Wednesday, July 24, 2013

Beasts of Samardan: 'Synthetic Man' to 'Volbur'...

Good Afternoon, All:

In this, the seventh entry in the bestiary for the World of Samardan Campaign Setting series, we expand on the options available for a planetary romance game. (One more entry after this one, and the bestiary should be more or less ready to go.) Here are five more creatures for consideration:

Synthetic Man

In a few ruins of the Ancient Ones, artificially created humanoids continue to provide basic service, performing tasks that long ago lost any sense of purpose or meaning. These synthetic men resemble featureless humanoids, lacking any body hair or well-defined facial features. Although synthetic men have a mouth for feeding, they are unable to speak, lacking vocal cords. Like all constructs, synthetic men are immune to all mental attacks and abilities, poison, disease and physical exhaustion.

Synthetic Man: DEF: 13; HD: 2; ATK: by makeshift weapon (1d6) or slam (1d4); ST: +3; SP: Cannot speak, immune to all mental attacks and abilities, poison, disease and physical exhaustion; SPD: 6; CL: 1; XP: 300.

Tarfarkat

Native to the region surrounding the Crater of the Star Creatures, the tarfarkat have only appeared after the great meteor impact that formed the crater. Although different varieties of tarfarkati exist, the most common type by far resemble a pale yellow crustacean with a set of massive pincers and paralytic tentacles. Extremely intelligent, tarfarkati prefer to use ambush and advanced hunting tactics to bring down prey.

Tarfarkat: DEF: 22; HD: 11; ATK: two claws (1d8), two tentacles (1d4 + paralytic poison); ST: +7; SP: Immune to all mental attacks and abilities and paralysis, paralytic poison (rendered helpless, Fort DC 17 ends); SPD: 6 (burrow 4); CL: 6; XP: 1,800.

Varran

The varran is a mobile humanoid plant, feeding on on sunlight during the day and decomposing flesh at night. Growing up to twelve feet in height, this creature has a single pure white eye, and a pair of tentacular arms that end in razor-sharp claws. Its skin is a palid, corpse-like blue, become darker when feeding on decaying organic matter. Like most creatures that rely on photosynthesis, the varrani suffer a -2 penalty on all attacks and saving throws at night, unless they feed from an alternate nutrient source. For that reason, most varrani lairs smell strongly of the rotting flesh of their victims. A typical tactic is for a group of plant men to lay in wait for prey, then leap from out of nowhere and batter their prey into submission and then devour them once they are unconscious.

Varran: DEF: 15; HD: 4; ATK: two claws (1d6); ST: +4; SP: Photosynthetic sensitivity (-2 on all attacks and savings throws at night, unless alternate nutrient source exists); SPD: 6; CL: 1; XP: 300.

Viddrakkat

One of the more ubiquitous beasts of Samardan, the viddrakkat is a man-sized serpentine creature, with bands of white, black and various earth tones. Their fanged bite is quite poisonous, enough to kill most small prey, including children. The viddrakkat uses its coloration to blend into the shadows of its environment, and are considered particularly stealthy creatures. Most civilized areas consider these creatures to be dangerous pests.

Viddrakkat: DEF: 13; HD: 2; ATK: bite (1d4+poison); ST: +3; SP: Poison (1d4/round, Fort DC 13 ends), stealthy (+5 on Stealth-based checks; treated as having skill mastery (1/rest) with Stealth); SPD: 6; CL: 1; XP: 300.

Volbur

Resembling a winged sahan, the volbur is a large ursinoid creature with great bat-like wings. Typically found in the mountains and hills of Samardan's valley regions, the volbur occasionally makes forages into civilized lands in search of easy prey. It possesses the psychic ability to mentally stun its prey. As a psychic creature, the volbur is sensitive to the mystical talents of others, and has an hatred of other creatures with mystical ability. Sages speculate it is because the volbur may perceive the use of mystical talents as irritating or agitating, much like a powerful itching sensation in the brain. This theory has led to the common phrase "feeling a volbur's itch" to refer to having suspicions of the clandestine use of psychic abilities to influence a situation's outcome.

