Challatyr
| Statistic | Value |
|---|---|
| Size/Type | Huge Aberration |
| Hit Dice | 10d8+60 (105 hp) |
| Initiative | +7 |
| Speed | 30 ft. (6 squares) |
| Armor Class | 26 (-2 size, +3 Dexterity, +15 natural), touch 11, flat-footed 23 |
| Base Attack/Grapple | +7/+23 |
| Attack | Claws +13 melee (1d6+8 plus poison) |
| Full Attack | 2 claws +13 melee (1d6+8 plus poison) and bite +11 melee (1d8+4 plus discorporation) and sting +11 melee (1d6+4 and egg implantation) |
| Space/Reach | 15 ft./10 ft. |
| Special Attacks | Paralysis poison, discorporation |
| Special Qualities | Darkvision 60 ft., immunity to poison, paralysis, and enchantment |
| Saves | Fort +9, Ref +8, Will +8 |
| Abilities | Str 26, Dex 17, Con 22, Int 14, Wis 12, Cha 16 |
| Skills | Balance +11, Climb +15, Listen +15, Move Silently +16, Spot +15 |
| Feats | Alertness, Improved Initiative, Lightning Reflexes, Multiattack |
| Environment | Underground |
| Organization | Solitary |
| Challenge Rating | 10 |
| Treasure | Double standard |
| Alignment | Usually neutral evil |
| Advancement | 11–20 HD (Huge); 21–30 HD (Gargantuan) |
| Level Adjustment | ― |
Description
Skittering forward, this immense creature looks like a giant brown insect with the stinger of a scorpion and a huge beaked head. It moves about on four segmented legs, while the two arms sport long, wicked-looking spikes. A spiny ridge runs down the middle of its back.
The challatyr is a terrible creature of hatred and malevolence. They hate all other living beings, including other challatyr. Challatyr use their cunning and intelligence to attack and destroy foes-they are not overly destructive, nor are they rash.
Although vaguely arachnid or insectoid in form, the challatyr in truth bears little similarity to any other creature. Ranging from dark brown to a light tan it has four spider-like legs. Its two arms resemble these legs but end in dangerous spikes, which it uses like claws. Its curved body sports an upturned stinger on one end and a huge beaked head on the other. A ridge of spikes runs down its back, and every inch of the creature is covered in a thick, almost chitinous hide.
Challatyr do not eat―their only needs are to implant eggs and destroy other creatures. Challatyr breed asexually, implanting their eggs in other living creatures. The egg grows within the host; eventually the creature hatches and consumes the victim from within, taking all of its host's memories for its own. Once it is hatched, the challatyr grows to maturity in approximately a year.
Challatyr speak the language of their host.
Combat
A challatyr attacks by stabbing at a foe with its claws, poisoning the foe to paralyze it. Then, it chooses whether to discorporate the foe with a bite or implant an egg with its stinger. Only if a foe seems particularly resistant to paralysis will the challatyr use all of its attacks against a single foe, in the hopes that it can either discorporate the creature or just tear it apart with all four attacks. Preferably, it paralyzes all of its foes and then implants one, discorporating all the rest.
Paralysis Poison (Ex): Injury, Fortitude DC 21, paralysis for 1d4+2 minutes. The save DC is Constitution-based.
Discorporation (Su): If a challatyr bites a foe, the creature must make a DC 18 Fortitude save or discorporate and be utterly destroyed. This ability works much like the disintegrate spell (caster level 12th) except the victim is utterly gone and can be brought back only by true resurrection. Foes making successful saving throws against discorporation suffer no damage (unlike disintegrate). The save DC is Charisma-based.
Implant (Ex): If a challatyr hits with its sting attack, it can inject an egg into the opponent's body. The affected creature must succeed at a DC 21 Fortitude save to avoid implantation. The save DC is Constitution-based.
Often the challatyr implants an egg into a paralyzed or otherwise helpless creature (which gets no saving throw). The egg gestates for one week before hatching into a challatyr that eats its way out, killing the host. Twenty-four hours before the egg fully matures, the victim falls extremely ill (-10 penalty to all ability scores). A cure disease spell rids a victim of the egg, as does a successful Heal check (DC 25) by someone with that skill. If the check fails, the healer can try again, but each attempt (successful or not) deals 1d6 points of damage to the patient.
Advanced Benefits
In addition to the standard changes due to Hit Dice advancement, challatyr also gain the following special benefits.
- The save DC of the paralysis poison is equal to 10 + ½ HD + Constitution modifier.
- The save DC of the discorporation is equal to 10 + ½ HD + Charisma modifier.
- The save DC to avoid implantation is equal to 10 + ½ HD + Constitution modifier.
- 15–24 HD ― The paralysis poison causes paralysis for 2d6+1 minutes.
- 19+ HD ― Land speed increases to 40 feet.
- 22+ HD ― Gain climb speed 20 feet.
- 25+ HD ― The paralysis poison causes paralysis for 3d6 minutes.
- 29+ HD ― Claw damage improves to 2d6.