Phargion (3.5e Creature)

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KRUTHIK LARVAE[edit]

Kruthik larva.jpg

CR 2; Tiny Alien Beast; HD 2d10+2; hp 13; Mas 13; Init -2; Spd 15ft; Defense 10, touch 10, flat-footed 10 (-2 dex, +2 size); BAB +2; Grap -8; Atk +3 melee (1d3-3 plus 1d6 acid, bite); SV Fort +4, Ref +1, Will -1; AP 0; Rep +0; Str 5, Dex 6, Con 13, Int 3, Wis 8, Cha 4. Skills: Listen +4 Feats: Weapon Focus (bite)

Special Qualities[edit]

  • - Tremor-sense 100ft: Kruthik Larvae have a tremor sense that reaches out to one hundred feet. They can sense even very slight vibrations in the ground.
  • - Frog-tongue: A kruthik larva can attach itself to a foe by launching its long sticky tongue. When the tongue connects it snaps the larva towards its target where it bites deeply. A larva’s melee attack is always treated as a ranged attack and uses Dexterity instead of Strength for its attack roll bonus. Also if a larva is in melee with a medium-sized or larger creature then any ranged attacks against deal equal damage to it and the creature. It can only be attacked assuredly with melee strikes.
  • - Acid saliva: Kruthik Larvae deal an additional 1d6 points of acid damage with each one of their attacks. If drooling over an object a larva will deal 2 points of damage per round, ignoring 10 points of Hardness as it does so.
  • - Bury in Flesh: Kruthik Larvae can bury themselves into flesh. Dead flesh can be tunelled through at a rate of 5 feet per round. Living flesh (like that belonging to a character) can be buried into only if the target is reduced to 25% of his initial hit points. If so the larva can enter the flesh as a move action, dealing 2d6 points of damage per round and gaining a +4 defense bonus against any attack. If the attacks miss by this margin, the living target being buried into is hit in its stead.

Information[edit]

When a Kruthik xenospecies kills a living creature it will normally do one of two things. It will either eat the creature, for sustenance – or it will use the creature as a sort of nest. Mature Kruthik’s are able to vomit forth larvae (up to 4 per medium-sized humanoid corpse, 8 for a large-sized corpse, 16 for a huge one and so on. Larvae when born are the size of mice but quickly swell to the size of a large rat. The larvae will feed on the corpse until it is nothing but bone, at which stage the larvae all coccoon. Multiple larvae can form a single coccoon. Typically they will remain coccooned for 72 hours at which point they hatch and become young Kruthik. Like other Kruthik xenoforms the Larvae produce a very potent acid which can, over time, help it digest bone and chitin. The acid can even burn through plasteel and other metals given enough time.


YOUNG KRUTHIK[edit]

Hatchling kruthik.jpg

CR 3; Tiny Alien Beast; HD 3d10+3; hp 19; Mas 13; Init +2; Spd 20ft; Defense 16, touch 16, flat-footed 16 (+2 dex, +2 size, +2 natural); BAB +3; Grap -4; Atk +8 melee (1d4+1 plus 1d6 acid, bite); SV Fort +4, Ref +5, Will +1; AP 0; Rep +0; Str 12, Dex 15, Con 13, Int 5, Wis 10, Cha 5. Skills: Jump +11, Listen +5 Feats: Weapon Focus (bite), Weapon Finesse (bite)

Special Qualities[edit]

  • - Leaper: Kruthik have a +10 bonus on jump checks.
  • - Rake: A Kruthik that leaps and attacks a foe can make both a move action and a full attack action in the same round.
  • - Acid saliva: Kruthik deal an additional 1d6 points of acid damage with each one of their attacks. If drooling over an object a Kruthik will deal 2 points of damage per round, ignoring 10 points of Hardness as it does so.

Information[edit]

Young Kruthik are hungry critters the size of a common tabby cat. They are however considerably more dangerous. They are capable of incredible leaps and have a terrible acidic bite that is quite lethal considering their tiny size.


MATURE KRUTHIK[edit]

Adult kruthik.jpg

CR 4; Small Alien Beast; HD 4d10+8; hp 30; Mas 14; Init +3; Spd 30ft; Defense 18, touch 18, flat-footed 18 (+3 dex, +1 size, +4 natural); BAB +4; Grap +1; Full Atk +9 melee (1d4+1 plus 1d6 acid, bite) and +4 melee (1d2+1, 2 claws); SV Fort +6, Ref +7, Will +2; AP 0; Rep +0; Str 12, Dex 16, Con 14, Int 5, Wis 13, Cha 7. Skills: Jump +11, Listen +7 Feats: Weapon Focus (bite), Weapon Finesse (bite)

Special Qualities[edit]

  • - Leaper: Kruthik have a +10 bonus on jump checks.
  • - Rake: A Kruthik that leaps and attacks a foe can make both a move action and a full attack action in the same round.
  • - Acid saliva: Kruthik deal an additional 1d6 points of acid damage with each one of their attacks. If drooling over an object a Kruthik will deal 2 points of damage per round, ignoring 10 points of Hardness as it does so.
  • - Vomit Larvae: A mature kruthic can vomit larva onto a corpose. 1 larve into a tiny corpse, 2 into a small, 4 into a medium, 8 into a large and so on. Doing so is a full round action that can only be attempted once per day. It takes the larve 3 full rounds to reach a dangerous size. Until that time is met they have 5 hit points apiece, a Defense of 10 and no form of attack. After 3 rounds have passed they are treated as Kruthik Larvae described above. Only mature Kruthik can do this – Elder Kruthik are too old to produce young.

