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JiCi's Beastiary [updated January 2nd 2007]
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<blockquote data-quote="JiCi" data-source="post: 3134706" data-attributes="member: 40121"><p>next: an aboleth-like creature</p><p></p><p><strong><span style="color: Red">Kalarim</span></strong></p><p><strong>Huge Aberration (Aquatic)</strong></p><p><strong>Hit Dice </strong>: 30d8+300 (435 hp)</p><p><strong>Initiative </strong>: +2</p><p><strong>Speed </strong>: Swim 50 ft. (10 squares)</p><p><strong>Armor Class </strong>: 28 (–2 size, +2 Dex, +18 natural), touch 10, flat-footed 26</p><p><strong>Base Attack/Grapple </strong>: +22/+40</p><p><strong>Attack </strong>: Tentacle +30 melee (2d6+12/19-20)</p><p><strong>Full Attack </strong>: 4 tentacles +30 melee (2d6+12/19-20) and bite +25 melee (4d6+6/19-20)</p><p><strong>Space/Reach </strong>: 15 ft./10 ft. (25 ft. with tentacles)</p><p><strong>Special Attacks </strong>: Constrict 2d6+12, improved grab, swallow whole</p><p><strong>Special Qualities </strong>: Darkvision 60 ft., DR 10/magic and adamantine, low-light vision, wide vision</p><p><strong>Saves </strong>: Fort +20, Ref +14, Will +19</p><p><strong>Abilities </strong>: Str 35, Dex 15, Con 30, Int 10, Wis 14, Cha 6</p><p><strong>Skills </strong>: Listen +26, Spot +32*, Swim +42*</p><p><strong>Feats </strong>: Alertness, Endurance, Run, Diehard, Power Attack, Improved Bull Rush, Improved Critical (tentacles), Improved Critical (bite), Lightning Reflexes, Cleave, Great Cleave</p><p><strong>Environment </strong>: Any aquatic</p><p><strong>Organization </strong>: Solitary</p><p><strong>Challenge Rating </strong>: 18</p><p><strong>Treasure</strong>: Standard</p><p><strong>Alignment</strong>: Always lawful evil</p><p><strong>Advancement </strong>: 31-50 HD (Huge); 51+ HD (Gargantuan)</p><p><strong>Level Adjustment </strong>: —</p><p></p><p><em>A black orca whale jumps out of the water in front of you. Its teeth are blood-strained and skin is as black of the bottom of the sea. Four barbed tentacles twitch from its neck, and its eyes are out of orbit, like a chameleon.</em></p><p></p><p>Kalarims were just orca whales before aboleths started to capture them and used them in gruesome experiments. Kalarims are said to be born by inserting an aboleth tadpole into a whale brain, much like mind flayers do with its own. The whale then undergoes a dreadful mutation: 4 tentacles sprout from its neck and its eyes stretch out.</p><p>Kalarims haunts the seas in search of foods. Many tales tell about great ships being capsized and destroyed by these creatures.</p><p> Kalarims are 20 feet long and weigh about 4 tons.</p><p> Kalarims speak Aquan.</p><p></p><p><strong>Combat</strong></p><p>A kalarim lashes out with its tentacles, grabbing, crushing and swallowing preys. They usually hunt at night, knowing their preys’ vision is impeded.</p><p><strong>Improved Grab (Ex) </strong>: To use this ability, the kalarim must hit with an arm or tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check with its tentacles, it establishes a hold and can constrict. If it wins the grapple check with its bite, it establishes a hold and can attempt to swallow the foe the following round.</p><p><strong>Constrict (Ex) </strong>: A kalarim deals automatic tentacle damage with a successful grapple check.</p><p><strong>Swallow Whole (Ex) </strong>: A kalarim can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 2d6+12 points of crushing damage plus 10 points of acid damage per round from the kalarim’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 35 points of damage to the gizzard (AC 25). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A kalarim’s interior can hold 1 Large, 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.</p><p><strong>Wide Vision (Ex) </strong> : The kalarim’s eyes allow it to see within a 270-degrees angle, compared to a human’s 180-degrees. It cannot be flanked be any means.</p><p><strong>Skills* </strong>: A kalarim has a +8 racial bonus to Spot check, due to its eyes. A kalarim has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always 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.</p></blockquote><p></p>
