Ekolid (CR 4)
AC: 17 (+1 size, +3 Dex, natural +3), touch 14, flat-footed 14
Hit Dice: 6d8 (39 hp); DR: 5/cold iron or lawful
Fort +7, Ref +8, Will +9
Speed: 30 ft., climb 30 ft., fly 60 ft. (average)
Space: 5 ft./5 ft.
Base Attack +6; Grapple +2
Attack: 6 stings +10 and bite +5 melee
Damage: Sting 1d4 plus implant egg, bite 1d4
Special Attacks/Actions: Form of Madness (60 ft. radius, Will DC 14)
Abilities: Str 10, Dex 16, Con 15, Int 10, Wis 18, Cha 13
Special Qualities: immune to mind-affecting spells, and abilities, poison, resist acid 10, cold 10, electricity 10, fire 10, obyrith traits, quickness
Feats: Combat Reflexes; Lightning Reflexes; Weapon Finesse
Skills: Balance +14, Climb +17, Hide +16, Jump +11, Listen +13, Move Silently +12, Spot +13, and Tumble +14
Advancement: 7-11 HD (Small); 12-18 HD (Medium); see text
Climate/Terrain: Any land and underground
Organization: See text
Treasure/Possessions: See text
Fiendish Codex I
Form of Madness (Su): A creature within 60 feet that observes an ekolid must attempt a DC 14 Will save. Failure indicates the creature begins hallucinating that tiny biting insects are infesting its hair, skin, and clothes. The victim takes a -1 penalty on skill checks and must succeed on a DC 10 Concentration check in order to cast any spells until the insanity is cured by heal, greater restoration, miracle, or wish. A creature that makes the save is immune to that particular ekolid's form of madness for 24 hours. This is a mind-affecting ability that does not affect chaotic evil outsiders. The save DC is Charisma-based.
Looking at multiple ekolids requires a separate save for each one's form of madness, but the effects are not cumulative.
Implant Egg (Ex): Each time a creature takes damage from an ekolid's sting attack, it must attempt a DC 15 Fortitude save. Failure indicates that the ekolid implants an egg just under the creature's skin. An implanted egg hatches at the start of the ekolid's next turn, at which point a ravenous ekolid grub gnaws its way out of the victim. This deals 1d6 points of damage per egg that hatches and nauseates the victim for 1 round (no matter how many eggs hatch). Remove disease or a similar effect destroys any unhatched eggs, but immunity to disease does not prevent infestation. Newly hatched ekolids are otherwise harmless, but grow to maturity quickly over the course of only a few hours. A hatched grub falls to the ground after crawling free of its host. A grub has 1 hit point and effectively no Armor Class. The save DC is Constitution-based.
Quickness (Su): An ekolid is supernaturally quick. It can take an extra move action during its turn each round.
A subtype usually applied only to outsiders native to the chaotic-aligned Outer Planes. Most creatures that have this subtype also have chaotic alignments; however, if their alignments change they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a chaotic alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the chaotic subtype overcomes damage reduction as if its natural weapons and any weapons it wields were chaotic-aligned (see Damage Reduction).
A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.
The strange and horrific Obyriths are primeval demons from eons past. They wrought chaos and evil upon the multiverse before the advent of intelligent life on the Material Plane. Their forms are hideous to behold, rarely if ever incorporating elements possessed by mortal creatures. Obyriths dwell only in the most remote corners of the Abyss. Their kind has been in decline since the rise of the tanar'ri in the Abyss, although a few tenacious examples continue to make their presence known on key layers.
Traits: An obyrith has the following traits (unless otherwise noted in a creature's entry).
- Immunity to poison and mind-affecting spells and abilities.
- Resistance to acid 10, cold 10, electricity 10, and fire 10.
- Fast Healing: All obyriths have fast healing; the exact amount is indicated in the specific creature's entry.
- Form of Madness (Sp): Obyriths appear in forms so noxious and horrific that those within 60 feet of an obyrith who observe it are subject to madness. When a creature first encounters an obyrith, it must attempt a Will save (DC 10 + 1/2 the obyrith's HD + the obyrith's Cha modifier). Failure indicates that the victim is afflicted with some permanent form of madness or insanity. The kind of malady and its duration depends on the obyrith. A creature that makes a saving throw against an obyrith's form of madness is immune to that particular effect for 24 hours. Blindness is no protection against an obyrith's form of madness - their presence is an affront to all five senses. This is a mind-affecting ability. Chaotic evil outsiders are immune to an obyrith's form of madness. The insanity caused by an obyrith's form of madness ability is permanent in most cases, but can be removed by greater restoration, heal, limited wish, miracle, or wish.
- True Seeing (Su): An obyrith is under the constant effect of true seeing. This effect cannot be dispelled.