Karkadann

monstrosity · CR 4 · from Book of Beasts I · by Robert J. Hall
Karkadann
StatisticValue
Size/TypeHuge Magical Beast
Hit Dice5d10+25 (52 hp)
Initiative+2
Speed40 ft. (8 squares)
Armor Class13 (-2 size, +2 Dex, +3 natural), touch 10, flat-footed 11
Base Attack/Grapple+5/+20
AttackBite +10 melee (2d6+7)
Full AttackBite +10 melee (2d6+7) and Gore +5 melee (2d6+3)
Space/Reach10 ft./10 ft.
Special AttacksGushing wound
Special QualitiesSpell-like abilities, scent
SavesFort +9, Ref +6, Will +3
AbilitiesStr 24, Dex 15, Con 21, Int 6, Wis 10, Cha 11
SkillsListen +6, Spot +6, Survival +5*
FeatsAlertness, Iron Will
EnvironmentWarm desert
OrganizationSolitary
Challenge Rating5
TreasureMagical horn
AlignmentAlways neutral
Advancement6–9 HD (Huge)
Level Adjustment―

Description

This gigantic creature resembles a cross between a stag and a wolf. It has a light fur coat with hues of straw and gold. On its head are two straight horns, with the longer horn on the forehead and the smaller on the snout.

This ferocious predator has a voracious appetite, and is much feared by all grazing animals in its native lands. The karkadann resembles a huge, stag-like creature, with wolf-like features and a temperament to match. The hide has a coat of short hair that is straw-hued across the back and pale gold along the belly. Also known as a karg, it lives a solitary life at the edges of deserts and hot, barren lands.

The karkadann has two horns: one long, ivory horn in the center of the forehead and a squat, curved horn at the tip of the snout. The long horn is very tough, and sweats in the presence of poison. If the horn is severed from the creature it can be used to cast detect poison up to three times per day. The horn has a market value of 3,000gp.

One common tale concerning the karg is that it can be stilled by the presence of the ringdove bird, or by a young woman of pure virtue. There are few brave enough to test the truth of this story, however.

Combat

The karkadann charges with its horns then bites with its fanged jaw until the prey is dead. It will only hunt and consume live creatures.

Spell-Like Abilities: At will―detect poison, magic fang (gore only). Caster level 5th.

Gushing Wound (Su): The damage a karkadann deals with its gore attack causes a persistent wound. An injured creature loses an additional hit point each round. The continuing hit point loss can be stopped by a DC 17 Heal check, or any combination of magic and special qualities that heal at least 5 points of damage. The check DC is Constitution-based.

Skills: *When tracking with scent, karkadann have a +4 racial bonus to Survival checks.

Advanced Benefits

In addition to the standard changes due to Hit Dice advancement, karkadann also gain the following special benefits.

  • The save DC of the gushing wound check is equal to 10 + ½ HD + Constitution modifier.
  • 6–7 HD ― +2 racial bonus on saving throws against poison.
  • 7–8 HD ― The horn has a +1 enchantment bonus on attack and damage rolls, and a threat range of 19-20.
  • 8+ HD ― +4 racial bonus on saving throws against poison.
  • 9 HD ― The horn has a +2 enchantment bonus on attack and damage rolls, and a threat range of 18–20.

All 820 monsters in the Netbook Bestiary