Kocrachon

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Medium-size Outsider (Evil, Lawful)
Hit Dice: 6d8+6 (33 hp)
Initiative: +2 (Dex)
Speed: 30 ft., fly 30 ft. (poor)
Armor Class: 18 (+2 Dex, +6 natural)
Base Attack/Grapple: 0
Attack: 0
Full Attack: 2 claws +6 melee, bite +3 melee; or scalpel +6/+1
Space/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Improved grab, cause disease, pain
Special Qualities: Baatezu qualities, damage reduction 10/+1, spell-like abilities, know alignment, healing bite
Saves: Fort +6, Ref +7, Will +5
Abilities: Str 11, Dex 14, Con 13, Int 13, Wis 11, Cha 12
Skills: Concentration +7, Gather Information +10, Hide +6, Intimidate +10, Knowledge (Torture) +10, Listen +7, Sense Motive +5, Spot +7, Use Rope +8
Feats: Weapon finesse (bite), Alertness
 
Environment: Any land or underground (Baator)
Organization: Pair, gang (3-6); pack (7-12)
Challenge Rating: 5
Treasure: None
Alignment: Lawful Evil
Advancement: 7-12 HD (Medium)
Level Adjustment: 0
Kocrachons are disgusting, beetle-like fiends, with beady eyes, 3 antennae, an enamled carapace, and 2 arms ending in opposable picner-claws. A 2-foot proboscis juts out from the creature's forehead, just above its eyes. CombatKocrachon prefer to leave fighting to other creatures. But when cornered, are quite capable of defending themselves.Improved Grab (Ex): To use this ability, the kocrachon must score a hit with its bite. If it gets a hold, it can use its cause disease ability.Cause Disease (Ex): If a kocrachon is able to maintain its hold for 3 rounds, it transmits a disease (Devil Chills) to its victim. The victim must make an immediate Fortitude save (DC 14) to resist the infection. If the fail saves, the character begins taking damage (1d4 temporary Strength) after a 1d4 day incubation period. Once per day afterward he must make a successful Fortitude save (DC 14) to avoid repeated damage. Three successful saving throws in a row indicate that he has fought off the disease and recovers, taking no more damage. A kocrachon can use this ability 3 times per day.Pain (Ex): As a full-round action, a kocrachon can attempt to cause pain with their scalpel. By making only one attack, they can lay an opponent open to the bone or find the sensitive point in the exoskeleton, depending on the race of the creature. Any being hit by this attack must succeed at a Fortitude save (DC 14 + damage done), or suffer a temporary loss of 1-4 points of Strength and Dexterity. This effect lasts for 2d6 rounds. The kocrachon can only use this ability after it has studied the opponent for 3 rounds. Spell-like Abilities (Sp): At will — persistent image, animate dead, charm person, suggestion, and teleport without error (self and 50 lbs. of objects only).Healing Bite (Ex): A kocrachon can transmit a healing fluid through its bite. This fluid heals 1d12 points of damage. This ability is typically used to keep torture victims alive. A kocrachon can use this ability 3 times per day.Know Alignment (Su): Kocrachons always know the alignment of any being they are dealing with.Skills: Kocracons receive a +4 racial bonus to Intimidate and Gather Information checks.Habitat/Society"None"0EcologyKocrachon are the torurers and information gatherers of Baator. A job which, considering their array of powers, they are very qulaified for.
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