Kython Slaughterking (CR 13)
Alignment: Always neutral evil
Initiative: +8 (+4 Dex, +4 Improved Initiative); Senses: Listen +13
Languages: Kython: a strange smattering of both Infernal and Abyssal, but only to each other
AC: 33 (-1 size, +4 Dex, +20 natural), touch 13, flat-footed 29
Hit Dice: 18d8+90 (171 hp)
Fort +11, Ref +10, Will +17
Speed: 30 ft.
Space: 5 ft./10 ft.
Base Attack +13; Grapple +13
Attack: Bite +22 melee and 4 claws +20 melee
Full Attack: Bite +22 melee and 4 claws +20 melee
Damage: Bite 4d6+9, claw 1d8+4
Special Attacks/Actions: Kython weaponry, poison, poison spray
Abilities: Str 28, Dex 18, Con 20, Int 20, Wis 19, Cha 21
Special Qualities: Kython traits
Feats: Cleave; Dodge; Combat Expertise; Great Cleave; Improved Initiative (B); Iron Will; Multiattack (B); Power Attack; Improved Sunder; Weapon Focus (bite); Weapon Focus (claw)
Skills: Escape Artist +11, Hide +19, Intimidate +15, Listen +13, Move Silently +23, and Survival +14
Advancement: 19-30 HD (Large); 31-36 HD (Huge)
Climate/Terrain: Any land and underground
Organization: Solitary or nest (1 slaughterking, 4-6 adults, 3-10 juveniles, 3-10 broodlings)
Treasure/Possessions: Triple standard
Book of Vile Darkness
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 slaughterking automatically possesses a kython weapon. It has a 40% chance to possess a second one. 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 24; initial and secondary damage 2d6 Strength.
Poison Spray (Ex): In lieu of biting, a slaughterking can spray a stream of its poison up to 30 feet as a ranged touch attack.
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.
Disruption Field (Su): If a slaughterking chooses to reduce the range of its blindsight to 30 feet, nonkythons within this smaller area take a -4 morale penalty on attacks, saves, ability checks, and skill checks. Any spell cast in this area has a 20% chance of being disrupted and failing (check for normal arcane spell failure chance separately). The disruption field can operate at the same time as This disruption field can operate at the same time as the defensive field, or the slaughterking can activate the independently.
Enhanced Defense (Su): If a slaughterking chooses to reduce the range of its blindsight to 30 feet, it gains a +4 deflection bonus to Armor Class and spell resistance 25. Enhanced defense can operate at the same time as the disruption field, or the slaughterking can activate them independently.
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 slaughterking has a virulent poison in its bite, and it also sprays poison and command strange supernatural abilities. It prefers to fight at range for as long as possible.