Kython Impaler (CR 8)
Alignment: Always neutral evil
Initiative: +9 (+5 Dex, +4 Improved Initiative); Senses: Listen +14
Languages: Kython: a strange smattering of both Infernal and Abyssal, but only to each other
AC: 27 (+5 Dex, +12 natural), touch 15, flat-footed 22
Hit Dice: 12d8+36 (90 hp)
Fort +7, Ref +9, Will +10
Speed: 50 ft.
Space: 5 ft./5 ft.
Base Attack +9; Grapple +4
Attack: Bite +13 melee and 4 claws +11 melee
Full Attack: Bite +13 melee and 4 claws +11 melee
Damage: Bite 3d6+4, claw 1d8+2
Special Attacks/Actions: Charge 6d6+8, kython weaponry, poison
Abilities: Str 18, Dex 20, Con 17, Int 12, Wis 15, Cha 15
Special Qualities: Kython traits
Feats: Cleave; Dodge; Improved Initiative (B); Multiattack (B); Power Attack
Skills: Escape Artist +17, Hide +23, Listen +14, and Move Silently +25
Advancement: 13-18 HD (Medium-size); 19-24 HD (Large)
Climate/Terrain: Any land and underground
Organization: Solitary or pair
Book of Vile Darkness
Kythons enjoy tearing their prey to shreds, though they are intelligent enough to make good use of weapons. Most kythons have a chance to possess a special weapon.
The impaler has a poison bite, but its favored tactic is to charge with its hone spikes extended and ready to impale.
Charge (Ex): When an impaler charges with its bone spikes our and pointed forward, it deals 6d6+8 points of damage.
Kython Weaponry (Ex): The kythons grow their weapons and devices from eggs similar to those that spawn their young. When a kython lays an egg, it can choose whether the egg will hatch into a broodling or an organic weapon. A kython using any of these weapons substitutes the weapon's attack for one of its claw attacks (in the case of a ranged weapon, using the kython's Dexterity bonus rather than its Strength bonus). In all other ways, these weapons are considered natural weapons. Nonkythons cannot make these weapons function. Each impaler has a 50% chance to possess a kython weapon. To determine which weapon a kython has, roll on the following table.
|21-50||Bone shard crossbow|
Acid Spitter: This handheld weapon makes ranged touch attacks with a range increment of 10 feet and a maximum range of 50 feet. Those struck by the glob of acid take 3d6 points of damage. It bears a vague resemblance to a repeating crossbow, although it has a bulbous green membrane attached to its top. The acid spitter can be used 10 times per hour.
Bone Shard Crossbow: This weapon resembles a repeating crossbow made of carapace and cartilage. It fires a single bone spike with a range increment of 20 feet. It deals only 1 point of damage, but it carries the same venom that the kython using it produces.
Boneblade: This Medium-size slashing melee weapon is considered masterwork (adds +1 to attack roll) and deals 1d10 points of damage. It is bone-white with thin red and blue veins covering its sides.
Extra Armor: Extra chitinous plates are fitted to the kython's body, adding +2 to its existing natural armor bonus.
Mouth Launcher: This weapon, which attaches to the back of a kython's mouth, looks like a worm with a sphincterlike mouth. As an additional attack made at the kython's highest attack bonus, the mouth launcher can shoot out at a foe, making an improved grab attack that deals 1d4 points of damage (plus the kython's Strength bonus). If it gets a hold, the foe is pulled into the kython's mouth for an automatically successful bite attack on that same round. The mouth launcher continues to hold the foe, allowing automatic bite attacks each round until the foe breaks free. Add +1 to the Challenge Rating of a kython with this weapon.
Mucus Pod: This gray and red membrane sac, filled with yellow fluid, attaches to a kython's arm. When the kython makes a successful claw attack with that arm, the attack also sprays mucus out of a tube that runs from the sac to the claw. A creature hit by the claw must succeed at a Reflex saving throw (DC 18) or be entangled in the mucus for 1d6+4 rounds. Alcohol will wash the substance off a victim. Otherwise, there is no means of disentangling before the duration is up.
Phase Organ: This small fleshy pod fits upon the forehead of the kython, grafting into place permanently. It allows the kython to become incorporeal (or corporeal again) as a free action. It cannot use this supernatural ability more than once per round. Add +1 to the Challenge Rating of a kython with this device.
Skills and Feats: All kythons have extra Hit Dice as though they were Small creatures.
Poison (Ex): Bite, Fort DC 19; initial and secondary damage 1d6 Strength.
Skills: Impalers gain a racial bonus of +8 on Move Silently and Hide checks.
Kython Traits: All kythons are eyeless but have blindsight to a range of 60 feet. They are all immune to acid and cold and possess fire resistance 20 and electricity resistance 20.