Adhukait

(Generated 60 times)
Namelist None
Tags
Rank Veteran
Race conjoined demon
Cult rank None
Notes A pair of spiked fiends, interwoven through bodily cavities and impaling limbs, spin in a dance with their twin curved knives. Known also as the twinned ones, adhukaits are warrior asuras, specialized at quick raids designed for theft, assassination, or kidnapping. An adhukait is adept at infiltration and escape. In killing, the fiend is brutally efficient unless it wishes to prolong pain to demoralize or enrage its enemies. Although an adhukait appears to be two connected creatures, it is one entity with two minds. The creature’s personality and purpose is as unified as its bizarre form. An adhukait is 6 feet tall. Adhukaits prefer desolate spots as lairs, especially those that recall past terror or sorrow. In such dens, they keep trophies from their engagements as focuses for meditation and objects of study. Adhukaits also keep treasures stolen from temples and holy places. While at rest, adhukaits remain near any ill-gotten items to ensure no meddling magician can locate the lost objects. Legend holds that the first adhukaits emerged from the shattered remains of two godlike brigands. These burglars, their names long since lost to history, attempted to raid a celestial hall. The resident deity and his or her servants slew the thieves, crushed their bodies together into one, and hurled their remains to the earth. As their crumbling, entwined bodies struck the world, they caused terrible earthquakes and tsunamis that slew thousands of innocents—including many worshipers of the headstrong deity who accidentally caused the devastation. The first adhukaits grew from the shattered, mingled remains of these brigands, rising from the blasted crater to serve the asuras as elite soldiers. Dance of Disaster Whenever an adhukait hits with a melee attack during an attack action, it can move 10 feet (3 m) before making its next attack. The adhukait’s normal speed does not limit this movement—it can move 10 feet after any successful hit among actions, as long as it has another action to make. This allows disengagement automatically, ans if it is moving it can use its dance to evade. Regenerates 5 hits per location per round, vs all attacks bar those made by good weapons or spells. It also has 5 extra AP vs all non good weapons (added to its 6 basic AP) Resists Acid and electricity by reducing damage of each by 10. Also has magic resistance at 60% Spell-Like Abilities (Intensity 8) At will—feather fall, greater teleport (self plus 50 lbs. of objects only), spider climb 3/day—blink, blur, mirror image, spike growth 1/day—summon (1 adhukait 35%) Spike Growth (160 square feet, 8 hour duration) Any ground-covering vegetation in the spell’s area becomes very hard and sharply pointed without changing its appearance. In areas of bare earth, roots and rootlets act in the same way. Typically, spike growth can be cast in any outdoor setting except open water, ice, heavy snow, sandy desert, or bare stone. Any creature moving on foot into or through the spell’s area takes 1d4 points of damage for each 5 feet of movement through the spiked area to each limb in contact with the ground. (Most boots only provide 1 AP and metal ones only get 1/4 rounded up AP due to flexibility needs) Any creature that takes damage from this spell must also succeed on an opposed Evade roll or suffer injuries to its feet and legs that slow its land speed by half. This speed penalty lasts for 24 hours or until the injured creature receives a cure spell (which also restores lost hit points). Another character can remove the penalty by taking 10 minutes to dress the injuries and succeeding on an opposed first aid roll against the spell. Note: Magic traps are hard to detect. To use the Perception skill to find a spike growth the roll must by opposed and also formidable (hard if cast by a ranger) Spike growth can’t be disabled. telepathy 100 ft.
Creatorskarza
Stats
STR 2d6+13
CON 2d6+12
SIZ 1d6+22
DEX 1d6+12
INT 2d6+8
POW 1d6+12
CHA 1d6+12
D20Hit locationArmor
01 1st tail 11
02 2nd tail 11
03 1st left leg 11
04 2nd left leg 11
05 1st Right leg 11
06 2nd right leg 11
07-08 abdomen 11
09-10 Left Chest 11
11-12 Right chest 11
13 1st Left arm 11
14 1st Right arm 11
15 2nd Left arm 11
16 2nd Right arm 11
17-18 left Head 11
19-20 Right head 11
Attributes
Movement 8m
Natural armor Yes

Non-random features

ListFeature
Ability ***Dark Sight*** ' see’ normally in any level of limited light, even its complete absence.
Ability ***Regenerate*** The creature is able to regenerate Hit Points lost to damage. The speed of regeneration varies depending upon the creature. Default is 1 HP / Location / Round (not turn). Unless specifically noted, regeneration does not replace lost limbs, and the severing of a vital location (head, chest or abdomen) will still result in death
Ability ***Immunity to poison***
Ability ***Immunity to disease***
Ability ***Multi-Headed*** An additional Combat Action per extra head possessed beyond the first. These are lost as each individual head is incapacitated or severed. Provided one head remains active, the creature can still control its shared body. When a multi-headed crea- ture resists spells which affect emotions or intellect, it rolls individual saves for each still intact head.
Ability ***Multi-Limbed*** Additional Combat Action per extra pair of limbs (beyond the first) it can bring to bear during combat

Standard skills

Athletics STR+DEX+60 Brawn STR+SIZ+45 Dance DEX+CHA+70
Deceit INT+CHA+40 Endurance CON+CON+60 Evade DEX+DEX+60
Influence CHA+CHA+40 Perception INT+POW+50 Stealth DEX+INT+50
Willpower POW+POW+50

Professional skills

Acrobatics STR+DEX+60

Combat styles

slashing danceSTR+DEX+55

Weapon options

1-handed weapons

Amount: 2
Curved Knives (1)
Claws (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 0

Shields

Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
mod.
Natural
weapon
AP HP
Curved Knives 1h-melee 1d6+1 M M - Bleed Y N 3 7
Claws 1h-melee 1d4+2 M M - Bleed, Grip Y Y 0 0 arm