Kjun-dren
(Syphon Axe Beak)
Large Magical Beast (Augmented animal)
Hit Dice: 9d10+54 (103 hp/-6/-23)
Initiative: +3 (+3 Dex)
Speed: 60 ft. (12 squares)
Armor Class: 19 (-1 size, +3 Dex, +7 natural), touch 12, flat-footed 16
Base Attack/Grapple: +9/+21
Attack: Bite +17 melee (2d6 +8 plus poison, 19-20)
Full Attack: Bite +17 melee (2d6 +8 plus poison, 19-20) and 2 claw +11 melee (1d6 +4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Energy release, spell release
Special Qualities: Absorption, darkvision 60ft., immunities, kinetic absorption, low-light vision, spell absorption
Saves: Fort +12, Ref +9, Will +3
Abilities: Str 27, Dex 17, Con 23, Int 2, Wis 11, Cha 10
Skills: Jump +12, Spot +8
Feats: Cleave, Improved Critical (bite), Power Attack, Weapon Focus(Bite)
Environment: Any land
Organization: Solitary
Challenge Rating: 10
Treasure: none
Advancement: 10-18 HD (Large); 19-27 HD (Huge)
Level Adjustment: -
DESCRIPTION:
“My people traded with the dramojh, 6 centuries ago for the design of the Kjun-dren, it was just a fancy in those elder days, we simply wanted a pet that reflected the Harrid of Skaraven. They are rare and highly treasured by the upper echelons and their owners will teach a venomous lesson to any who dare harm the Kjun-dren.” Excerpt from Raiders of the Sonish Sea by Gavrani Harrid of Karalash
“You see a massive flightless bird with black and white feathers the size of a horse, and as tall as a giant, it‘s beaks seems vicously sharp and almost oversized for its head”
“as it absorbs the firey blast its flames begin to dance around it, and its neck feathers and underbelly turn from white to a flaming red-orange”
These great muscular birds are likely prehistoric relatives of my people, as they have lost the gift of natural flight just as my people have. They have our featherless heads, a powerful thik neck and the vicious beak of a raptor. Like us their neck is covered in short feathers, that change color with the energy or element they absorb. Their torso is covered in black feathers, their underbelly in white, when not having aborbed any stray power. They make a make a strange blare that carries for nearly a quarter league, it is sometimes used abord raiding vessels, in order to intimidate the enemy.
We harrid have great affection for the kjun-dren as we see much of our land in these magnificent creatures, and would be considered a holy creature to my kind if we held any faith in what is holy, it truly has come to symbolize the absorbtion of power, the consumption of magic, and the cutting edge of the raptor.
There is some work being done on turning these stupendous raptors into mount worthy of the harrid, that they could take us into the lands of the dragons so that we may raid upon their magic rich and prosperous lands. Yet so far, the birth numbers are low, and many harrid steal kjun-dren eggs from their nests so that they may raise, and train a kjun-dren as their own.
There is a great rumor of a flock of the kjun-dren, living within the war storm, living off its inherent magic, There is also the titanic Kjun-dren that lives along the harrid’s neck slaying dragons and protecting the lands of Skaraven, though rumors about it simply guards a dimensional hideaway of on of the great dramojh builders that escaped the fall of Serathis
COMBAT:
Absorption (Su): As an immediate action a kjun-dren can absorb energy and elemental attacks directed against it. Absorbable energy and elemental types include: acid, air, cold, earth, fire, negative, force, electricity, positive, sonic and water. The creature may store any type of energy or elemental attack. The energy may come from a passive (bonfire) or aggressive (sorcerous blast)source, although the kjun-dren can only hold 9 dice of damage from any one energy or elemental source. Stored attacks are consumed harmlessly, along with associated immunities, in 90 minutes. At its option, the creature may release the energy harmlessly as a free action.
Energy Release (Su): As a standard action, a kjun-dren may release one type of stored energy as a ranged touch attack against one foe. The range increment is 20 ft, and the energy does any number of dice up to the amount of damage that was stored (the creature’s choice). Once the kjun-dren uses up all the damage stored, it can no longer use that energy to attack, nor is it immune to that energy any longer. See absorption and immunities.
Immunities (Su): While holding a form of energy from absorption or spell from spell absorption, the kjun-dren is immune to that form of energy or that specific spell. Immunity never apples to kinetic absorption.
Kinetic Absorption (Su): A kjun-dren absorbs kinetic energy differently than other forms, though still as a immediate action action. Once per round it effectively has damage reduction 10/-, For every 10 points of damage that fails to over come its damage reduction it gains 2 points of strength. up to a maximum of 43 The enhanced Strength is consumed in 90 minutes, if the kjun-dren absorbs 160 points of damage it can dispate the kinetic energy harmlessly as a free action until then it cannot use its damage reduction.
Posion (Ex): Injury, Fortitude DC 20, initial and secondary damage 2d6 Str and Dex. A successful save results in half damage. The save DC is Constitution-based.
Spell Absorption (Su): A kjun-dren can also absorb spells as a immediate action, so long as the spell does not involve energy. (If it does, the energy is absorbed, not the actual spell.) The creature can absorb any spell (or spells) whose total levels do not exceed 3, if it is higher than third level the kjun-dren must make a successful fort save against the spell’s DC (if it does not have one it cannot be absorbed. Absorbed spells do not affect the kjun-dren. Stored spells are consumed harmlessly, along with associated immunities, in 90 minutes.
Spell Release (Su): The kjun-dren can release spells it has stored as if it had cast the spell itself (save DC 10 + spell level). The resultant spell has a caster level equal to 9 or the level of the original caster (whichever is lower), and it is subject to spell resistance (the check made with the same caster level the spell has). Once the kjun-dren casts the spell, it is no longer immune to it (see immunities).
15. COPYRIGHT NOTICEOpen Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams,Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.
Tome of Horrors author scott greene, based on original material by gary gygax,
Book of Templates: Deluxe Edition, © 2003, Silverthorne Games; Authors: Ian Johnston and Chris S. Sims.
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