Volbur: DEF: 17; HD: 6; ATK: bite (1d8), two claws (1d6) or mental stun (Rng 6/12/24); ST: +5; SP: Mental stun (rendered helpless, Will DC 15 ends), rend (2d6 additional damage if two claws hit the same target in the same round); SPD: 6 (fly 8); CL: 4; XP: 900.

Enjoy,
Flynn

Monday, July 22, 2013

Beasts of Samardan: 'Ragshunkat' to 'Sahan'...

Good Afternoon, All:

This is the sixth entry in the bestiary for the World of Samardan Campaign Setting series. Here are five more creatures to add to our growing collection of stat blocks:

Ragshunkat

This six-limbed saurian beast roams the rocky mountains and badlands of Samardan in search of prey. Eight feet tall at the shoulder, the ragshunkat's beautiful frilled neck flares outward when it is preparing to attack. Although its bite is quite vicious, the ragshunkat is known more for the stream of powerful stomach acids that it can squirt at considerable range. A powerful tracker, this beast is relentless in its pursuit of prey. The ragshunkat has been known to track another creature for days when hunting. However, it is repelled by the strong odor of the samhudkom.

Ragshunkat: DEF: 17; HD: 6; ATK: by bite (1d8) or acid stream (3d6, Rng 8/16/32, Reflex DC 15 halves); ST: +5; SP: Immune to acid; SPD: 7; CL: 3; XP: 450.

Rahanan

Resembling a black scaled serpent with a darkly feathered bird's head and wings, the rahanan is commonly encountered in Samardan's barren wastelands, hills and mountains. Roughly the size of a human child, the rahanan prefers to ambush its victims, using its psychic ability to mentally stun its prey before closing in for the kill. Rahanani lay large clutches of eggs in their rocky nests, exposed to the elements; only a few survive to hatch.

Rahanan: DEF: 14; HD: 5; ATK: by bite (1d4) or mental stun (Rng 6/12/24); ST: +4; SP: Mental stun (rendered helpless, Will DC 14 ends); SPD: 5 (fly 10); CL: 2; XP: 450.

Rivrakkat

The rivrakkat is a six-legged insectile monstrosity commonly found throughout Samardan, although they tend to prefer caves and ruins due to the protection from the elements. Like the spiders that they resemble, the rivrakkat spin webs both for their nests and as traps for their prey. The webs of the rivrakkat can be spun into valuable cloth, rope and other textiles. The bite of the rivrakkat is quite virulent; assassins have been known to harvest the poison from the rivrakkat for their professional use. Once removed from a living rivrakkat, the poison's toxicity degrades quickly, becoming useless within a week of harvesting.

Rivrakkat: DEF: 14; HD: 5; ATK: by bite (1d6+poison) or web (entangled, Rng 3/6/12); ST: +4; SP: Poison (1d6/round, Fort DC 14 ends), webs (entangle, Reflex DC 14 escapes); SPD: 6 (climb 5); CL: 2; XP: 450.

Samhudkom

The samhudkom is a burrowing, carnivorous mammal found in Samardan's barren wastelands, hills and mountains. Almost four feet in length, the samhudkom's pelt ranges from dark red to brown to black. This predator has very sharp teeth and claws. Smaller than many of the other predators of Samardan, the samhudkom can exude a strong musky stench that keeps other creatures at bay. All creatures within 30 feet (6 squares) of a samhudkom exuding its stench become nauseated (half movement, no other actions allowed, Fort DC 13 ends).

Samhudkom: DEF: 13; HD: 3; ATK: bite (1d6), two claws (1d4); ST: +3; SP: Stench (half movement, no other actions allowed, Fort DC 13 ends); SPD: 5 (burrow 4); CL: 2; XP: 450.

