartang are often mistaken for elder serpents. Combat: Since the kartang look identical to giant constrictors, in combat they attack with their brethren and hide themselves in the masses so that opponents do not single them out. They bite for 2–16 points of damage and grab their victims in their coils, like constrictors. Full kartang have ironlike skin. All take half damage from fire, cold, and electricity due to their magical nature. The dual sentient-animal nature of the kartang makes it resistant to charm, sleep, and hold spells. Habitat/Society: The kartang are interested in increasing the number of sentient kartang on Athas. They are very protective of their eggs and their young. Kartang do not value treasure, but horde it to tempt other beings who might be edible. The kartang believe that the young who are fed sentient beings will have a better chance of becoming sentient themselves. Often times a kartang who is the sole sentient being in its community will talk to adventurers out of unimaginable boredom. It may offer riches or power to lure players into negotiating with it. The kartang’s final goal, however, is always to kill the adventurers. Ecology: The kartang are a race of giant snakes which arose from the magical disaster that swept Athas. They are carnivorous, preferring young birds and human flesh. Some larger groups have been known to herd and raise wingless birds or other warm-blooded creatures. Originally appeared in Dark Sun: Wake of the Ravager PC game rule book [/QUOTE]
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