Chelamazikin (3.5e Monster)
Rate this article |
Discuss this article
|Size/Type:||Large Outsider (Aquatic, Chaotic, Extraplanar, Evil)|
|Hit Dice:||11d8+121 (170 hp)|
|Speed:||40 ft, swim 40 ft|
|Armor Class:||27 (+2 dex, +16 natural, -1 size), touch 11, flat-footed 25|
|Attack:||Claw +19 melee (1d8+9 plus grab, 20/x2) or Razor Pincer +19 melee (1d6+9, 19-20/x3)|
|Full Attack:||Four Claws +19 melee (1d8+9 plus grab, 20/x2) and Two Razor Pincers +14 melee (1d6+4, 19-20/x3)|
|Space/Reach:||10 ft/10 ft|
|Special Attacks:||Dismember, Improved Grab, Spike Trap, Summon|
|Special Qualities:||Amphibious, Augmented Critical, Body Spikes, Darkvision 60 ft, DR 15/good, DR 5/-, Immunity to Electricity/Poison, Multigrapple, Powerful Build, Resist Acid/Cold/Fire 10, SR 22, Tanglewater Aura, Telepathy|
|Saves:||Fort +17, Ref +9, Will +10|
|Abilities:||Str 28, Dex 14, Con 30, Int 13, Wis 17, Cha 11|
|Skills:||Craft Trap +15, Disguise +14, Heal +17, Hide +12, Intimidate +22, Move Silently +16, Sense Motive +17, Spot +17, Swim +17, Use Magic Device +14|
|Feats:||Power Attack, Improved ToughnessCW, Combat Expertise, Improved Disarm|
|Environment:||A chaotic evil-aligned plane|
|Organization:||Solitary, Pair, or Wave (3-12)|
|Treasure:||Standard; see text|
|Alignment:||Always Chaotic Evil|
|Advancement:||12-22 HD (Large), 23-33 HD (Huge)|
The water rises, revealing a giant gnarled crab covered in sharp barbs and with six giant claws. Four of the claws are thick and muscled, but two of then are long and slender, with a terrifying razor sharpness.
A chelamazikin (also known as an Limbtaker Demon) is a creature of the deep forboding oceans of the abyss, especially in the realms of Dagon and the waters of the Styx. They are giant dark red crabs with six arms. Four are traditional, if oversized, crab pincers but two of them are dedicated to sharp scissor-like pincers designed to sheer flesh and bone easily. The chelamazikin delights in dismembering its targets, taking perverse glee in hearing its target scream and thrash about. Though it resembles a beast they are intelligent, and they keep horrifying torture dungeons full of nightmarish devices to aid in their quest to torment. They sometimes use magical items, even rings which are placed on their hand-like mouth parts, to improve their ability to ambush or to keep victims alive.
Chelamazikin understand but do not speak Abyssal and Aquan. Their telepathy allows them to communicate silently with one another.
A chelamazikin often stalks its prey long before making an attack, setting up an ambush and preparing traps or disguising itself as part of the environment. They attack weak looking subjects first, grabbing them and moving away under cover of their allies to drag its victim away. It relies on being able to soak hits over evasion, and is not above attacking simply to maul and disfigure its prey, then running away to wallow in their distress from afar.
The cruel nature of a chelamazikin means it torments the creatures it grapples as long as possible, snipping off small portions of the body and keeping its target alive as long as possible. Chelamazikin lairs are grotesque underwater torture dungeons equipped with cages, shackles, nets, and healing potions to maximize the suffering of its prey. It only goes for the head when a target has proven to be particularly bothersome.
Augmented Critical (Ex): The chelamazikin's razor pincers threaten a critical hit on a natural attack roll of 19-20, dealing triple damage on a successful critical hit.
Body Spikes (Ex): The chelamazikin is covered in sharp barbs and spikes which seem to jut out of the shell like hair. Creatures grappling or being grappled and creatures striking the chelamazikin with unarmed or natural attacks take 1d8 piercing damage from the spikes which cover its body. In truth, the spikes are a symbiotic parasite of their own which can violently detach (see Spike Trap).
Dismember (Ex): The chelamazikin can use its unusually sharp razor pincers to dismember grappled creatures. The chelamazikin makes a grapple check against an already grappled creature. If successful, it deals its razor pincer damage and the creature must make a Fortitude save (DC 24) or lose a body part. This deals 2 Con damage and applies whatever penalties are appropriate for the loss of the limb.
While dismembering is an attack action (as part of a grapple), the chelamazikin can only perform one dismember attempt a round regardless how many creatures it has grappled or how many attack actions it has. The saving throw is Strength based.
Improved Grab (Ex): To use this ability, a chelamazikin must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Multigrapple (Ex): With four giant claws, the chelamazikin is a terrifying grappler. It can grab up to 1 huge, 2 large, or 4 medium or smaller creatures and grapple them at the same time with no penalty. It is not considered grappled if it is holding less than this capacity (it takes normal grappling penalties if it holds this amount of greater).
Powerful Build (Ex): The physical stature of chelamazikin lets them function in many ways as if they were one size category larger. Whenever a chelamazikin is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the chelamazikin is treated as one size larger if doing so is advantageous to him. A chelamazikin is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A chelamazikin can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
Spike Trap (Ex): As a standard action the chelamazikin can shed its body spikes violently, dealing 1d8 points of piercing damage per HD in a 20 ft radius burst to all creatures (DC 25 Reflex save for half) centered on itself. The resulting spikes litter the ground in the radius with living caltrops that actively seek to get underfoot. They make attack rolls at the chelamazikin's base attack bonus (+11). These living caltrops retain their penalty until cured by a DC 25 Heal check, or until the creature is fully healed (unlike normal caltrops). Underwater, this forms a 20 foot cloud of caltrops in the area which swim about It loses its body spike property and cannot perform this ability again until it regrows its spikes 1 hour later. The released living caltrops also die off in 1 hour and crumble. The chelamazikin is immune to caltrops, both its own and actual caltrops. The save DC is Constitution based.
Summon (Sp): Once per day a chelamazikin can attempt to summon fiendish templated versions of a huge water elemental, giant octopus, 1d3 orca whales, 1d3 adult tojanidas, 1d4+1 giant crocodiles, or 1d4+1 huge sharks, with a 50% chance of success. Summons last for 1 hour. This ability is the equivalent of a 6th-level spell.
Tanglewater Aura (Su): The chelamazikin's presence despoils the water around it, turning it brackish and unnaturally thick. Creatures underwater within 10 ft of the chelamazikin lose the benefits of freedom of movement and the area is considered difficult terrain. This aura is less effective in the air, but still thickens the atmosphere. Freedom of movement is suppressed, but still provides a +8 bonus against effects it would otherwise be immune to.
Skills: The chelamazikin has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
|Alignment||Always Chaotic Evil +|
|Challenge Rating||11 +|
|Environment||A chaotic evil-aligned plane +|
|Identifier||3.5e Monster +|
|Level Adjustment||— +|
|Subtype||Aquatic +, Chaotic +, Extraplanar + and Evil +|