Kelubar

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Medium-size Outsider
Hit Dice: 13d8+65 (121 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 30ft, Fly 60ft (Average)
Armor Class: 22 (+1 Dex, +11 Natural)
Base Attack/Grapple: 0
Attack: 0
Full Attack: 2 claws +21 melee, bite +19 melee or Melee Weapon +21/+16/+11/+6 or Ranged Weapon +14/+9/+4
Space/Reach: 5ft by 5ft / 5ft
Special Attacks: Acid Slime, Spell Like Abilities, Stench
Special Qualities: Darkvision 120 ft, Damage Reduction 15/+2, Immunities, Summon Gehreleth
Saves: Fort +13, Ref +9, Will +12
Abilities: Str 27, Dex 12, Con 20, Int 11, Wis 18, Cha 10
Skills: Concentration +21, Intimidate +16, Listen +20, Knowledge (Planes, Carceri) +16, Spellcraft +16, Spot +16, Wilderness Lore (Carceri) +16
Feats: Alertness, Combat Casting, Improved Initative, Multiattack
 
Environment: Any Land (Carceri)
Organization: Solitary
Challenge Rating: 12
Treasure: Nil
Alignment: Chaotic Evil
Advancement: 14-20HD (Medium)
Level Adjustment: 0
Kelubar are slimy, dark-skined humanoids. They are shorter and more thickly set than the farastu. Their heads are oval shaped, with the horizontal axis being the longest, helping to accomodate the huge maw. CombatAcid Slime (Ex): The victim of each natural attack a kelubar lands successfully takes an additional 1d6 points of acid damage (Fort save (DC 12) for half).Immunities (Ex): Kelubar are immune to fire, acid, cold-based, and poison attacks.Stench (Ex): Anyone within 30 feet of a kelubar in combat must make a Fort. save (DC 15) or be stunned (coughing and choking) for 1-10 rounds.Spell Like Abilities (Sp): Detect Good, Detect Magic, Dispel Magic (twice per day), Detect Thoughts, Fear, Fog Cloud (3 times per day), Invisibility, Ray of Enfeeblement (once per day), See Invisible, Spider Climb, Tongues, Weakness (opposite of Bulls Strength).Summon Gehreleth (Su): Once per day, a kelubar may summon 1-2 additional kelubar with a 40% chance of success or 1-2 farastu with a 60% chance of success.Habitat/SocietyGehreleths are the “summoning stock” of the Lower Planes, as a result wizards and priests often get one when performing an evil summoning. Gehreleths are dangerous to summoners as they never forget. Farastu in particular enjoy disobeying the summoner. For more information, see Plane Scape Monstrous Compendium I (pg. 42-45). 0EcologyGehreleths are spawned from the decaying bodies of beings who traveled to the Lower Planes and died there. They produce nothing of value and serve no purpose to anything around them. For more information, see Plane Scape Monstrous Compendium I (pg. 42-45).
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