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KAKKUU

Size/Type: Huge Outsider (Chaotic, Extraplanar, Evil)

Hit Dice: 12d8+96 (150 hp)

Initiative: +5

Speed: 40 ft. (8 squares), climb 20 ft.

Armor Class: 20 (-2 size, -1 Dex, +13 natural), touch 7, flat-footed 21

Base Attack/Grapple: +12/+27

Attack: Bite +17 melee (2d6+7 plus poison) or web +9 ranged

Full Attack: Bite +17 melee (2d6+7 plus poison) and 2 claws +12 melee (2d4+2); or web +9 ranged

Space/Reach: 15 ft./10 ft.

Special Attacks: Poison, rend armor, web, summon demons

Special Qualities: Damage reduction 10/Magical Silver OR Lawful, darkvision 60 ft., scent, telepathy 100 ft.

Saves: Fort +16, Ref +9, Will +9

Abilities: Str 24, Dex 8, Con 24, Int 11, Wis 13, Cha 13

Skills: Climb +24, Diplomacy +3, Hide +16, Jump +28, Listen +16, Move Silently +16, Search +15, Sense Motive +16, Spot +16, Survival +1 (+3 following tracks)

Feats: Cleave, Improved Initiative, Improved Grapple, Power Attack, Track

Environment: A chaotic evil-aligned plane

Organization: Solitary

Challenge Rating: 10

Treasure: None

Alignment: Always chaotic evil

Advancement: 13-18 HD (Huge); 19-36 HD (Gargantuan)

Level Adjustment: —

 

Kakkuus are enormous, predatory, arachnid demons that hunt other demons. A Kakkuu has a body the size of a plow horse, with legs spanning more than 14 feet. It weighs more than two tons.

 

Kakkuus understand but do not speak Abyssal. Their telepathy allows them to communicate silently with one another.

Combat

 

A Kakkuu attacks any creature it sees. It usually picks one target and concentrates its attacks on that opponent, using its webs to isolate the target from its comrades. Should the Kakkuu become overwhelmed by tougher opponents, it often attempts to bite one or more of its victims and retreats, allowing its poison to do its work.

 

A Kakkuu’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

 

Poison (Ex)

 

Injury, Fortitude DC 24, initial damage 1d6 str, secondary damage 2d6 str. Kakkuu venom is highly perishable, losing its potency and becoming inert, foul-smelling goo almost as soon as it comes into contact with air. The save DC is Constitution-based.

 

Rend Armor (Ex)

 

If a Kakkuu hits with both claw attacks, it pulls apart any armor worn by its foe. This attack deals 4d6+18 points of damage to the opponent’s armor. Creatures not wearing armor are unaffected by this special attack. Armor reduced to 0 hit points is destroyed. Damaged armor may be repaired with a successful Craft (armorsmithing) check.

 

Web (Ex)

 

A Kakkuu can throw a web up to four times per day. This is similar to an attack with a net but has a maximum range of 30 feet, with a range increment of 10 feet. This attack is effective against targets of up to Gargantuan size. The web anchors the target in place, allowing no movement.

 

An entangled creature can escape with a DC 24 Escape Artist check or burst the web with a DC 24 Strength check. The check DCs are Constitution-based. The web has 14 hit points and hardness 0. There is a 75% chance that the webbing will not burn if any sort of fire is applied to it (check each round).

 

The kakkuu can perform one of the following special tactics with its webs once per round.

 

Sticky Glob: A kakkuu can create an adhesive glob of silk about the size of a human fist. The creature will usually perch on a ledge and lower this glob to a range of 50 feet, swinging it as a pendulum. When a creature is hit (or touches the glob) it becomes stuck to the strand and the kakkuu reels in its prey at the rate of 20 feet per round.

 

A strand is strong enough to hold the kakkuu and one creature of the same size.

 

 

Spell-Like Abilities: At will—darkness and teleport without error (self plus 50 pounds of objects only). These abilities are as the spells cast by a 4th-level sorcerer (save DC 10 + spell level).

 

Summon Demons (Sp): Once per day a kakkuu can attempt to summon 1d8 kakkuu with a 35% chance of success.

 

Demon Qualities (Ex): Immune to poison and electricity; cold, fire, and acid resistance 20.

 

Skills

 

A Kakkuu has mottled coloration that gives it a +8 racial bonus on Hide checks.

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