Information[edit]

Mature Kruthik are the size and weight of a young golden retriever. They have powerful hind legs, and are able to stike with a pair of sharpened claws. They are very deadly despite their small size.


ELDER KRUTHIK[edit]

Greater kruthik.jpg

CR 6; Medium-sized Alien Beast; HD 6d10+8; hp 41; Mas 15; Init +4; Spd 40ft; Defense 20, touch 20, flat-footed 20 (+4 dex, +6 natural); BAB +6; Grap +8; Full Atk +11 melee (1d6+1 plus 1d6 acid, bite) and +9 melee (1d3+1, 2 claws); SV Fort +6, Ref +8, Will +4; AP 0; Rep +0; Str 14, Dex 18, Con 15, Int 7, Wis 15, Cha 9. Skills: Jump +12, Listen +8, Spot +4 Feats: Weapon Focus (bite), Weapon Finesse (bite), Multiattack

Special Qualities[edit]

  • - Leaper: Kruthik have a +10 bonus on jump checks.
  • - Rake: A Kruthik that leaps and attacks a foe can make both a move action and a full attack action in the same round.
  • - Acid saliva: Kruthik deal an additional 1d6 points of acid damage with each one of their attacks. If drooling over an object a Kruthik will deal 2 points of damage per round, ignoring 10 points of Hardness as it does so.
  • - Displace: An Elder Kruthik has some natural psionic abilities. It can cast Dimension Door 1/hour as a spell like ability. It is treated as a level 6 manifester.
  • - Language: Elder Kruthik are able to converse with one another with a series of clicks and whistles. They are in fact, quite intelligent creatures.
  • - Dominate Kruthik: An Elder Kruthik can dominate (control) any Mature Kruthik or Young Kruthik psionically. The younger Kruthik behave exactly as the Elder Kruthik wills them to.

Information[edit]

Elder Kruthik are the size and weight of a big doberman. They have powerful hind legs, and are able to stike with a pair of sharpened claws. They are the deadliest kind of Kruthik.


KRUTHIK WRAITH[edit]

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CR 10; Medium-sized Alien Beast; HD 8d10+8; hp 76; Mas 18; Init +4; Spd 50ft (fly perfect); Defense 19, touch 14, flat-footed 19 (+4 dex, +5 natural); BAB +8; Grap +10; Full Atk +13 melee (1d6+2, 2 claws) and +9 tentacle maw (1d6 acid + neuroparalytic agent); SV Fort +10, Ref +10, Will +6; AP 0; Rep +0; Str 15, Dex 19, Con 18, Int 8, Wis 16, Cha 13. Skills: Jump +12, Listen +8, Spot +6 Feats: Weapon Focus (claw), Weapon Finesse (claw), Multiattack

Special Qualities[edit]

  • - Terror: When a Kruthik Wraith is first encountered its hideous presence insites a supernatural terror in those it attacks. In the first round of combat all humanoids must pass a DC 13 Will save or be shaken for 1d4 rounds. The same Wraith cannot inflict terror on the same target more than once even if it disappears and returns unless at least 24 hours have passed between attacks (in which case the combat is considered to be new). Additional Wraiths cause terror as normal. Instead of making separate checks for each Wraith, each additional Wraith beyond the first contributes a +2 DC on the Will save against terror and increases the duration of being shaken by 1d4. So two Wraiths attacking at once inflict a DC 15 Will save that shakes for 2d4 rounds.
  • - First Strike: A Kruthik Wraith attacks a flat-footed opponent can make a full attack action even if it has already moved in the same round.
  • - Tentacle maw: The Wraith can make a deadly attack with its tentacle maw which constantly oozes both Kruthik Acid and a paralytic nerve agent. Targets struck by the tentacle maw take 1d6 points of acid damage. If they suffer at least one point of damage from this then the neurotoxins take effect. The target must pass a DC 18 Fortitude save or be stunned on his following round.
  • - Ethereal Form: A Krutik Wraith is a potent psionic creature. When it chooses to it can actually enter the Ethereal plane of existence. This allows it to become totally invisible and pass through solid walls and objects. When it is etheral it moves at half its normal speed (25ft) and it can only be blocked by Force effects. Becoming ethereal or becoming solid is a move equivalent action. An ethereal Kruthik Wraith cannot be detected by effects that allow you to see invisible creatures like the See Invisibility spell. It also cannot be detected with motion sensors or heat sensors or other technology meant to work in the physical plane.

