Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Demodands/Gehreleths Revised
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Pants" data-source="post: 1349850" data-attributes="member: 8849"><p><strong>KELUBAR</strong></p><p><strong>Medium Outsider (Chaotic, Gehreleth, Evil, Extraplanar)</strong></p><p><strong>Hit Dice</strong>: 16d8+128 (200 hp)</p><p><strong>Initiative</strong>: +8</p><p><strong>Speed</strong>: 30 ft. (6 squares), fly 60 ft. (average)</p><p><strong>Armor Class</strong>: 30 (+4 Dex, +16 natural), touch 14, flat-footed 26</p><p><strong>Base Attack/Grapple</strong>: +16/+27</p><p><strong>Attack</strong>: Claw +27 melee (2d6+11 plus acid)</p><p><strong>Full Attack</strong>: 2 claws +27 melee (2d6+11 plus acid) and bite +25 melee (1d10+5 plus acid)</p><p><strong>Space/Reach</strong>: 5 ft./5 ft.</p><p><strong>Special Attacks</strong>: Acidic slime, breath weapon, liquefy, spell-like abilities, stench, <em>summon gehreleths</em></p><p><strong>Special Qualities</strong>: Damage reduction 15/good, darkvision 90 ft., immunity to acid, cold, fear effects, fire, and poison, resistance electricity 10, spell resistance 26, tongues, true seeing</p><p><strong>Saves</strong>: Fort +18, Ref +14, Will +13</p><p><strong>Abilities</strong>: Str 33, Dex 19, Con 27, Int 16, Wis 16, Cha 20</p><p><strong>Skills</strong>: Bluff +28, Concentration +26, Diplomacy +32, Forgery +22, Intimidate +26, Knowledge (arcana) +22, Knowledge (the planes) +22, Listen +22, Sense Motive +28, Spot +22, Use Magic Device +24</p><p><strong>Feats</strong>: Dodge, Improved Initiative, Mobility, Multiattack, Power Attack, Spring Attack</p><p><strong>Environment</strong>: Tarterian Depths of Carceri</p><p><strong>Organization</strong>: Solitary, team (2-4), or squad (6-10)</p><p><strong>Challenge Rating</strong>: 16</p><p><strong>Treasure</strong>: Standard</p><p><strong>Alignment</strong>: Always chaotic evil</p><p><strong>Advancement</strong>: 17-32 HD (Large); 33-48 HD (Huge)</p><p></p><p><em>This grotesque, vaguely humanoid figure is massively obese, with a pair of slimy, membranous wings protruding from its back. Its hands are large with vicious claws and its large mouth is filled with sharp teeth. Its ebony skin seems to secrete a foul smelling substance that sizzles slightly when it drips to the floor.</em></p><p></p><p>The kelubar are the lesser nobility of the gehreleth race. They are mad for magical items believing that such things will give them power over their enemies. They are often found away from Carceri searching for magical trinkets, and thus they are frequently encountered away from their home plane. </p><p>When they are not out hunting for magical items, kelubar will most likely be found tormenting the poor souls that inhabit Carceri.</p><p>Kelubar stand around 6 feet tall and weigh 450 pounds.</p><p></p><p><strong>COMBAT</strong></p><p>Kelubar are devious and cunning opponents often using magical items that they have accumulated to their best effect. However, they will not hesitate to wade into battle, tearing into their opponents with their claws.</p><p>A kelubar’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.</p><p><strong>Acidic Slime (Ex)</strong>: Kelubar’s secrete a horrible, acid from the pores on their bodies. A hit from a kelubar’s bite or claw attack deals an additional 1d6 points of acid damage. This damage is doubled on a successful critical hit. Also, anyone who touches or grapples with a kelubar takes 1d6 points of acid damage.