1. Destrachans are normally solitary creatures, coming together only to mate. The male departs after mating, leaving the female to see to the raising of any young resulting from their brief union.
A female destrachan lays a small clutch of 3-5 eggs, usually in the back corner of a dead-end cavern where there's likely to be little traffic. She haphazardly guards the eggs, usually staying close enough that she can keep any predators at bay until they hatch. If up against a more powerful adversary, however, a destrachan mother is more than willing to abandon her eggs to save her own hide.
Hatchling destrachans spend their first three years in their mother's care, after which time they go off on their own, never to return.
2. Destrachans are born physically weak and usually cannot break through their leathery eggs by strength alone. Rather, they instinctively use their sonic abilities, shattering a portion of their egg's shell with a harmonic burst of intensified noise. This initial noise, or "birthsong," is the closest a destrachan has to a personal name. No two birthsongs are exactly the same, although the differences are far too subtle for humanoid ears to differentiate. While destrachans have no formal language, they often repeat their birthsongs to identify themselves to others of their race.
3. The subterranean environment is a destrachan's preferred home; the creatures are rarely if ever encountered above ground.
4. Destrachans are born blind and remain blind throughout their lives. As a result, they are immune to visual-based spells like darkness, hypnotic pattern, and glitterdust, and cannot detect visual-based illusions like dancing lights and silent image. They cannot tell the difference between invisible beings and those that can be seen normally.
5. A destrachan's overly-developed sense of hearing more than compensates for its inability to see, granting it an auditory blindsight that allows it to sonically "see" everything in a 100-foot radius. A destrachan's hearing is so acute that it can pick up the natural vibrations of ambient noises without having to produce vocalizations itself; in that respect a destrachan's blindsight is better than a bat's radar.
As a result of their incredible auditory abilities, destrachans have 25 ranks in the Listen skill, 10 points of which are a racial bonus.
6. Destrachans learn at a young age to focus the harmonics of their sonic attacks to affect different substances. One specific harmonic can shatter solid stone, and three similar frequencies have the same effect on wood, metal, and glass. In either case, the shattering sonics expand in a cone up to 80 feet long, and objects made of the substance in question must make a successful Fortitude save (DC 15) or shatter. Only objects (or portions thereof) having up to 30 hit points are affected by these disruptive harmonics.
7. One commonly-asked question about destrachans is: why are they so evil? While there doesn't seem to be an easy answer, several facts provide clues to their temperament.
First of all, there is something to be said about the environment in which a destrachan is raised. Destrachans learn punishment from their first days out of the egg, but there is no balancing notion of praise. A destrachan mother attacks her children with vicious slaps of her tail or even deep scratches with her sharp foreclaws if they fail to perform as she expects, but if they please her the best they can hope for is a lack of punishment. Such a childhood is sure to have a negative effect upon the maturing destrachan's outlook in life.
Secondly, destrachans have highly sensitive taste buds and can detect subtle differences in the flesh of their victims. Victims who have been tortured sadistically, or who have at least been forced to experience extreme fear before their final demise, have their flesh infused with pheromones that add exponentially to the destrachan's enjoyment of the flesh. This serves as a "reward" for the destrachan's evil ways and naturally reinforces such behavior.
8. Destrachans have 10 ranks in the Move Silently skill. Their exceptional hearing is invaluable in performing this ability.
9. As hatchlings, destrachans require food like any other animal and are fed such fare by their mother. Since all destrachans lack teeth, the food must be ripped into tiny chunks and swallowed whole. Rotting, putrescent carrion is easier to rip and tear, and is therefore preferred.
As destrachans mature, they become less and less dependent upon physical sustenance and develop the ability to feed upon negative emotions, predominantly fear and misery. This is an extension of their ability to taste the fear pheromones released by their victims; as they mature, destrachans can "taste" such fear even at a distance and actually derive nourishment from it. Destrachans are cruel sadists, inflicting great pain upon their prey and stretching out their victims' agony as long as possible, that the destrachans may derive the most sustenance from their efforts. As a result of these cruel tendencies, most living creatures are unwilling to ally themselves with a destrachan, fearing (quite rightly) that they'll become the creature's next victims. Undead creatures, feeling neither fear nor pain, are useless as destrachan victims and can occasionally be found working with these vicious beasts.
10. Destrachans can focus their harmonic attacks into a cone of sonic energy that plays havoc with a victim's nervous system. Such an attack causes 6d6 points of subdual damage; victims that make a Reflex save (DC 15) take only half damage. Destrachans use this attack to render their victims unconscious so they can take them back to their lair for torture and imprisonment.