[QUOTE="JiCi, post: 3134706, member: 40121"] next: an aboleth-like creature [B][COLOR=Red]Kalarim[/COLOR][/B] [B]Huge Aberration (Aquatic)[/B] [B]Hit Dice [/B]: 30d8+300 (435 hp) [B]Initiative [/B]: +2 [B]Speed [/B]: Swim 50 ft. (10 squares) [B]Armor Class [/B]: 28 (–2 size, +2 Dex, +18 natural), touch 10, flat-footed 26 [B]Base Attack/Grapple [/B]: +22/+40 [B]Attack [/B]: Tentacle +30 melee (2d6+12/19-20) [B]Full Attack [/B]: 4 tentacles +30 melee (2d6+12/19-20) and bite +25 melee (4d6+6/19-20) [B]Space/Reach [/B]: 15 ft./10 ft. (25 ft. with tentacles) [B]Special Attacks [/B]: Constrict 2d6+12, improved grab, swallow whole [B]Special Qualities [/B]: Darkvision 60 ft., DR 10/magic and adamantine, low-light vision, wide vision [B]Saves [/B]: Fort +20, Ref +14, Will +19 [B]Abilities [/B]: Str 35, Dex 15, Con 30, Int 10, Wis 14, Cha 6 [B]Skills [/B]: Listen +26, Spot +32*, Swim +42* [B]Feats [/B]: Alertness, Endurance, Run, Diehard, Power Attack, Improved Bull Rush, Improved Critical (tentacles), Improved Critical (bite), Lightning Reflexes, Cleave, Great Cleave [B]Environment [/B]: Any aquatic [B]Organization [/B]: Solitary [B]Challenge Rating [/B]: 18 [B]Treasure[/B]: Standard [B]Alignment[/B]: Always lawful evil [B]Advancement [/B]: 31-50 HD (Huge); 51+ HD (Gargantuan) [B]Level Adjustment [/B]: — [I]A black orca whale jumps out of the water in front of you. Its teeth are blood-strained and skin is as black of the bottom of the sea. Four barbed tentacles twitch from its neck, and its eyes are out of orbit, like a chameleon.[/I] Kalarims were just orca whales before aboleths started to capture them and used them in gruesome experiments. Kalarims are said to be born by inserting an aboleth tadpole into a whale brain, much like mind flayers do with its own. The whale then undergoes a dreadful mutation: 4 tentacles sprout from its neck and its eyes stretch out. Kalarims haunts the seas in search of foods. Many tales tell about great ships being capsized and destroyed by these creatures. Kalarims are 20 feet long and weigh about 4 tons. Kalarims speak Aquan. [B]Combat[/B] A kalarim lashes out with its tentacles, grabbing, crushing and swallowing preys. They usually hunt at night, knowing their preys’ vision is impeded. [B]Improved Grab (Ex) [/B]: To use this ability, the kalarim must hit with an arm or tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check with its tentacles, it establishes a hold and can constrict. If it wins the grapple check with its bite, it establishes a hold and can attempt to swallow the foe the following round. [B]Constrict (Ex) [/B]: A kalarim deals automatic tentacle damage with a successful grapple check. [B]Swallow Whole (Ex) [/B]: A kalarim can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 2d6+12 points of crushing damage plus 10 points of acid damage per round from the kalarim’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 35 points of damage to the gizzard (AC 25). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A kalarim’s interior can hold 1 Large, 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents. [B]Wide Vision (Ex) [/B] : The kalarim’s eyes allow it to see within a 270-degrees angle, compared to a human’s 180-degrees. It cannot be flanked be any means. [B]Skills* [/B]: A kalarim has a +8 racial bonus to Spot check, due to its eyes. A kalarim has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always 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. [/QUOTE]
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