| KELUBAR |
| |
| Medium Outsider (Chaotic, Gehreleth, Evil, Extraplanar) |
| Hit Dice: 16d8+128 (200 hp) |
| Initiative: +8 |
| Speed: 30 ft. (6 squares), fly 60 ft. (average) |
| Armor Class: 30 (+4 Dex, +16 natural), touch 14, flat-footed 26 |
| Base Attack/Grapple: +16/+27 |
| Attack: Claw +27 melee (2d6+11 plus acid) |
| Full Attack: 2 claws +27 melee (2d6+11 plus acid) and bite +25 melee (1d10+5 plus acid) |
| Space/Reach: 5 ft./5 ft. |
| Special Attacks: Acidic slime, breath weapon, liquefy, spell-like abilities, stench, summon gehreleths |
| Special Qualities: Damage reduction 15/good, darkvision 90 ft., immunity to acid, cold, fear effects, fire, and poison, resistance electricity 10, spell resistance 26, tongues, true seeing |
| Saves: Fort +18, Ref +14, Will +13 |
| Abilities: Str 33, Dex 19, Con 27, Int 16, Wis 16, Cha 20 |
| Skills: Bluff +28, Concentration +26, Diplomacy +32, Forgery +22, Intimidate +26, Knowledge (arcana) +22, Knowledge (the planes) +22, Listen +22, Sense Motive +28, Spot +22, Use Magic Device +24 |
| Feats: Dodge, Improved Initiative, Mobility, Multiattack, Power Attack, Spring Attack |
| |
| Environment: Tarterian Depths of Carceri |
| Organization: Solitary or team (1 kelubar and 1-3 farastu) |
| Challenge Rating: 16 |
| Treasure: Standard |
| Alignment: Always chaotic evil |
| Advancement: 17-32 HD (Large); 33-48 HD (Huge) |
| This grotesque, vaguely humanoid figure is massively obese, with a pair of slimy, membranous wings protruding from its back. Its hands are large with vicious claws and its large mouth is filled with sharp teeth. Its ebony skin seems to secrete a foul smelling substance that sizzles slightly when it drips to the floor. |
| The kelubar are the lesser nobility of the gehreleth race. They are mad for magical items believing that such things will give them power over their enemies. They are often found away from Carceri searching for magical trinkets, and thus they are frequently encountered away from their home plane. |
| When they are not out hunting for magical items, kelubar will most likely be found tormenting the poor souls that inhabit Carceri. |
| Kelubar stand around 6 feet tall and weigh 450 pounds. |
| COMBAT |
| Kelubar are devious and cunning opponents often using magical items that they have accumulated to their best effect. However, they will not hesitate to wade into battle, tearing into their opponents with their claws. |
| A kelubar’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. |
| Acidic
Slime (Ex): Kelubar’s secrete a horrible, acid from the
pores on their bodies. A hit from a kelubar’s bite or claw attack
deals an additional 1d6 points of acid damage. This damage is doubled
on a successful critical hit. Also, anyone who touches or grapples with
a kelubar takes 1d6 points of acid damage. |
| Breath Weapon (Su): Once every 2d4 rounds, a kelubar can exhale a 40 ft. cone of poisonous acid. Those within the cone take 4d6 points of acid damage (Reflex save DC 26 for half). Additionally, those who fail their Reflex saves must make a Fort save (DC 26) or take 1d6 points of Strength damage. The save DC’s are Constitution based. |
| Liquefy (Su): Kelubar can assume the form of a thick, tarry, liquid substance similar to that of a farastu. Changing form takes 4 rounds and during this time, the kelubar can make only move actions. In this liquid form the kelubar loses access to its spell-like abilities, all of its attacks, its breath weapon, and its summon ability. It also takes a –6 penalty to Dexterity, a –4 penalty to its natural armor, and its speed reduces to 5 ft. However, the kelubar can’t be flanked, and it is immune to stunning, paralysis, sneak attacks, and critical hits while it is liquefied. Kelubar can remain in this form indefinitely. |
| Spell-Like Abilities: At will – detect good, detect magic, fear (DC 19), greater dispel magic, spider climb; 3/day – desecrate, fog cloud, greater invisibility (self only), melf’s acid arrow, ray of enfeeblement; 1/day – acid fog, chaos hammer (DC 19), wall of fire. Caster level 16th. The save DC’s are Charisma based. |
| Stench (Ex): A kelubar smells of decaying filth. All creatures (except other Gehreleths) within 30 feet must succeed on a Fort save (DC 26) or become nauseous. This condition lasts as long as the creature remains within 30 feet of the kelubar, and for 10 rounds after it leaves. A successful save means the creature is immune to that kelubar’s stench ability for 24 hours. The save DC is Constitution based. |
| Summon Gehreleths (Sp): Once per day, a kelubar can attempt to summon 1d2 farastu or 1 kelubar with a 60% chance of success. This is the equivalent of a 6th-level spell. |
| Skills: Kelubar’s have a +4 racial bonus on Bluff, Diplomacy, and Sense Motive checks. |