A spell of True Seeing or a special sensor able to detect activity in the ethereal plane both would reveal the location of a Kruthik Wraith. Even when spotted an ethereal Kruthik Wraith cannot be struck by conventional weapons and firearms. Ghost touch weapons, force effects and most magical or psionic powers will affect it as normal however.

  • - Language: Kruthik Wraiths are able to converse with one another and Elder Kruthiks with a series of clicks and whistles. They are in fact, quite intelligent creatures.

Information[edit]

The Kruthik Wraith is the terror of the Kruthik species. It is completely indetectable and quickly kill or incapacitate its foes. It is one of the most resilient breeds and can easily vanish just as it came. It will often do so in the face of a battle it cannot hope to win which may be very frustrating for PCs who are hoping to kill it by surprise. The Kruthik Wraith is considerably more intelligent than even Elder Kruthik and in many cases has intelligence on par (though of an entirely alien nature) with a human beings.


KRUTHIK PHARGION[edit]

Phargion
This is a Phargion or a Kruthik.

CR 7; Large Alien Beast; HD 7d10+21; hp 59; Mas 16; Init +3; Spd 40ft; Defense 18, touch 12, flat-footed 15 (+3 dex, +6 natural, -1 size); BAB +7; Grap +17; Full Atk +13 melee (1d6+6, 2 claws) and +12 melee (1d4+3 and 1d6 acid, bite attack); SV Fort +7, Ref +8, Will +6; AP 0; Rep +0; Str 22, Dex 17, Con 16, Int 8, Wis 16, Cha 16. Skills: Listen +8, Spot +8, Survival +6 Feats: Weapon Focus (claw), Multiattack, Improved Multiattack

Special Qualities[edit]

  • - Forcefield: The Phargion can summon a powerful energy field to protect it against attacks. The energy field gives it a DR of 10/-. However while the Energy Field is up the Phargion is unable to attack (his own attacks cannot penetrate the field). Activating or disactivating a forcefield is a move-equivalent action.
  • - Force Blast: The Phargion is able to emit a blast of raw force at its target. This is a special force attack that, like a magic missile, deals force damage and can strike targets even if they are ethereal. The Force Blast deals 4d10 points of damage and can be launched as an attack action. Only a single force blast can be launched per turn. The Force Blast has a range increment of 75 feet and a critical range of 20/x2.
  • - Acid saliva: Kruthik deal an additional 1d6 points of acid damage with each one of their attacks. If drooling over an object a Kruthik will deal 2 points of damage per round, ignoring 10 points of Hardness as it does so.
  • - Displace: A Phargion is able to manifest Greater Teleport, as the arcane spell, at will.
  • - Dominate Kruthik: A Phargion can dominate (control) any other variety of Kruthik. The Kruthik behave exactly as the Phargion wills them to.
  • - Language: Kruthik Phargions are able to converse with one another and Elder Kruthiks with a series of clicks and whistles. They are in fact, quite intelligent creatures.

Information[edit]

The Phargion is the undisputed master of the Kruthik. It is a powerful psionic entity capable of leaping great distances psionically and carrying with it a small Kruthik Brood. When a Phargion and its Brood land on a planet they multiply as rapidly and spread out slowly across the world. If a Kruthik invasion is not thwarted in the early stages it becomes quickly difficult to stave off total annhialation at the claws and fangs of these deadly aliens. The genetic relationship between the Phargion and the main Kruthik strain is not entirely understood. When an Elder Kruthik reaches a venerable age and size he spins another Chrysalis and enters the third stage of his life cycle. Depending on various factors the Elder Kruthik will hatch as a Wraith, a Harpy, a Shredder or a Bulldozer. From humanity’s best current knowledge of the Kruthik species we can surmize that the Phargion is somehow outside the normal breeding loop. It is suspected that Phargions have genders and mate with one another which would make them a separate species. However the symbiotic nature of the Kruthik is such that Kruthik and Phargions are totally reliant on one another. Moreover they share a number of genetic similarities (the acid saliva) and are able to speak a common language. The fact that Elder Kruthik are able to perform bastardized versions of the Phargion’s teleportation and domination suggest a common genetic link. Though how this is the case we do not yet know.

Other Information about Phargions and Kruthik[edit]

  • There are many types of these creatures. There are the brown ones that live on land. The green ones that live in forests. The blue ones that live in water. The red ones that live in fire or lava. The black ones that live underground. The white ones that live on or in mountains. And the clear ones that live in the sky and can fly.
  • These creature have a strange way of locomotion. They curl up into a wheel and roll to go places. There arms stick out while rolling, so they can be used as slicing weapons.
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