</p><p><strong>Breath Weapon (Su)</strong>: Once every 2d4 rounds, a kelubar can exhale a 40ft. cone of poisonous acid. Those within the cone take 4d6 points of acid damage (Reflex save DC 26 for half). Additionally, those who fail their Reflex saves must make a Fort save (DC 26) or take 1d6 points of Strength damage. The save DC’s are Constitution based.</p><p><strong>Liquefy (Su)</strong>: Kelubar can assume the form of a thick, tarry, liquid substance similar to that of a farastu. Changing form takes 4 rounds and during this time, the kelubar can make only move actions. In this liquid form the kelubar loses access to its spell-like abilities, all of its attacks, its breath weapon, and its summon ability. It also takes a –6 penalty to Dexterity, a –4 penalty to its natural armor, and its speed reduces to 5 ft. However, the kelubar can’t be flanked, and it is immune to stunning, paralysis, sneak attacks, and critical hits while it is liquefied. Kelubar can remain in this form indefinitely.</p><p><strong>Spell-like Abilities</strong>: At will – <em> fear</em> (DC 19), <em>greater dispel magic, spider climb</em>, 3/day – <em>fog cloud, ray of enfeeblement</em>; 2/day – <em>acid cloud, chaos hammer</em> (DC 19). Caster level 16th. The save DC’s are Charisma based.</p><p><strong>Stench (Ex)</strong>: A kelubar smells of decaying filth. All creatures (except other Gehreleths) within 30 feet must succeed on a Fort save (DC 26) or become nauseous. This condition lasts as long as the creature remains within 30 feet of the kelubar, and for 10 rounds after it leaves. A successful save means the creature is immune to that kelubar’s stench ability for 24 hours. The save DC is Constitution based.</p><p><em>Summon Gehreleths</em> <strong>(Sp)</strong>: Once per day, a kelubar can attempt to summon 1d2 farastu or 1 kelubar with a 60% chance of success. This is the equivalent of a 6th-level spell.</p><p><strong>Skills</strong>: Kelubar’s have a +4 racial bonus on Bluff, Diplomacy, and Sense Motive checks.</p><p></p><p></p><p><strong>SHATOR</strong></p><p><strong>Large Outsider (Chaotic, Gehreleth, Evil, Extraplanar)</strong></p><p><strong>Hit Dice</strong>: 20d8+220 (310 hp)</p><p><strong>Initiative</strong>: +8</p><p><strong>Speed</strong>: 40 ft. (6 squares), fly 80 ft. (poor)</p><p><strong>Armor Class</strong>: 33 (-1 size, +4 Dex, +14 natural, +6 deflection), touch 19, flat-footed 29</p><p><strong>Base Attack/Grapple</strong>: +20/+42</p><p><strong>Attack</strong>: <em>+3 anarchic morningstar</em> +37 melee (3d6+17) or claw +34 melee (2d8+14 plus paralysis)</p><p><strong>Full Attack</strong>: <em>+3 anarchic morningstar</em> +37/+32/+27/+22 melee (3d6+17) or 2 claws +34 melee (2d8+14 plus paralysis) and bite +32 melee (2d6+7 plus paralysis)</p><p><strong>Space/Reach</strong>: 10 ft./10 ft.</p><p><strong>Special Attacks</strong>: Fear aura, paralyzing slime, spell-like abilities, <em>summon gehreleths </em></p><p><strong>Special Qualities</strong>: Damage reduction 10/-, darkvision 120 ft., defensive aura, immunity to acid, cold, fear effects, fire, and poison, resistance to electricity 10 and sonic 10, scent, spell resistance 30, uncanny dodge</p><p><strong>Saves</strong>: Fort +23, Ref +16, Will +19</p><p><strong>Abilities</strong>: Str 39, Dex 19, Con 33, Int 22, Wis 24, Cha 24</p><p><strong>Skills</strong>: Bluff +30, Concentration +34, Decipher Script +29, Diplomacy +34, Disguise +30 (+32 acting), Intimidate +32, Knowledge (arcana) +29, Knowledge (the planes) +29, Listen +30, Search +29, Sense Motive +30, Spellcraft +31 (+33 scrolls), Spot +30, Use Magic Device +30 (+34 scrolls)</p><p><strong>Feats</strong>: Awesome