Kocrachon

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Medium-Size Outsider (Lawful, Evil)
Hit Dice: 6d8+6 (33 hp)
Initiative: +2 (Dex)
Speed: 30ft., fly 30ft. (poor)
Armor Class: 21 (+2 Dex, +9 natural)
Base Attack/Grapple: 0
Attack: 0
Full Attack: 2 claws +8 melee or 2 masterwork scalpels +9 melee, bite +3 melee
Space/Reach: 5ft. by 5ft./5ft.
Special Attacks: Spell-like abilities, cause pain, disease, summon baatezu
Special Qualities: Damage reduction 10/+1, healing fluid, SR 23, baatezu qualities
Saves: Fort +6, Ref + 7, Will +7
Abilities: Str 14, Dex 15, Con 13, Int 13, Wis 14, Cha 13
Skills: Concentration +7, Hide +10, Listen +10, Move Silently +10, Profession (Torture) +17*, Search +8, Spot +10
Feats: Dodge, Mobility
 
Environment: Any land or underground
Organization: Solitary, team (2-4), or squad (6-10)
Challenge Rating: 7
Treasure: Standard
Alignment: Lawful Evil
Advancement: 7-9 HD (Medium-size); 10-18 HD (Large)
Level Adjustment: 0
Kocrachons are loathsome beetlelike fiends, thier bodies enshrouded in an enameled carapqce. They walk on 4 legs and have two limbs that serve as arms, each ending in a pair of pincers. Their head is dominated by a large probiscus that justs out of its forehead - just above its eyes. Also located upon its head are three antennae which are used to detect subtle changes in the atmosphere, sound, and smell of its environment.

For more information, see the Planes of Law Monstrous Supplement (pg. 10).

CombatSpell-Like Abilities: At will – animate dead, charm person, desecrate, detect good, detect magic, magic circle against good (self only), major image, produce flame, pyrotechnics, suggestion, and teleport without error (self plus 50 pounds of objects only. The abilities are as the spells cast by a 8th level sorcerer (save DC 11 + spell level).Cause Pain (Ex): To use this ability the kocrachon must study his opponent for 3 rounds. If it hits with its scalpel attack, the creature must make a successful Will save (DC 21) or be stunned for 2d6 rounds.Disease (Su): A creature hit by the kocrachon’s bite attack must succeed at a Fortitude save (DC 14) or be infected with a vile disease called devil chills (incubation period 1d4 days, damage 1d4 points of temporary Strength). See Disease, page 74 in the Dungeon Master’s Guide. A kocrachon sometimes carries other diseases instead to infect particular victims.Healing Fluid (Su): Alternatively, a kocrachon can inject a healing fluid with its bite, healing 1d8+5 points of damage, up to three times a day.Summon Baatezu (Sp): Once per day a kocrachon can attempt to summon 2d10 lemures with a 50% chance of success, or 1d4 barbazu with a 35% chance of success.Skills: Kocrachon receive a +4 racial bonus to Profession (Torture) due to their many precise arms. The masterwork scalpels grant a +2 circumstance bonus on Profession (Torture) checks.Habitat/SocietyKocrachons are an example of a a fiend that has evolved to fulfill a specific purpose, that of inflicting great pain. This knowledge isn't innate, it is learned through vigorous study.Kocrachons are rarely sent to the forefront of the Blood War, as their services garner more appreciation behind the scenes. Some sages even speculate that kocrachons sometimes torture baatorian petitioners, helping to prepare them for future advancement among the baatezu.0EcologyAfter faithfully serving their 223 year tenures as torturers, a kocrachon may be given the opportunity to advance to the station of erinyes, a position where the only limits are those of your imagination. It is because of this, that many other baatezu attempt to become kocrachons, as the position is key in climbing the hierarchical ladder in Baator.
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