Karnyk - psionic monster

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.
 
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In combination with the acidic blood and the psionic powers, the Damage Reduction and Acid Immunity seem a little tough for a CR 4 creature.

You might either reduce the Resistances a little, or up the CR.
 

I would have to agree with Jack, the creature in itself is nasty, and since it carries no treasure it does warrant a slightly higher CR than it does have, I would say a CR of 5 should suffice.
 

Tough for a CR4 monster? Yes. But with that AC and hp it's going to last like 2 rounds against a 5th level party (one lightning bolt takes it halfway). You might give it natural armor of about +4 or +5 and call it a healthy CR5.
 

Ok, so everyone basically agrees it is too good for a CR 4. Personally I don't think it warrents CR 5 as it is currently written. Adding natural armor is one option. What about increasing the Damage Reduction? Any other ideas?
 

Yes, it's AC and hp are a little low, but don't forget the DR. A DR of 5 makes a BIG difference. And the psionic powers... Greater Concussion at will? That's a 5d6 attack. Lesser Body Adjustment to heal itself. And Mass Suggestion? That's a Suggestion affecting up to 4 characters each time. Not to mention the standard psionic attacks/defenses he has.

That's pretty tough. 5d6 damage would come close to taking down an average 4th level character.

His normal attack does 6-11 damage, and gets a +9 bonus to hit.

Really, you won't precisely know the CR until you playtest it repeatedly.

Well... Compare it to a Medusa, which is CR7...



Medusa

Medium-Size Monstrous Humanoid
Hit Dice: 6d8 +6 (33 hp)
Initiative: +2 (Dex)
Speed: 30 ft.
AC: 15 (+2 Dex, +3 natural)
Attacks: Shortbow +8/+3 ranged; or dagger +6/+1 melee, snakes +3 melee
Damage: Shortbow 1d6; or dagger 1d4, snakes 1d4 and poison
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Petrifying gaze, poison
Saves: Fort +3, Ref +7, Will +6
Abilities: Str 10, Dex 15, Con 12, Int 12, Wis 13, Cha 15
Skills: Bluff +11, Disguise +11, Move Silently +9, Spot +10
Feats: Point Blank Shot, Precise Shot, Weapon Finesse (snakes)

Climate/Terrain: Any land and underground
Organization: Solitary or covey (2-4)
Challenge Rating: 7
Treasure: Double standard
Alignment: Usually lawful evil
Advancement: By character class

Combat

Petrifying Gaze (Su): Turn to stone permanently, 30 feet, Fortitude save (DC 15).

Poison (Ex): Snakes, Fortitude save (DC 14); initial damage 1d6 temporary Strength, secondary damage 2d6 temporary Strength.
 
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