Kavimangu (3.5e Monster)

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Author: Ganteka Future (talk)
Date Created: 7 November 2019
Status: Tentative Completion
Editing: Clarity edits only please
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Size/Type: Large Outsider (Devil, Extraplanar, Evil, Lawful)
Hit Dice: 8d8+32 (68 hp)
Initiative: +9
Speed: 40 ft. (8 squares), fly 90 ft. (good)
Armor Class: 23 (–1 size, +5 Dex, +9 natural), touch 14, flat-footed 17
Base Attack/Grapple: +8/+14
Attack: Hoof +11 melee (1d8+4 plus 1d4 fire)
Full Attack: 2 hooves +11 melee (1d8+4 plus 1d4 fire) and wing smash +6 (1d6+2 plus 1d4 fire)
Space/Reach: 10 ft./5 ft. (10 ft. with wing smash)
Special Attacks: Flaming hooves, sebacea, smoke cloud (DC 18)
Special Qualities: Blindsense 120 ft., Damage reduction 5/silver or good, darkvision 60 ft., immunity to fire and poison, resistance 10 to acid and cold, see in darkness, spell resistance 18, telepathy 100 ft.
Saves: Fort +10, Ref +11, Will +7
Abilities: Str 18, Dex 21, Con 18, Int 15, Wis 13, Cha 12
Skills: Diplomacy +18, Forgery +13, Intimidate +12, Knowledge (the planes) +13, Listen +16, Move Silently +13, Search +12, Sense Motive +18, Spot +16, Survival +12 (+14 on other planes and following tracks)
Feats: Improved Initiative, Negotiator, Run
Environment: An evil-aligned plane
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always lawful evil
Advancement: 7–10 HD (Large)
Level Adjustment:

A kavimangu is about the size of a light war horse, though it lacks most of its neck and head, ending in a flat, meaty stump. A pair of batlike wings extend as its front limbs, with a smaller set of humanlike-arms tucked up below that. Its maroon, mostly hairless body often drips with fiendish ichor, which catches aflame like oil. It can hold items sized for a Medium creature in its arms. The creature walks with a slow gait, using its wings as legs, though when running, it moves only on its hind legs, or flies low to the ground. Despite the wings, its flight is mostly supernatural.

Some varieties of the creature have a horse's forelimbs instead of arms (or even in addition to arms) or stunted arm-like wings with long, webbed fingers. A few have long, whiplike tails.

Kavimangus speak Infernal and Common and are notable for their penmanship in signing contracts. This devil is an embodiment of expansionism and colonialism, and will often provide its services to aid these ideals, as well as more blunt services, such as serving as a mount or agent of vengeance. When bargaining for services, roll opposed Diplomacy skill checks.


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

Blindsense (Ex): A kavimangu uses echolocation to pinpoint creatures within 120 feet. Opponents still have total concealment against the creature unless it can actually see them.

Flaming Limbs (Su): A blow from a kavimangu's hooves or wings sets combustible materials alight and deals 1d4 fire damage.

Sebacea (Ex): A kavimangu, as a free action on its turn, may begin oozing an oily, red, blood-like substance from its skin, which it can ignite when it attacks. The substance grants a +4 bonus on escaping grapples and on Escape Artist checks. It burns for 3 rounds after it is ignited, dealing 1d4 fire damage to any creature in contact with it. It may continue to ooze the substance, extending the duration of the fire upon it. The substance burns clear and smokeless.

See in Darkness (Su): A kavimangu can see perfectly in darkness of any kind, even that created by a deeper darkness spell.

Smoke Cloud (Su): A kavimangu can forgo its wing smash attack while burning from its sebacea to instead envelope itself and a 20' area spread around it in a dense cloud of hot sulfurous smoke that chokes and blinds other creatures. Any other creature caught in the area must succeed on a DC 18 Fortitude save or take a –2 penalty on all attack and damage rolls until 1d6 minutes after leaving the smoke. The spread lasts for 1 round. The save DC is Constitution-based.

Thrice-Spoken Name (Su): Kavimangus keep their individual names with guarded caution and tempting invitations. By speaking a particular kavimagu's personal name three times, the kavimangu gains knowledge of the creature's name, alignment, location and general strength compared to it. Defenses which protect against divinations hedge out this ability. Within one minute, the kavimangu may choose to arrive to the creature as if summoned (though under no control) within 60' and invisible (as the invisibility spell). The kavimangu remains there for 1 day or until the duration of any contract that is written up is completed.

A kavimangu can only respond to a thrice-spoken name from a particular creature once per year, unless a contract is written up for a different deal.

Skills: Kavimangu have a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated. It also has a +4 racial bonus on Diplomacy and Sense Motive checks.

Carrying Capacity: A light load for a kavimangu is up to 300 pounds; a medium load, 301–600 pounds; and a heavy load, 601–900 pounds.

Back to Main Page3.5e HomebrewMonsters

AlignmentAlways lawful evil +
AuthorGanteka Future +
Challenge Rating7 +
EnvironmentAn evil-aligned plane +
Identifier3.5e Monster +
Level Adjustment+
RatingUndiscussed +
SizeLarge +
SubtypeDevil +, Extraplanar +, Evil + and Lawful +
TitleKavimangu +
TypeOutsider +