Klurichir (3.5e Monster)
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|Size/Type:||Huge Outsider (Chaotic, Evil, Extraplanar, Obyrith)|
|Hit Dice:||19d8+209 (295 hp)|
|Speed:||50 ft. (6 squares), fly 90 ft. (poor)|
|Armor Class:||22 (+4 Dexterity, +8 natural), touch 15, flat-footed 17|
|Attack:||4 +5 Huge keen battleaxes +36 melee (8d8+14, 17-20)|
|Full Attack:||4 +5 Huge keen battleaxes +36/+31/+26/+21 melee (8d8+14, 17-20) plus bite (12d8+28 plus pincers)|
|Space/Reach:||15 ft./15 ft.|
|Special Attacks:||Form of madness, pincers, truth's razors, spell-like abilities, swallow whole|
|Special Qualities:||Darkvision 60 ft., immunity to poison and mind-affecting effects, resistance to acid 20, cold 20, electricity 20, and fire 20, spell resistance 29, telepathy 500 ft. true sight|
|Saves:||Fort +21, Ref +13, Will +17|
|Abilities:||Str 38, Dex 15, Con 30, Int 20, Wis 22, Cha 25|
|Skills:||Bluff +32, Concentration +34, Diplomacy +36, Disguise +9 (+11 acting), Hide +27, Intimidate +34, Knowledge (any two) +30, Listen +38, Move Silently +31, Search +30, Sense Motive +30, Spellcraft +30 (+32 scrolls), Spot +38, Survival +7 (+9 following tracks), Use Magic Device +32 (+34 scrolls)|
|Feats:|| Blood of Stone, Cleave, Combat Expertise (variant) B, Combat Reflexes, Great Cleave (variant), Improved Combat Maneuver (grapple), Improved Initiative, Iron WillB, Power Attack B, Toughness (variant)
B Bonus feat
|Alignment:||Always chaotic evil|
This wicked, green-furred creature snarls with matchless hatred and fury, flashing a maw resembling that of an oversized bear. In each paw, it brandishes an axe that drips with blood; what manner of creature the sanguineous liquid comes from is impossible to determine. Its barrel-chested frame is punctuated by another larger mouth, this one lined with gnashing teeth and wicked pincers. Taking one massive step forward, it slashes the ground with its axe and creates a massive tremor that knocks you off your feet.
|“||Go before your pathetic scum of tanar’ri masters and tell them this: the obyrith are not extinct! We are still here, ready to fight them to the death when they finally muster the courage to face us.||”|
During the reign of the obyrith lords, the klurichir reigned supreme in the Abyss. Their power was unquestioned in the same way as the balors are now. They served most of the same functions as their successors, serving as the personal envoys of obyrith lords and leading the Abyssal armies into battle. Every klurichir from first to last is eternally loyal to the Queen of Chaos, even to the point of abandoning their previous posts in order to heed to Queen‘s call to arms against the tanar‘ri. The numbers of klurichir were never high, but their determination to die alongside the Queen worked against them as they were scattered and eventually hunted down after Her defeat. The number that remain is speculated to be around thirteen, a number strangely symbolic to the Abyss and largely intended to mock those left alive, who cling to the few remaining true obyrith and spit on the names of the tanar’ri and any who fought at their side.
Klurichir have an extremely biased and unbending view of the events that culminated in their fall from power. Each and every one of them believe that the war is not over, that their armies have simply been forced to fall back and regroup under the banner of the Queen (who never died but was merely deceived by the treachery of Pazuzu and the leading tanar’ri demons, leading to her nonfatal defeat) and her loyal prince Obox-ob. Given that Obox-ob yet lives, and the Queen still exists in the form of Pale Night, they may be more right than they realize. They only have to wait to hear her call, and wait they have; for millennia, no obyrith army has ever been marshaled to reignite the fires of the Great War. But the klurichir still anticipate the inevitable war, ready to reclaim their former might.
Kluruchir are ferocious melee foes; their multiple pairs of arms became the basis for the marilith demons during the beginnings of the tanar’ri regime. Their martial abilities often overshadow their formidable spell-like abilities, which are only slightly below those of their hated enemies, the balors. A klurichir may attack with all four of its limbs without any penalties to attack rolls, may make a full attack with every weapon normally, and may attack with each weapon once as a standard action.
Form of Madness (Ex): Fighting a klurichir is a nearly impossible task; the prospect of doing so can cripple the morale of even the most powerful warriors. Upon seeing a klurichir, all creatures with a CR of 10 or less are automatically affected by bestow greater curse (the exact effect of which is chosen by the klurichir) without a save, having recognized the futility of their fight. All creatures with a CR greater than 10 must make a Will save (DC 28) or suffer the same effects.
Pincers (Ex): A klurichir bite attack only has 5 feet of reach regardless of its size, but when it successfully makes an attack with them it may automatically initiate a grapple as a free action against any creature at least two sizes smaller than itself. Its bite also strikes as though it has the vorpal enhancement.
Swallow Whole (Ex): A klurichir that grapples an opponent of Medium-size or smaller with its bite attack may choose to automatically swallow it whole, forcing it to take 19d6 points of bludgeoning damage and 19d6 points of acid damage when first swallowed and at the beginning of every one of the klurichir‘s turns thereafter. A klurichir's gut may hold 2 Medium, 8 Small, 32 Tiny, or 126 Diminutive or smaller creatures.
A swallowed creature can escape the mouth of the klurichir by dealing at least 45 damage in a single turn to the interior of it's gumline, after which they move through the mouth as it opens involuntary. Exiting, however, provokes an attack of opportunity from the klurichir's mouth, allowing it to potentally re-ensnare the creature.
Truth's Razors (Ex): A klurichir can summon its +5 keen battleaxes at will as a free action. Their magic is directly tied to its life and physical proximity, causing them to disappear at the klurichir’s will. It can still throw these axes (with a range increment of 60 feet) using the same attack and damage bonuses as in melee, but they automatically disappear after damage is resolved.
Spell-Like Abilities: At will - blasphemy, dominate monster, greater dispel magic (can be used as a swift action), greater teleport, insanity, limited wish, poison (can be used as a swift action), power word stun, telekinesis, weird; 1/day - apocalypse from the sky, gate (to home plane only), mage's disjunction, wish. Caster level 19th, DCs are Charisma-based (default 28).