Sahan

Typically encountered in the arid mountains of Samardan, the sahan is a massive mammalian carnivore over eleven feet in length and weighing at least a thousand pounds. Well protected by its heavy, coarse fur, the sahan's six legs are relatively short, but not enough to prevent it from rending an unfortunate foe. If a Sahani are stubborn, ill-tempered beasts, so much so that it is a common insult on Samardan to describe a gruff individual as a "son of a sahan."

Sahan: DEF: 18; HD: 7; ATK: bite (1d8), two claws (1d6); ST: +5; SP: Rend (2d6 additional damage if two claws hit the same target in the same round); SPD: 6; CL: 4; XP: 900.

Enjoy,
Flynn

Friday, July 19, 2013

Beasts of Samardan: 'Mordudkat' to 'Nethdrakkom'...

Good Afternoon, All:

This is the sixth entry in the bestiary for the World of Samardan Campaign Setting series. Here are five more creatures to add to our growing collection of stat blocks:

Mordudkat

Common to subterranean caverns and underground ruins, the mordudkat is a large, aggressive scavenger greatly feared for its paralyzing bite. This foul beast scours the area about its lair for dead and decaying flesh, but has also been known to attack and kill living creatures when it hasn't eaten in a few days. Resembling an enormous centipede with a circular maw surrounded by tentacle-like cilia, the mordudkat can grow to almost ten feet in length.

Mordudkat: DEF: 15; HD: 3; ATK: bite (1d6 + paralytic poison); ST: +3; SP: Paralytic poison (rendered helpless, Fort DC 13 ends); SPD: 6 (climb 4); CL: 1; XP: 300.

Morsudkom

Morsudkomi have six limbs, four of them being thick sinewy arms and two being stout legs, and are of tremendous size. They have a head like that of a primate, with a shock of thick, stiff-bristled hair that runs from the back of the skull and neck to the upper shoulders. While morsudkomi are found in many different terrains in the world of Samardan, they prefer to dwell in the ruins of ancient cities which provide them with shelter and good hunting grounds.

Morsudkom: DEF: 16; HD: 7; ATK: bite (1d6), four claws (1d4); ST: +5; SP: Rend (2d4 additional damage if two or more claws hit the same target in the same round); SPD: 7 (climb 7); CL: 4; XP: 900.

Moryurloth

A vicious predator found in swamps and marshes, the moryurloth is a man-sized carnivore best described as having the body of a yurlath and a porcine head. The beast's poisonous spray gives it a deadly reputation, as its saliva purportedly kills all but the strongest of creatures on contact. The human tribe known as the Marsh Folk have developed cooking techniques that purify dead flesh of the moryurloth's poison, and have even tried to domesticate this beast for hunting and tracking.

Moryurloth: DEF: 15; HD: 6; ATK: by bite (1d8) or poisonous spray (poison, Rng 6/12/24); ST: +5; SP: Poison (2d6/round, Fort DC 15 ends); SPD: 6; CL: 3; XP: 600.

Nengarsar

Like the lasirshun, the nengarsar is believed to be the result of an experiment by the Ancient Ones that bred true. The nengarsar is significantly larger than the lasirshun and wingless, but possesses nine heads rather than the lasirshun's three. This huge beast, easily twenty feet high at the shoulder, has an extremely virulent form of poisonous spittle. The nengarsar shares the lasirshun's inordinate fear of fire, and panics at the sight of open flame. When panicked, a nengarsar will attempt to flee, trampling any obstacle in its path (anything in its path suffered 2d6 damage, which can be avoided by a successful Reflex save).

Nengarsar: DEF: 20; HD: 12; ATK: by nine bites (1d8) or poisonous spray (poison, Rng 6/12/24); ST: +8; SP: Poison (2d6/round, Fort DC 18 ends), trample (2d6, Reflex DC 18 avoids); SPD: 5; CL: 9; XP: 4,800.

