K'LGYTHK

CLIMATE/TERRAIN:Crimson Savanna/Rajaats Swamp
FREQUENCY:Very Rare
ORGINIZATION:Pride
ACTIVITY CYCLE:Nocturnal
DIET:Carnivorous/Magic
INTELLIGENCE:See Below
ALIGNMENT:Neutral Evil
NO. APPEARING:2-20
ARMOR CLASS:-2
MOVEMENT:24
HIT DICE:7
THAC0:10
NO. OF ATTACKS:5
DAMAGE/ATTACK:1d6/1d6/1d8/1d8/1d10
SPECIAL ATTACKS:See Below
MAGIC RESISTANCE:Nil
SIZE:M (6 feet long)
MORALE:16
LEVEL/XP VALUE:
PSIONICS SUMMARY:Dis 1/Sci 2/Dev 2; PSPs 45
Att: none; Def: IF
PLAYER'S OPTION:#AT 1; MTHAC0 17; MAC 5

CLAIRSENTIENT: Sciences: True Sight, Clairvoyance; Devotions: All-round vision, Combat Mind.


K'lgythks are large, feline preditors of the Crimson Savanna, and Rajaats Swamp. They appear to be large panther like creatures at first glance, but upon closer inspection it is apparent they do not have fur, but a skin that is a sleek ebony color that makes them almost invisible at night. To give them an even stranger appearance, K'lgythk have eyes that are jet black, with no iris or pupil, giving them the appearance they are blind, which is not the case for they have exceptional vision and are able to see into the infrared (Infravision 120 feet).
Some stories are told in the Savanna that these creatures were not always as they are now. It is believed these creatures were small, docile, animals that could be kept as pets, but some forces seem to have twisted and changed them from the animals they were, to the monsters they are today.
Now these creatures are one of the most feared preditors that roam the Crimson Savahnna, and horror stories are told of the wake fom a hunting party of K'lgythk. Kreen villages have been ripped asunder, halfling scouting parties have returned with only 1 or 2 members able to crawl back to the cliffs to gasp their last breath about the dreadful things that slaughtered the others...
This plague, of sorts seemed confiened to the Savanna untill the Great Earthquake opened a rift to the Tyr Region...its only a matter of time untill they discover this entry into a new land.

Combat: K'lgythk usually hunt in groups, usually of 2-20. For the most part they hunt at night and are rather stealthy, partially due to their dark hides, which gives them the ability to hide in shadows (50%), and they have the ability to move silently (75%). K'lgythk also are able to track their prey by scent, giving the hunted less chance of escape.
Another attribute which makes K'lgythk so dangerous is when they have greater numbers, the group as a whole become more intelligent. Although it is by no means a great intelligence, creatures such as these in large numbers with the ability to form plans and stratagies become very deadly. The K'lgythk's intelligence increase as follows:

No. of K'lgythkIntelligence
1-41
5-82
9-103
11-154
16-205


5 is the maximum intelligence K'lgythk can achieve with greater numbers, which is one reason they travel to a maximum of 20 per pride.
When K'lgythk have tracked their victims, depending on how many are present, they may have a plan of action and when the attack is made, and they do so with a devistating 5 attacks per round: 2 front claws, 2 rear claws, and a deadly bite. On a roll of a natural 20 on a claw attack, damage is doubled, which would be considered a rake.
K'lgythks greatest ability does not lie in their physical attributes, but their ability to absorb and drain magical properties. Although not considered magic resistance, this attribute works in a similar way. Any spells cast which would directly affect K'lgythk is absorbed by the targeted K'lgythk. If injured, any spell directly affecting the K'lgythk, will heal the injured K'lgythk 1 HP per spell level. This also occurs with clerical magic. Any spell cast that would not directly the K'lgythk will occur normally, such as a Haste spell cast on oneself.
This ability also works on items that have a magical enchantment which are within 60 feet of any K'lgythk. A Saving Throw vs Magic is allowed (use the owners Saving Throw).

Habitat/Society: K'lgythk gather in groups of 2-20 and usually have a hunting grounds ranging from a 40-100 miles. Within this range they mostly hunt other animals, but will move on if food is sparse. They will also leave their grounds if they catch the "scent" of magic. Anything with a magical enchantment, or any spellcasters always capture the attention of these creatures. In larger groups, K'lgythk will attack small villiges if they are hungry, or sense any magic in the area.
When there are 4 or more K'lgythk ) in a group, one of the K'lgythk will assume the role of "leader". This does not grant any additional bonuses, but if the leader is killed , the others will fall into a squable over whom should lead now, unless the number of K'lgythk drops to 3 or less, at which time they will either press the attack, or flee (Make a Morale check with the appropriate modifiers)

Ecology: K'lgythk have a lifespan of 23 years. Most encouters with K'lgythk are normally very disorienting. They attack in the night with great stealth, giving the appearance of supernatural creatures, and giving rise to the stories that abound from their exploits. Rarly when one is killed, a skilled tanner may be able to make armor from their hide. If done correctly it will have the properties of leather armor, but with a 4 AC. Anyone attempting this feat would have to use the Leatherworking and Armorer Proficiencies with checks made at a -3.
Due to the fact K'lgythk strike with speed and stealth, there is not a great deal of information about these terrifing creatures. Most are stories, often embellished, with little truth, that only enhance the fear these monsters cause.



Be sure to read Going Home, a story dealing with the k'lgythk



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