Blow, Cleave, Combat Reflexes, Improved Bull Rush, Improved Initiative, Multiattack, Power Attack</p><p><strong>Environment</strong>: Tarterian Depths of Carceri</p><p><strong>Organization</strong>: Solitary or group (1 shator, 1 kelubar, 1d6 farastu)</p><p><strong>Challenge Rating</strong>: 20</p><p><strong>Treasure</strong>: Double items, plus <em>+3 anarchic morningstar</em></p><p><strong>Alignment</strong>: Always chaotic evil</p><p><strong>Advancement</strong>: 21-40 HD (Large); 41-60 HD (Huge)</p><p></p><p><em>Almost absurdly obese, this creature stands near 9 feet tall. Its body is covered in roll upon roll of fat from which ooze a clear liquid. Most of its head is a large mouth, which is ringed with row upon row of shark-like teeth. Two wings jut from its back and a pair of powerful stick comically out of the side of its obese frame. Despite its almost humorous appearance, dark malevolent power seems to roll of this creature in waves.</em></p><p></p><p>The shator are the nobility of gehreleth society, the wardens or Carceri, and the commanders of gehreleth strike teams. The shator are the physically most powerful caste of fiends in the multiverse. The ultroloths rival the shator not in mere physical power, but in mental power, while the balor and the pit fiends occupy a space somewhere in the middle. Nevertheless, while they lack the arcane power of the other fiends, the shator are still a force to be reckoned with. To see a shator is to become a petitioner.</p><p>Shator stand near 9 feet tall and weigh 1,000 pounds.</p><p></p><p><strong>COMBAT</strong></p><p>Shator, being extremely intelligent, usually try to soften up their foes using their spell-like abilities before wading into battle. Only then is the true power of the shator revealed, for their physical attacks are what make them truly feared. Shators sometimes carry <em>+3 anarchic morningstars</em> into battle, but they just as often rely on their powerful claws and their bites.</p><p>Occasionally shators will subdue or ally themselves with tarterian dragons, mostly they raise chimeras to serve as pets and battle companions. Oddly enough, shators can be quite kind to their multiheaded pets, despite the fiendish ichor flowing through them.</p><p>A shator’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.</p><p></p><p><strong>Fear Aura (Su)</strong>: A shator can radiate a 5-foot-radius fear aura as a free action. A creature in this area must succeed at a Will save (DC 27) or be affected as though by a <em>fear</em> spell (caster level 20th). A creature that successfully saves cannot be affected again by the same shator’s aura for 24 hours. Other gehreleth are immune to this ability. The save DC is Charisma based.</p><p><strong>Defensive Aura (Su)</strong>: A shator is constantly surrounded by an aura of repelling power, giving it a +6 deflection bonus to AC. If this effect is dispelled, the shator can resume it as a free action on its next turn. This is the equivalent of 9th level spell.</p><p><strong>Paralyzing Slime (Ex)</strong>: The shator’s skin constantly secretes a paralyzing toxin. Anyone struck by a shator’s bite or claw attack must make a Fort save (DC 31) or by paralyzed for 1d4 rounds. Those who succeed on their Fort saves are immune to that shator’s paralyzing slime for 24 hours. The save DC is Constitution based.</p><p><strong>Spell-like Abilities</strong>: At will – <em>dispel magic, fear</em> (DC 19), <em>spider climb</em>, 3/day – <em>ray of enfeeblement, stinking cloud</em> (DC 20); 1/day – <em>cloudkill (DC 22)</em> (DC 19), <em>maze</em>. Caster level 16th. The save DC’s are Charisma based.