Nethdrakkom

The nethdrakkom is a large serpentine creature with feathered wings. It grows to almost 12 feet in length, with a wingspan of about 15 feet, and an adult weighs about 1,800 pounds. A highly intelligent creature, the nethdrakkom possesses incredible psychic powers and communicates with other sentient creatures through telepathy. Nethdrakkomi are territorial, and extremely distrusting of humanoid creatures. The eggs of the nethdrakkomi are highly valuable to certain breeders, who train these psychic creatures from hatchlings to become dedicated guardians of vaults and other locations.

Nethdrakkom: DEF: 19; HD: 8; ATK: bite (2d6+poison); ST: +6; SP: Poison (1d6/round, Fort DC 16 ends), powers as a 4th level Mystic, telepathy; SPD: 5 (fly 10); CL: 4; XP: 900.

Enjoy,
Flynn

Wednesday, July 17, 2013

Beasts of Samardan: 'Kaskmand' to 'Lasirshun'...

Good Afternoon, All:

With our fifth entry in the bestiary for the World of Samardan Campaign Setting, we're over halfway through the collected creatures we've named or otherwise hinted at i our previous write-ups. Here are five more creatures for consideration:

Kaskmand

Commonly encountered in marshy or forested regions in the great valleys of Samardan, the kaskmand is a large saurian beast with thick bony plates that protect the creature's back and a powerfully muscled tail ending in a spiky, bony club. The kaskmand's claws are incredibly sharp, but its tortoise-like shell prevents the beast from using its claws against attackers. Kaskmandi have a foul disposition, and enter into a blood frenzy when wounded (+2 to all attacks and damage).

Kaskmand: DEF: 21; HD: 10; ATK: tail (3d6); ST: +7; SP: Blood frenzy (+2 attack and damage when wounded); SPD: 6; CL: 4; XP: 900.

Kandori

A subterranean rat-like beast the size of a human child, the six-legged kandor is noted for its powerful incisors. Kandori travel in packs, and attack without fear, particularly when defending the pack's lair. Some adventurous souls actively seek out kandor lairs, as the beasts are particularly attracted to shiny objects.

Kandor: DEF: 12; HD: 3; ATK: bite (1d8); ST: +3; SP: None; SPD: 7; CL: 1; XP: 300.

Kandudkom

Preferring cultivated fields and open plains, the kandukom is considered a plague among farmers and lumberjacks because of the damage their tunnels do to the local flora. The kandukom is a large, chitinous creature that burrows through the earth. It often attacks from a distance with its poisonous spittle before closing in to finish off its prey. These predators prefer the taste of humanoids and livestock; they will fight until a creature has fallen unconscious or dead, and then drag the corpse back into their warrens to feast upon.

Kandudkom: DEF: 13; HD: 3; ATK: by poisonous spittle (1d6+poison, Rng 6/12/24) or bite (1d8+poison); ST: +3; SP: Poison (1d6/round, Fort DC 13 ends); SPD: 6 (burrow 5); CL: 2; XP: 450.

Kelshran

The kelshrani are a race of subterranean-dwelling humanoids roughly the same size as a human, with dark crimson skin, a sinuous barbed tail, and a generally demonic appearance. Known for their sadistic nature, most kelshrani clans are slavers. They make frequent forays to the surface world in search of new victims, whom they subjugate into servitude. Unruly slaves are forced into gladiatorial combat, where they fight to the death for the enjoyment of their kelshrani overlords.

Kelshran: DEF: 14; HD: 2; ATK: by poisoned whip (1d4 + poison) or light crossbow (1d6 + poison, Rng 12/24/48); ST: +3; SP: Poison (1d6/round, Fort DC 13 ends); SPD: 6; CL: 1; XP: 300.

Lasirshun

Sages believe that the lasirshun is the result of an experiment by the Ancient Ones that bred true. Given the unusual nature of this large three-headed beast, that doesn't seem far-fetched. This winged reptile attacks its prey first using its poisonous spit to paralyze its prey, before diving in to feast on the helpless victim. Lasirshuni have an inordinate fear of fire, and frequently panic at the sight of flames. If cornered by flame, they fight ferociously with wild abandon, attempting to win their freedom from the fiery source.