11. Most creatures with darkvision can see in the dark to a range of 60 feet, and those with powerful olfactory abilities can usually scent prey up to 30 feet away. Since their sonic cones extend up to 80 feet away and their blindsight has a 100-foot range, destrachans can often attack their victims before they're even aware of the destrachan's presence. Destrachans, being highly intelligent and crafty foes, put this advantage to frequent use.
12. The last of the destrachan's sonic attacks actually disrupts flesh and rends bone, dealing 4d6 points of damage to all victims within the sonic cone that fail their Reflex save (DC 15). Those that save successfully take only half damage.
13. Destrachans often lay such traps for future victims. Since they have no use for treasure themselves, destrachans also frequently place valuables taken from previous victims in a dungeon corridor and wait nearby to attack anyone who approaches.
14. Blind since birth, destrachans have no concept of sight. They can't grasp the notion that other beings have a visual sense that they don't share; they just assume that other beings rely upon hearing, touch, and (to a much lesser extent) smell to sense their environment.
15. Destrachans often use their metal-destroying harmonics first against victims wearing armor or carrying metal weapons, then follow up with either their subdual or killing attacks, depending on whether they're after torture victims or a quick meal for their young.
16. While destrachans have no language of their own, they are more intelligent than the average human and can easily learn, if not speak, the verbal languages of other races. Most destrachans understand Common, and those whose lairs are close to enclaves of other races often pick up their languages as well.
17. When destrachans enter into melee combat, they attack at +9 with two sets of claws, each of which causes 1d6+4 points of damage. Destrachans rarely enter combat without "softening up" their victims with their disruptive harmonics first, though; claw attacks are usually used to perform the final, killing blow, or as an additional form of torment as seen here. Of course, since destrachans are immune to their own types of sonic attacks, they must rely upon their claws when battling others of their own race.
18. Destrachans use a wide assortment of torture on their victims, ranging from physical and sonic attacks to starvation and even sleep deprivation. Destrachans need little sleep themselves, remaining awake 20 hours out of any given 24.
19. A destrachan's scales do not overlap like lizards' scales do. Rather, they lay close together, side by side, forming a pattern like a jigsaw. Scale size varies depending upon location, with smaller scales on the underside and ever-larger ones closer to the dorsal plates that jut up from the creature's hunched spine. Scale coloration is also variable; destrachans are tan or greenish-gray, with vertical stripes of a darker color like a tiger. Such a color scheme helps the destrachan blend in against the underground environment; the creatures have 7 ranks in the Hide skill as a result.
20. Destrachans are immune to the sonic attacks of their own kind, so a mother has no qualms against firing her cone of flesh-disrupting (or subdual) harmonics at a victim if her young are also in the area of effect. This immunity also forces the mother to rely upon non-lethal physical attacks against her offspring as "negative reinforcement" when training them for life.
21. The screams from a destrachan's torture pit also serve to keep other Underdark predators away; destrachans do not enjoy being disturbed during their feasts of torment.
22. A destrachan can adjust the structure of its ears to make them either more or less sensitive to sounds. With such auditory control, destrachans gain a +4 circumstance bonus to all saves against sound-based attacks.
23. Destrachans are so adept at using their sonic attacks that they can "bounce" them off of walls, floors, and ceilings with the accuracy of a professional pool player. If it chooses to do so, a destrachan can also aim its sonic cone at the floor directly at its feet and have it spread out equally to a radius of 30 feet, affecting all other creatures within range. Naturally, these effects only work if the surface being used to "rebound" the sonics is itself immune to the effects being produced.
24. For obvious reasons, spells that cause deafness in a destrachan (such as blindness/deafness and silence) render the creature effectively blind. It immediately loses its auditory-based blindsight, and all targets are treated as if they had full concealment, meaning that the destrachan has a 50% chance of missing its target each round regardless of its attack roll.
25. Since a destrachan's many sonic abilities are intricately linked with its exceptional hearing, a deafened destrachan often miscalculates the frequencies of its sonic attacks. DMs should feel free to randomize a destrachan's disruptive harmonics when it cannot hear properly.
26. DMs using exotic ingredients for magical inks might consider having the blood of a destrachan be a component in the inks used to inscribe the spells sculpt sound, shatter, shout, and sound burst (based on the destrachan's association with sonic attacks), and invisibility purge and see invisibility (based on its auditory blindsight ability which negates the advantages of invisibility).
27. Destrachans, when first hatched, stand about 6 inches from nose to tail. By the end of their first year they're the size of a large rooster; at the end of their second year they reach nearly 4 feet from nose to tail. At 3 years, the destrachan stands some 5 feet tall, reaches a good 10 feet from snout to tail, and is considered an adult. Beyond its first three years a destrachan's growth rate slows considerably, but it continues to grow throughout its life. The largest known destrachans reach a length of over 20 feet and stand well over 11 feet tall in their hunched-over stance. Fortunately, such monsters are very rare.