</p><p><em>Summon Gehreleths</em> <strong>(Sp)</strong>: Once per day, a shator can automatically summon 1d4 farastu or 1d2 kelubar or he can attempt to summon 1 shator with a 30% chance of success. This is the equivalent of a 9th-level spell.</p><p><strong>Uncanny Dodge (Ex)</strong>: A shator’s superior senses allow it to react to danger before it normally should. The shator retains its Dexterity bonus to AC even if caught flat-footed or struck by an invisible attacker. It still loses its Dexterity modifier if it is immobilized.</p></blockquote><p></p>
[QUOTE="Pants, post: 1349850, member: 8849"] [b]KELUBAR[/b] [b]Medium Outsider (Chaotic, Gehreleth, Evil, Extraplanar)[/b] [b]Hit Dice[/b]: 16d8+128 (200 hp) [b]Initiative[/b]: +8 [b]Speed[/b]: 30 ft. (6 squares), fly 60 ft. (average) [b]Armor Class[/b]: 30 (+4 Dex, +16 natural), touch 14, flat-footed 26 [b]Base Attack/Grapple[/b]: +16/+27 [b]Attack[/b]: Claw +27 melee (2d6+11 plus acid) [b]Full Attack[/b]: 2 claws +27 melee (2d6+11 plus acid) and bite +25 melee (1d10+5 plus acid) [b]Space/Reach[/b]: 5 ft./5 ft. [b]Special Attacks[/b]: Acidic slime, breath weapon, liquefy, spell-like abilities, stench, [I]summon gehreleths[/I] [b]Special Qualities[/b]: Damage reduction 15/good, darkvision 90 ft., immunity to acid, cold, fear effects, fire, and poison, resistance electricity 10, spell resistance 26, tongues, true seeing [b]Saves[/b]: Fort +18, Ref +14, Will +13 [b]Abilities[/b]: Str 33, Dex 19, Con 27, Int 16, Wis 16, Cha 20 [b]Skills[/b]: Bluff +28, Concentration +26, Diplomacy +32, Forgery +22, Intimidate +26, Knowledge (arcana) +22, Knowledge (the planes) +22, Listen +22, Sense Motive +28, Spot +22, Use Magic Device +24 [b]Feats[/b]: Dodge, Improved Initiative, Mobility, Multiattack, Power Attack, Spring Attack [b]Environment[/b]: Tarterian Depths of Carceri [b]Organization[/b]: Solitary, team (2-4), or squad (6-10) [b]Challenge Rating[/b]: 16 [b]Treasure[/b]: Standard [b]Alignment[/b]: Always chaotic evil [b]Advancement[/b]: 17-32 HD (Large); 33-48 HD (Huge) [I]This grotesque, vaguely humanoid figure is massively obese, with a pair of slimy, membranous wings protruding from its back. Its hands are large with vicious claws and its large mouth is filled with sharp teeth. Its ebony skin seems to secrete a foul smelling substance that sizzles slightly when it drips to the floor.[/I] The kelubar are the lesser nobility of the gehreleth race. They are mad for magical items believing that such things will give them power over their enemies. They are often found away from Carceri searching for magical trinkets, and thus they are frequently encountered away from their home plane. When they are not out hunting for magical items, kelubar will most likely be found tormenting the poor souls that inhabit Carceri. Kelubar stand around 6 feet tall and weigh 450 pounds. [b]COMBAT[/b] Kelubar are devious and cunning opponents often using magical items that they have accumulated to their best effect. However, they will not hesitate to wade into battle, tearing into their opponents with their claws. A kelubar’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. [b]Acidic Slime (Ex)[/b]: Kelubar’s secrete a horrible, acid from the pores on their bodies. A hit from a kelubar’s bite or claw attack deals an additional 1d6 points of acid damage. This damage is doubled on a successful critical hit. Also, anyone who touches or grapples with a kelubar takes 1d6 points of acid damage. [b]Breath Weapon (Su)[/b]: Once every 2d4 rounds, a kelubar can exhale a 