Kalabon (CR 1/2)
AC: 14 (+1 size, -1 Dex, +4 natural), touch 10, flat-footed 15
Hit Dice: 1d8+2 (6 hp)
Fort +4, Ref +1, Will +3
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +1; Grapple -2
Attack: Melee: tentacle +4
Damage: 1d4-1 plus 1d3 acid
Special Attacks/Actions: acid tentacles, stench
Attack Options: acid tentacles, stench
Abilities: Str 13, Dex 9, Con 14, Int 4, Wis 12, Cha 7
Special Abilities: acid tentacles, stench, fast healing 2, Immunities: acid, cold; Aura: stench (10 ft., DC 12)
Special Qualities: colony mass, colony growth, colony split, light sensitivity
Feats: Weapon Focus (tentacle),
Skills: Climb +5, Hide +7, Listen +5, Move Silently +3, and Spot +5
Advancement: by creating colony
Climate/Terrain: Malbolge (6th layer of Baator), Any land or underground
Organization: Solitary (rare), Colony (2-32 kalabons)
Fiendish Codex II
Acid Tentacles (Ex): A kalabon deals an extra 1d3 points of acid damage with its natural attacks.
Stench (Ex): At the end of each of a kalabon's turns, creatures within 10 feet of it must succeed on a DC 12 Fortitude save or become sickened for 1 round. The save DC is Constitution-based.
A creature that successfully saves cannot be affected by that same kalabon's stench for 24 hours. Baatezu are immune to the stench.
Colony Mass (Ex): When encountered in large numbers, kalabons are a dangerous menace. Up to thirty-two kalabons can combine into one larger creature. As a standard action, a kalabon can combine with another kalabon in the same or an adjacent square to form a colony. A colony has hit points equal to the total current hit points of members of its mass. For example, a kalabon with 4 hit points that joins a colony grants the colony an extra 4 hit points. A colony uses the base statistics for the standard small kalabon, but with a +1 bonus on attack rolls for every two kalabons within it.
Colony Growth (Ex): A colony of four or more kalabons grows in size, becoming Medium. A colony of eight or more kalabons is Large. Thirty-two kalabons form a Huge colony. A kalabon's attack deals increased damage based on its size. In addition, each time a kalabon increases in size, it gains an additional tentacle attack. The accompanying table summarizes the changes for each size. Apply the indicated size modifiers to the base kalabon statistics given in this entry. They cover the change from size Small to a larger size category. The AC modifier applies to the kalabon's standard, touch, and flat-footed ACs. Remember that the colony mass special ability gives a colony a +1 bonus on attack rolls per two kalabons within it.
Colony Split (Ex): A kalabon that has joined with one or more of its brethren can burst into a number of Small kalabons as a full-round action. Divide the kalabon's current hit points by 6 and round down. The result is the number of Small kalabons that emerge from the mass. They can occupy any squares that the colony filled, as well as the closest empty spaces. Each kalabon has 6 hit points.
Light Sensitivity (Ex): A kalabon is dazzled in bright sunlight or within the radius of a daylight spell.
|Size||Number of Kalabons||AC||hp*||Melee||Size Modifiers|
|Small||1-3||14||6||tentacle +4 (1d4+1 plus 1d3 acid)||As statistics block|
|Medium||4-7||13||24||2 tentacles each+5 (1d6 plus 1d4 acid)||-1 on attacks, AC, +4 grapple, -4 Hide|
|Large||8-31||12||48||3 tentacles each +6 (1d8 plus 1d6 acid)||-2 on attacks, AC, +8 grapple, -8 Hide|
|Huge||32||11||192||4 tentacles each +17 (2d6 plus 1d8 acid)||-3 on attacks, AC, +12 grapple, -12 Hide|
|* Number given is for the smallest colony of that size category. Add 6 more hp for each individual beyond the minimum. For instance, a Large colony containing twenty kalabons has 120 hit points.|
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.
A subtype usually applied only to outsiders native to the lawful-aligned Outer Planes. Most creatures that have this subtype also have lawful 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 lawful alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the lawful subtype overcomes damage reduction as if its natural weapons and any weapons it wields were lawful-aligned (see Damage Reduction).