Diakka

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Large Outsider (evil)
Hit Dice: 6d8+12
Initiative: +1 (Dex)
Speed: 50 ft.
Armor Class: 20 (-1 size, +1 Dex, +10 natural)
Base Attack/Grapple: 0
Attack: 0
Full Attack: Beak +5 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 +7, Ref +6, Will +4
Abilities: Str 10, Dex 13, Con 14, Int 6, Wis 8, Cha 10
Skills: Balance +8, Listen +5, Move Silently +7, Perform +6 (but only other diakka are likely to be entertained), Search +6, Spot +5
Feats: Dodge, Mobility
 
Environment: The Gray Waste
Organization: Flock (2-16)
Challenge Rating: 3
Treasure: None
Alignment: Neutral Evil
Advancement: 7-12 HD (Large), 13-18 HD (Huge)
Level Adjustment: 0
The diakka are one of the most common creatures in the Gray Wastes, only the hordlings and larvae being seen with comparable frequency. Even when they remain unseen, the loud cries of the diakka echo across the desolate landscapes of all three glooms. The varath, sometimes known as a "screecher" for its harsh, high-pitched cry, is marginally the more common of the two known varieties of diakk. It resembles an oversized stork, except for its odd coloring, its clawed arms in the place of wings, and its vaguely human face. The feather coloring of individual diakk varies, but is always unpleasant, ranging from sickly pea greens through pustulent yellows and ghastly pale violets to bloody rusts. Their faces tend to be colored similarly to their feathers, while their legs, claws, and bills are much darker, typically dark green, maroon, or black. CombatDiakka are vicious carnivores, and will usually attack anything that looks weaker than they are. A varath will attack physically with its beak, but the horrid diakka also have several other powers.Weakness (Su): Once per day, a diakk can cause 1d6 temporary Strength damage by its touch. (Fortitude save, DC 13.) A diakk can (and almost always will) use this ability in conjunction with its normal melee attack.Spell-like Abilities: 1/day - ghost sound. 2/day - jump. These abilities are as the spells cast by a 9th-level sorcerer.Dance of Weakening (Su): The most infamous ability of the diakka is their insidious dance of weakening, by which the creatures, working in concert, can drastically lower their victims' Strengths. This ability requires the cooperation of at least four diakka, who must circle the victims, dancing hypnotically and emitting their cacophonous cries, for at least four rounds. The bashers caught in the middle get a chance to resist, but since all the diakka are combining their power it ain't easy (Fortitude save, DC 12 + 1 for each diakk involved in the dance). Failing that, each sod caught in the middle suffers a -1d6 penalty to his Strength, plus an additional -1 for each diakk involved in the dance, plus an additional -1 for every round they manage to keep it up past the first. It's no wonder that most cutters dread being caught in the middle of a dance of weakening.Sneak Attack (Ex): A diakk can make sneak attacks against unwary targets, as a 3rd-level rogue.Habitat/SocietyThe diakka usually live in flocks, and are seldom found alone - when they are, they're generally serving a night hag as a guard or lackey. (More often than not, though, this is just a temporary arrangement, and one day the diakk's going to wind up as the hag's lunch.) They both eat and are eaten by hordlings (though the hordlings usually have the better of this), and they feed relentlessly on the miserable larvae found all over the Waste. 'Course, most diakka would love to add a nice human or humanoid to the menu.0EcologyAlthough they're neutral evil (as one might expect of a denizen of the Waste), according to some reports diakka have a slight but definite lawful bent. This's led a few graybeards to speculate that they might really be originally from Gehenna, but if that's true it leaves a body to wonder why they left (sure, Gehenna's not a pleasant place, but the Waste ain't much better), and why there aren't any of 'em found there now.
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