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Medium Outsider (Evil)
Hit Dice: 8d8+16 (52 hp)
Initiative: +1 (Dex)
Speed: 30 ft.
Armor Class: 17 (+1 Dex, +6 natural)
Base Attack/Grapple: 0
Attack: 0
Full Attack: 2 claws +8 melee
Space/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Weakness, spell-like abilities, dance of weakening, sneak attack
Special Qualities: SR 19
Saves: Fort +10, Ref +7, Will +6
Abilities: Str 11, Dex 12, Con 15, Int 9, Wis 10, Cha 11
Skills: Balance +7, Intuit Direction +6, Jump +8, Listen +10, Move Silently +7, Perform +6 (but only other diakka are likely to be entertained), Search +7, Spot +10
Feats: Alertness, Combat Reflexes, Great Fortitude
Environment: The Gray Waste
Organization: Flock (2d6)
Challenge Rating: 4
Treasure: None
Alignment: Neutral Evil
Advancement: 9-12 HD (Medium-size), 13-19 HD (Large), 20-27 HD (Huge)
Level Adjustment: 0
The carcene, or "croaker" (named for the burbling croak that is its cry), is the less common of the two varities of diakk, but not by a very wide margin. In most ways, it resembles its slightly more common relative the varath, but where the varath looks like a stork, the carcene bears a closer resemblance to a pelican with a foreshortened bill. Coloration is the same as the varath, though, and like the varath the carcene has a vaguely human face, and clawed arms instead of wings (though the carcene's arms are more muscular than the varath's). Carcenes are also somewhat shorter than varaths, only 5 ft. tall compared to the varath's 8 ft. CombatThough a varath attacks with its long, sharp bill, the carcene prefers to use its wicked claws in combat. It shares the varath's special abilities, however - more so, in fact, since the DC for saves against a carcene's abilities is 1 higher than against a varath's (14 instead of 13). Carcenes and varaths can, and often do, cooperate in dances of weakening; the DC for the save against the dance is also 1 higher (DC 13 + 1 for each diakk (of either kind) participating). Also, the carcene's spell-like abilities work as if cast by an 11th-level sorcerer, and its sneak attack as if performed by a 5th-level rogue.

Both varath and carcene prefer deception and sneak attacks to direct confrontation. A favorite tactic is to mislead their opponents with their ghost sound powers into thinking the diakka are much more numerous than they really are, and then to use jumps to leap in and out of combat range, supplementing their melee attacks with their weakness ability. Fortunately, most diakka don't seem to be canny enough to set up a good trap or ambush, but a few of them have managed to pull it off.

Diakka don't like being in a position of weakness, and won't attack foes who are clearly stronger than they are.Habitat/SocietyLike varath, carcene live in flocks; in fact, a typical flock will contain both types of diakk, though on the average slightly more varath than carcene. Each flock is organized under a single leader, or sometimes two; these leaders are likely to be carcene, since they're the more intelligent type. Different flocks will usually avoid each other; diakka don't really trust members of their own flock, let alone those of others.0EcologyDiakka are one of the most common creatures of the Gray Waste, but they remain vicious predators. A traveler is advised to give these nasty sods a wide berth if at all possible.

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