Lasirshun: DEF: 18; HD: 9; ATK: by three spittle attacks (paralytic poison, Rng 6/12/24) or three bites (2d6); ST: +6; SP: Paralytic poison (rendered helpless, Fort DC 16 ends); SPD: 6 (fly 8); CL: 5; XP: 1,200.

Hope This Helps,
Flynn

Monday, July 15, 2013

Beasts of Samardan: 'Helgongmir' to 'Kasabankat'...

Good Afternoon, All:

Our fourth entry in the bestiary for the World of Samardan Campaign Setting contains five more creatures worthy of note:

Helgongmir

Often found in ruins, caverns and other underground environments, the helgongmir is an extremely aggressive predatory ooze that prefers to scavenge on dead carrion to hunting live prey. It is capable of moving not just on the floor, but also on the wall and ceiling, and may compress itself through small fissures and under the cracks of doors. The acidic touch of the helgongmir digests through even metal and wood (suffering 3d8 damage per round). If a helgongmir is attacked with slashing or piercing weapons, it splits into more individuals of reduced mass. Every successful attack halves the helgongmir into two smaller oozes, each with halve the original's current hit points. A helgongmir with 10 or less hit points cannot divide any further.

Helgongmir: DEF: 16; HD: 10; ATK: pseudopod (3d8); ST: +7; SP: Split; SPD: 4; CL: 4; XP: 900.

Hudlath

The hudlath is a large, amphibious rodent common to the canal-like rivers of Samardan. Roughly the size of a human child, this six-limbed beast possesses sharp incisors, webbed feet and a broad, flat tail. Hudlathi build small colonies, working together to dam up canals with whatever materials can be found in the area in order to build their underwater nests.

Hudlath: DEF: 14; HD: 4; ATK: bite (1d8); ST: +4; SP: None; SPD: 6; CL: 1; XP: 300.

Hudyurkat

A pack-based predator found in mountains, hills and forested regions, the hudyurkat is an extremely vicious carnivore twice the size of the average human. In addition to its very powerful bite, the hudyurkat possesses the psychic ability to lure its prey helplessly in for the kill. Those who are unable to resist the mental call of the beast make their way as quickly as possible to the calling creature (Will DC 15 negates), only to be shaken from their charmed state by the pain of the first bite of the hudyurkat.

Hudyurkat: DEF: 16; HD: 6; ATK: powerful bite (2d8); ST: +5; SP: Psychic lure (draws victims helplessly to it, 60ft radius, Will DC 15 negates); SPD: 9; CL: 3; XP: 600.

Karkeshlath

Native to the barren wastelands of the world of Samardan, the karkeshlath stands nearly 18 feet high at the shoulder, measures 30 feet from end to end, and weighs 40,000 pounds. Small herds of these armor-plated behemoths roam the barrens, digging up plants and fungi with the single stout horn on their large snouts. When panicked, a karkeshlath will trample any obstacle in its path (anything in its path suffered 2d8 damage, which can be avoided by a successful Reflex save). If cornered, it crushes its tormentors beneath its huge hooves.

Karkeshlath: DEF: 21; HD: 13; ATK: two hooves (2d8); ST: +8; SP: Trample (2d8, Reflex DC 18 avoids); SPD: 6; CL: 5; XP: 1,200.

Kasabankat

Common to the forests and jungles of the valleys of Samardan, these carnivorous flightless birds are very fast runners that hunt aggressively. Standing over nine feet tall, the kasabankat plumage typically blends well with the surrounding foliage, allowing this predator to strike without warning. Its axe-shaped beak appears quite ferocious, and its savage shriek can temporarily stun a weak-willed opponent (target stunned for one round, Will DC 13 negates).

Kasabankat: DEF: 14; HD: 3; ATK: bite (1d8); ST: +3; SP: Savage shriek (stunned for one round, Will DC 13 negates); SPD: 8; CL: 1; XP: 300.

