Kerahl

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Tiny Outsider (Good)
Hit Dice: 4d8 (24 hp)
Initiative: +2 (Dex)
Speed: 15ft., fly 80 ft (good)
Armor Class: 20 ( +2 size, +2 Dex, +6 natural)
Base Attack/Grapple: 0
Attack: 0
Full Attack: Bite +5 melee
Space/Reach: 2.5 ft x 2.5 ft / 0 ft.
Special Attacks: Breath weapon, spells
Special Qualities: Damage reduction 20/+1, resistances, scent, SR 21
Saves: Fort +4, Ref +6, Will +6
Abilities: Str 8, Dex 15, Con 11, Int 14, Wis 15, Cha 19
Skills: Concentration +7, Diplomacy +6, Intuit Direction +4, Knowledge (Arcana) +7, Search +8, Sense Motive +8, Spellcraft +9, Spot +7
Feats: Flyby Attack
 
Environment: Any land
Organization: Solitary
Challenge Rating: 5
Treasure: No coins or goods, standard items (small only)
Alignment: Neutral Good
Advancement: By character class
Level Adjustment: 0
By many, a Kerahl would be mistaken for a pseudodragon, or possibly a faerie dragon. Certainly, they do have similarities, being small dragon-like creatures roughly 2 feet from nose to base of tail (and with a tail that makes up a further 1.5 to 3 feet). They are usually red in colour, though they routinely employ cantrips to alter the colour of their scales anyway. They also have a mischevious sense of humour, and are fond of practical jokes, and of having a good time. CombatAlthough Kerahl possess claws, they are too short to be of any real use in combat, and their only physical attack is with their bite. However, they prefer not to let it get to that stage.Breath Weapon (Ex): Three times a day, a kerahl can breath a cloud of mist with a volume of 20 ft by 20 ft. This cloud paralyzes all those within it. Those who fail a Fortitude save (DC 20) find themselves unable to move a muscle for the next 2d6 rounds.Spells (Sp): All Kerahl are natural spellcasters, functioning as if they were 3rd level sorcerers. Many will advance in this class, or as wizards. Their favoured class is sorcerer.Resistances (Ex): Kerahl have fire, acid and cold resistance 15, and also gain a +4 bonus to saves against poison.Habitat/SocietyKerahl can be found over all of the Upper Planes, and will vary between each of the three good alignments. Although they enjoy playing, the vast majority are in service to celestials, powers or other notables of the Upper Planes, working as messangers, scouts and couriers. As such, few Upper Planar creatures will disturb a Kerahl when they look occupied. Despite their playful attitude towards life, Kerahl are passionate about the fight against evil, and the cause of good, and are entirely serious when it counts.On very rare occasions, Kerahl will agree to become familiars of good aligned spellcasters who search for their familiar on an Upper Plane. When this does occur (which is only to exceptional spellcasters), Kerahl have a few differences to normal familiars.
  • They confer on their master their own SR and resistances whilst they are in physical contact with their master.
  • They gain the special benefits of familiars (empathic link, etc.) as normal, with the exception of Spell Resistance, which does not alter from their natural capacity.
  • They gain +1 to their intelligence and AC for only each 5 levels of their master.These relationships are much more two-way than most master-familiar relationships are, as Kerahl are more intelligent than the average familiar. Indeed, they are often rather more intelligent than their master; a fact that they often remind their master of. If a Kerahl that is acting as a familiar feels that their master has been unsatisfactory (usually for not being active enough against evil) then they will leave them, incurring all the usual penalties for losing a familiar.0EcologyKerahl are omnivorous, but prefer to eat meat. Strangely for such creatures, they actually prefer their meat cooked, at least partially, and occasionally share campfires with travellers for just that reason.
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