Eternalknight
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KARNYK
Medium-Size Outsider
Hit Dice: 4d8+15 (33hp)
Initiative: +3 (Dex)
Speed: 30ft
AC: 13 (+3 Dex)
Attacks: Slam +9 melee
Damage: 1d6+5 or by weapon
Face/Reach: 5ft by 5ft/5ft
Special Attacks: Psionics
Special Qualities: Telepathy, damage reduction 5/+1, acidic blood, acid immunity 10.
Saves: Fort +9, Ref +7, Will +4
Abilities: Str 20, Dex 17, Con 16, Int 15, Wis 11, Cha 6
Skills: Autohypnosis +7, Concentration +10, Move Silently +9, Psicraft +9, Spot +6, Stabilize Self +10.
Feats: Great Fortitude, Toughness.
Climate/Terrain: Any land and underground
Organization: Gang (2-4) or squad (11-20)
Challenge Rating: 4
Treasure: None
Alignment: Always lawful evil
Advancement: 5-6 HD (Medium-size)
Karnyk are horrible, ruthless beings of pure evil. Bred by the evil beings known as the Dark-kings, these creatures are used as lieutenants in the dark, lethal Dark-king army. They are quite often found leading the creatures known as alia in combat, using their mental powers to launch surprise attacks on their opponents.
Their appearance is horrible to behold. They are exactly seven feet in height, and vaguely resemble humans. Their bodies are completely hairless, and their skin is a completely translucent gooey substance. Through this can be seen green veins pumping a putrid green substance around a karnyk’s body, while their heads are filled with this stuff. No other internal organs can be seen.
COMBAT
Karnyk usually lead the alia into combat, but are more than capable of fighting on their own.
Psionics: At will – greater concussion, lesser body adjustment and mass suggestion.
Attack/Defense Modes: At will – Ego Whip, Mind Thrust/Empty Mind, Thought Shield.
Acidic Blood (Ex): Whenever a karnyk is hit by a slashing or piercing weapon, the wound emits a spurt of acid. Anyone within 5ft has a chance of being splashed by this acid. They must make a Reflex save at DC 12 or suffer 1d6 acid damage.
Medium-Size Outsider
Hit Dice: 4d8+15 (33hp)
Initiative: +3 (Dex)
Speed: 30ft
AC: 13 (+3 Dex)
Attacks: Slam +9 melee
Damage: 1d6+5 or by weapon
Face/Reach: 5ft by 5ft/5ft
Special Attacks: Psionics
Special Qualities: Telepathy, damage reduction 5/+1, acidic blood, acid immunity 10.
Saves: Fort +9, Ref +7, Will +4
Abilities: Str 20, Dex 17, Con 16, Int 15, Wis 11, Cha 6
Skills: Autohypnosis +7, Concentration +10, Move Silently +9, Psicraft +9, Spot +6, Stabilize Self +10.
Feats: Great Fortitude, Toughness.
Climate/Terrain: Any land and underground
Organization: Gang (2-4) or squad (11-20)
Challenge Rating: 4
Treasure: None
Alignment: Always lawful evil
Advancement: 5-6 HD (Medium-size)
Karnyk are horrible, ruthless beings of pure evil. Bred by the evil beings known as the Dark-kings, these creatures are used as lieutenants in the dark, lethal Dark-king army. They are quite often found leading the creatures known as alia in combat, using their mental powers to launch surprise attacks on their opponents.
Their appearance is horrible to behold. They are exactly seven feet in height, and vaguely resemble humans. Their bodies are completely hairless, and their skin is a completely translucent gooey substance. Through this can be seen green veins pumping a putrid green substance around a karnyk’s body, while their heads are filled with this stuff. No other internal organs can be seen.
COMBAT
Karnyk usually lead the alia into combat, but are more than capable of fighting on their own.
Psionics: At will – greater concussion, lesser body adjustment and mass suggestion.
Attack/Defense Modes: At will – Ego Whip, Mind Thrust/Empty Mind, Thought Shield.
Acidic Blood (Ex): Whenever a karnyk is hit by a slashing or piercing weapon, the wound emits a spurt of acid. Anyone within 5ft has a chance of being splashed by this acid. They must make a Reflex save at DC 12 or suffer 1d6 acid damage.
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