40ft. cone of poisonous acid. Those within the cone take 4d6 points of acid damage (Reflex save DC 26 for half). Additionally, those who fail their Reflex saves must make a Fort save (DC 26) or take 1d6 points of Strength damage. The save DC’s are Constitution based. [b]Liquefy (Su)[/b]: Kelubar can assume the form of a thick, tarry, liquid substance similar to that of a farastu. Changing form takes 4 rounds and during this time, the kelubar can make only move actions. In this liquid form the kelubar loses access to its spell-like abilities, all of its attacks, its breath weapon, and its summon ability. It also takes a –6 penalty to Dexterity, a –4 penalty to its natural armor, and its speed reduces to 5 ft. However, the kelubar can’t be flanked, and it is immune to stunning, paralysis, sneak attacks, and critical hits while it is liquefied. Kelubar can remain in this form indefinitely. [b]Spell-like Abilities[/b]: At will – [I] fear[/I] (DC 19), [I]greater dispel magic, spider climb[/I], 3/day – [I]fog cloud, ray of enfeeblement[/I]; 2/day – [I]acid cloud, chaos hammer[/I] (DC 19). Caster level 16th. The save DC’s are Charisma based. [b]Stench (Ex)[/b]: A kelubar smells of decaying filth. All creatures (except other Gehreleths) within 30 feet must succeed on a Fort save (DC 26) or become nauseous. This condition lasts as long as the creature remains within 30 feet of the kelubar, and for 10 rounds after it leaves. A successful save means the creature is immune to that kelubar’s stench ability for 24 hours. The save DC is Constitution based. [I]Summon Gehreleths[/I] [b](Sp)[/b]: Once per day, a kelubar can attempt to summon 1d2 farastu or 1 kelubar with a 60% chance of success. This is the equivalent of a 6th-level spell. [b]Skills[/b]: Kelubar’s have a +4 racial bonus on Bluff, Diplomacy, and Sense Motive checks. [b]SHATOR[/b] [b]Large Outsider (Chaotic, Gehreleth, Evil, Extraplanar)[/b] [b]Hit Dice[/b]: 20d8+220 (310 hp) [b]Initiative[/b]: +8 [b]Speed[/b]: 40 ft. (6 squares), fly 80 ft. (poor) [b]Armor Class[/b]: 33 (-1 size, +4 Dex, +14 natural, +6 deflection), touch 19, flat-footed 29 [b]Base Attack/Grapple[/b]: +20/+42 [b]Attack[/b]: [I]+3 anarchic morningstar[/I] +37 melee (3d6+17) or claw +34 melee (2d8+14 plus paralysis) [b]Full Attack[/b]: [I]+3 anarchic morningstar[/I] +37/+32/+27/+22 melee (3d6+17) or 2 claws +34 melee (2d8+14 plus paralysis) and bite +32 melee (2d6+7 plus paralysis) [b]Space/Reach[/b]: 10 ft./10 ft. [b]Special Attacks[/b]: Fear aura, paralyzing slime, spell-like abilities, [I]summon gehreleths [/I] [b]Special Qualities[/b]: Damage reduction 10/-, darkvision 120 ft., defensive aura, immunity to acid, cold, fear effects, fire, and poison, resistance to electricity 10 and sonic 10, scent, spell resistance 30, uncanny dodge [b]Saves[/b]: Fort +23, Ref +16, Will +19 [b]Abilities[/b]: Str 39, Dex 19, Con 33, Int 22, Wis 24, Cha 24 [b]Skills[/b]: Bluff +30, Concentration +34, Decipher Script +29, Diplomacy +34, Disguise +30 (+32 acting), Intimidate +32, Knowledge (arcana) +29, Knowledge (the planes) +29, Listen +30, Search +29, Sense Motive +30, Spellcraft +31 (+33 scrolls), Spot +30, Use Magic Device +30 (+34 scrolls) [b]Feats[/b]: Awesome Blow, Cleave, Combat Reflexes, Improved Bull Rush, Improved Initiative, Multiattack, Power Attack [b]Environment[/b]: Tarterian Depths of Carceri [b]Organization[/b]: Solitary or group (1 shator, 1 kelubar, 1d6 farastu) [b]Challenge Rating[/b]: 20 [b]Treasure[/b]: Double items, plus [I]+3 anarchic morningstar[/I] [b]Alignment[/b]: Always chaotic evil [b]Advancement[/b]: 21-40 HD (Large); 41-60 HD (Huge) [I]Almost absurdly obese, this creature stands near 9 feet tall. Its body is covered in roll upon roll of fat from which ooze a clear liquid. Most of its head is a large mouth, which is ringed with row upon row of shark-like teeth. Two wings jut from its back and a pair of powerful stick comically out of the side of its obese frame. Despite its almost humorous appearance, dark malevolent power seems to roll of this creature in waves.