Hope This Helps,
Flynn

Friday, July 05, 2013

Beasts of Samardan: 'Gonrakkom' to 'Hatagat'...

Good Afternoon, All:

Here's the third collection of creatures for the Beastiary section of the World of Samardan Campaign Setting:

Gonrakkom

Common to the ruins and underground regions of Samardan, the gonrakkom is a large insect about two feet across. Gonrakkomi are characterized by hard, horny forewings, often black, dark red or dark blue in color, that cover and protect their membranous flight wings. Specialized glands in the abdomen of these creatures produce a ruddy red glow at night, equivalent in intensity to that of a torch. These luminescent glands continue to glow for 1d6 days after its death.

Gonrakkom: DEF: 11; HD: 1; ATK: bite (1d4); ST: +2; SP: Glowing glands; SPD: 6 (fly 6); CL: 1/2; XP: 150.

Gorban

Considered by some to be the ruler of the highest peaks of Samardan, the gorban is a huge avian creature that stand about 15 feet tall, and possess a wingspan of up to 30 feet wide. Its feathers are typically golden brown, although differing species run the gambit of colors, from black or white to even multi-colored plumage of blues, yellows, reds and greens. The gorban's sharp beak and curved talons are dark yellow. In some areas, these beasts are domesticated to serve as a flying mount.

Gorban: DEF: 16; HD: 6; ATK: bite (1d8) and two claws (2d6); ST: +5; SP: Dive attack (+2 on attack and dmg rolls, -2 DEF until next turn, only from above); SPD: 4 (fly 10); CL: 3; XP: 600.

Gorkesh

Fairly ubiquitous throughout Samardan, these large, six-legged herbivores serve as mounts when domesticated. Their wooly coats are often a dun color, but can range from white to black in various patterns in different regions. The gorkesh possesses a single horn upon its forehead for goring predators, but typically only uses this when cornered or if trained for combat.

Gorkesh: DEF: 14; HD: 5; ATK: gore (1d8) and two hooves (1d6); ST: +4; SP: Powerful charge (if charging, gore does 2d8); SPD: 9; CL: 3; XP: 600.

Grandanrak

Grandanraki are massive creatures dwelling deep beneath the earth. The grandanrak is powerfully built, resembling a massive humanoid creature covered in chitinous plates. A massive pair of mandibles and rows of triangular teeth dominate the low, rounded head. This foul beast uses its iron-like claws to burrow through solid stone, and it possesses the psychic ability to mentally stun and confuse other creatures. Up to three times a day, a grandanrak can deliver a massive blast of mental energy at any one target within 60 feet (12 squares), causing it to become stunned and unable to act for 1d6+1 rounds (Will DC 17 negates).

Grandanrak: DEF: 20; HD: 10; ATK: Bite (1d8) and two claws (2d6); ST: +7; SP: Burrow through solid stone, mental blast (stuns for 1d6+1 rounds, Will DC 17 negates); SPD: 5 (burrow 5); CL: 5; XP: 1,200.

Hatagat

Hatagati are usually the top animal predators in their forested or mountainous territories, and have been known to seek out and kill any competitors to maintain their claim on their territory. These large, six-legged felinoid pouncers prefer terrain with plenty of cover as their hunting grounds. Its defining feature is a pair of huge incisors that hang down like fearsome knives from the upper jaw, protruding menacingly even when the creature's mouth is shut. The coat of the hatagat typically appears a tawny yellow, but can range to reddish-brown and black, for most of the body. However, the ventral areas are white. The beast is typically marked with large, black, irregular spots for camouflage. Hatagati prefer to feast on herbivores, particularly large mounts, and often attack the largest creatures present first, as they are viewed as potential threats and better food sources.

Hatagat: DEF: 20; HD: 11; ATK: bite (2d6) and two claws (1d8); ST: +7; SP: Ambusher (+2 attack, double damage, against a surprised victim); SPD: 7; CL: 5; XP: 1,200.