[/I] The shator are the nobility of gehreleth society, the wardens or Carceri, and the commanders of gehreleth strike teams. The shator are the physically most powerful caste of fiends in the multiverse. The ultroloths rival the shator not in mere physical power, but in mental power, while the balor and the pit fiends occupy a space somewhere in the middle. Nevertheless, while they lack the arcane power of the other fiends, the shator are still a force to be reckoned with. To see a shator is to become a petitioner. Shator stand near 9 feet tall and weigh 1,000 pounds. [b]COMBAT[/b] Shator, being extremely intelligent, usually try to soften up their foes using their spell-like abilities before wading into battle. Only then is the true power of the shator revealed, for their physical attacks are what make them truly feared. Shators sometimes carry [I]+3 anarchic morningstars[/I] into battle, but they just as often rely on their powerful claws and their bites. Occasionally shators will subdue or ally themselves with tarterian dragons, mostly they raise chimeras to serve as pets and battle companions. Oddly enough, shators can be quite kind to their multiheaded pets, despite the fiendish ichor flowing through them. A shator’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. [b]Fear Aura (Su)[/b]: A shator can radiate a 5-foot-radius fear aura as a free action. A creature in this area must succeed at a Will save (DC 27) or be affected as though by a [I]fear[/I] spell (caster level 20th). A creature that successfully saves cannot be affected again by the same shator’s aura for 24 hours. Other gehreleth are immune to this ability. The save DC is Charisma based. [b]Defensive Aura (Su)[/b]: A shator is constantly surrounded by an aura of repelling power, giving it a +6 deflection bonus to AC. If this effect is dispelled, the shator can resume it as a free action on its next turn. This is the equivalent of 9th level spell. [b]Paralyzing Slime (Ex)[/b]: The shator’s skin constantly secretes a paralyzing toxin. Anyone struck by a shator’s bite or claw attack must make a Fort save (DC 31) or by paralyzed for 1d4 rounds. Those who succeed on their Fort saves are immune to that shator’s paralyzing slime for 24 hours. The save DC is Constitution based. [b]Spell-like Abilities[/b]: At will – [I]dispel magic, fear[/I] (DC 19), [I]spider climb[/I], 3/day – [I]ray of enfeeblement, stinking cloud[/I] (DC 20); 1/day – [I]cloudkill (DC 22)[/I] (DC 19), [I]maze[/I]. Caster level 16th. The save DC’s are Charisma based. [I]Summon Gehreleths[/I] [b](Sp)[/b]: Once per day, a shator can automatically summon 1d4 farastu or 1d2 kelubar or he can attempt to summon 1 shator with a 30% chance of success. This is the equivalent of a 9th-level spell. [b]Uncanny Dodge (Ex)[/b]: A shator’s superior senses allow it to react to danger before it normally should. The shator retains its Dexterity bonus to AC even if caught flat-footed or struck by an invisible attacker. It still loses its Dexterity modifier if it is immobilized. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Demodands/Gehreleths Revised
Top