Enjoy,
Flynn

Wednesday, July 03, 2013

Beasts of Samardan: 'Dansarkkat' to 'Grankan'...

Good Afternoon, All:

My apologies for the delay, but I'm here to resume the creation of a bestiary for the World of Samardan Campaign Setting. What follows are the next five creatures that should be detailed:

Dansarkkat

The dansarkkat is a huge heavily-scaled carnivorous creature that burrows through the earth and attacks unsuspecting victims from below. Often, the only warning that surface dwellers might get is the sound of distant thunder, growing louder just as the earth vibrates beneath their feet and the maw of the dansarkkat bursts forth to devour its victim.

Dansarkkat: DEF: 18; HD: 9; ATK: bite (2d8), two claws (2d6); ST: +6; SP: attack from below (almost always surprises its first target); SPD: 7 (burrow 5); CL: 5; XP: 900.

Dilkankat

The dilkankat is a highly intelligent six-limbed dog-like creature with an extraordinary talent for ambushing its prey. Some scholars believe that the dilkankati possess enough intelligence to communicate via language. The general success of these creatures definitely points to such. As dilkankati do not possess the ability to manipulate their environment, less conservative sages even promote the theory that these were originally created by the Ancient Ones, who gave larger brains to their canid companions.

Dilkankat: DEF: 15; HD: 4; ATK: bite (1d6); ST: +4; SP: Stealthy (+5 on Stealth-based checks; treated as having skill mastery (1/rest) with Stealth); SPD: 7; CL: 2; XP: 450.

Dudathulkat

Most commonly encountered in the wastelands, dudathulkati prefer arid climates. The dudathulkat is a gargantuan vermicular creature that can swallow man-sized creatures whole and is perpetually hungry. The creature has a poisonous stinger in its tail. In battle, a dudathulkat forms into a coil 20 feet in diameter, biting and stinging anything within reach. If the dudathulkat hits with a natural attack roll of 20, man-sized or smaller prey will be swallowed whole. Being swallowed whole inflicts 4d6 points of acid damage per round, and the swallowed victim cannot breathe (beware of suffocation). The victim can, however, attack the dudathulkat from within, using a dagger-sized weapon against DEF 17. If the victim can inflict 14 points of damage or more from within the beast, they can cut themselves free, and the dudathulkat cannot swallow another creature whole until the damage is healed.

Dudathulkat: DEF: 24; HD: 16; ATK: by bite (2d8) or sting (2d6 + poison); ST: +10; SP: Poison (2d6/round, Fort DC 20 ends), swallow whole (4d6 acid damage, DEF 17, 14 hp); SPD: 6; CL: 8; XP: 3,600.

Dulran

The dulrani are subterranean humanoids gifted with the ability to see in the dark using sonar. As their ability to "see" in the dark is based on sound, dulrani are particuarly sensitive to loud noises (-2 on all attacks and ability checks due to disorientation, until the beginning of their next round).

Dulran: DEF: 14; HD: 2; ATK: by bite (1d4) or club (1d6); ST: +3; SP: Blindsight (see in total darkness), disoriented by loud noise (-2 on all attacks and ability checks until the beginning of their next round); SPD: 6; CL: 1; XP: 300.

Grankan

The dreaded grankan is a large canine pack hunter that roams the untamed wilderness of Samardan. Grankani are noted for their particularly bloodthirsty and sadistic nature. Their size, cunning, and poisonous bite allow them to hunt and kill creatures much larger than themselves. A pack usually circles an opponent, each grankan attacking in turn to exhaust their prey. If they're in a hurry, grankani try to pin their foes.

Grankan: DEF: 15; HD: 6; ATK: bite (1d8+poison); ST: +5; SP: Pack tactics (gain +1 on attack rolls if target is adjacent to more than one grankani), poison (1d6/round, Fort DC 15 ends); SPD: 8; CL: 3; XP: 600.

Enjoy,
Flynn