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Kadahar, Greater


Large Elemental (Earth, Extraplanar)
Hit Dice:18d8+120 (171 hp)
Initiative:+1 (Dex)
Speed:30 ft.
AC:24 (-1 size, +1 Dex, +14 natural)
Base Attack/Grapple:  +13/+25
Attack:Slam +20 melee (1d6+8 plus petrification)
Full Attack:2 slams +20 melee (1d6+8 plus petrification)
Space/Reach:10 ft./10 ft.
Special Attacks:Earthen burst, petrifying touch
Special Qualities:Darkvision 60 ft, damage reduction 10/-, earth glide, elemental traits, fast healing 3
Saves:Fort 16, Ref 7, Will 11
Abilities:Str 27, Dex 12, Con 21, Int 13, Wis 16, Cha 13
Skills:Listen +26, Search +22, Spot +26
Feats:Alertness, Cleave, Diehard, Improved Critical (slam), Improved Sunder, Iron Will, Power Attack
Environment:Elemental Plane of Earth
Organization:Solitary, pair, grip (1 or 2 plus 5-10 lesser kadahar), band (4-5 plus 10-20 lesser kadahar)
Challenge Rating:  11
Treasure:Standard goods (gems only)
Alignment:Always Neutral Evil
Advancement:19 to 36 HD (Large);
37+ HD (Huge)
Level Adjustment:-

Appearance
The kadahar are elementals that have been corrupted by infernal powers and given the desire to change all that they encounter into stone. They wander in small bands, seeking ways into other worlds from their home, the Elemental Plane of Earth.
    Greater kadahar appear much like other elementals, having a humanoid-shaped form constructed entirely from stone and dirt, but they constantly slough off bits of their elemental matter, leaving trails of earthen detritus wherever they travel. This is because of the intense connection they have with their element, which swells its power within them and fills their bodies with more native element than their elemental spirit can cohesively hold together. Greater kadahar are also recognizable by unhealthy looking, smoldering earth that constantly weeps from the cracks in their body and in greater profusion where their earthen exo-flesh crumbles away.
    A greater kadahar speaks terran; they never deign to speak with creatures not made of elemental earth.

Combat
Greater kadahar eagerly enter battle against non-earthen creatures. They command their lessers to flank and concentrate against dangerous appearing opponents while they use their reach and power ensure their foes demise. A fatally injured kadahar tries to earth-glide away to allow it time for its ties to the Elemental Plane of Earth to restore it to health.
    Earthen Burst (Su): The connection of a greater kadahar to its home plane is so powerful that it can turn the very air about it into stone, causing a burst of rock to explode from the air about it. Once per 1d4 rounds, as a swift action, a kadahar can choose to petrify the air nearby it, causing a 15 foot radius burst of sharp shards of rock to flying away from the kadahar, dealing 4d6 points of damage to creatures and unattended objects within the affected area. A successful Reflex save (DC 24) reduces this damage by one-half. This save is Constitution based. Kadahar are immune to the effects of an earthen burst.
    Petrifying Touch (Su): Creatures touched by a kadahar must make a Fortitude saving throw (DC 24) or take 2d6 points of Dexterity damage, as their flesh becomes more earth-like, and they are slowed as though stricken by a slow spell. This is a supernatural effect resulting from their body becoming more earthen. It can be repaired with a lesser restoration or similar spell, but not with a dispel magic. A successful saving throw reduces the Dexterity damage by one-half and negates the slow effect. A target creature is turned to stone if their Dexterity score is reduced to zero or if they are struck again while under the slow effect and they fail their saving throw. Once turned to stone only a stone to flesh, break enchantment, or similar magic can restore the creature.
    The touch of a kadahar turns to stone any non-earthen material which has a hardness less than eight. The hardness of an unattended object increases by 2 each round that it is in contact with a greater kadahar. As an object is changed it begins to take on a progressively more stone-like appearance. Attended objects are allowed a Fortitude saving throw (DC 24); this saving throw is Constitution based. Thus a greater kadahar walking across a grassy field leaves an easy to follow tail of mashed stone tinted grass and rubble (Search DC 5).
    Earth Glide (Ex): A kadahar can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing kadahar flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
    Elemental Traits: Immune to poison, sleep effects, paralysis, and stunning. Not subject to critical hits or flanking. Does not eat, sleep, or breathe.

Habitat/Society
Kadahar society is based around their need to enter other worlds and make them like their native Plane of Elemental Earth. To this end, they constantly form rotating patrols throughout their home plane and seek conduits, gateways, and other means of leaving their plane. Once one is found, an exploratory team is sent forth and soon to follow a greater kadahar is sent to establish a base of operations. Greater kadahar are the leaders and organizers of their race.

Ecology
No one knows for certain, but when a lesser kadahar has survived for long enough it may undergo a transformation, becoming a greater kandahar. When it does this, it must return to the Elemental Plane of Earth and meld with raw elemental forces for several weeks before emerging in its new form.
    A kadahar is not a template creature. The elemental spirit which they are evolved from is entirely changed into a kadahar, with no memory of its past. Only by powerful magic, such as a wish spell or divine intervention can restore a kadahar. When slain, it's energy returns to the Elemental Plane of Earth, where it will eventually be reborn as some normal earth elemental.
    The first kadahar were created by infernal denizens of the outer planes. They were created to be a distraction and task for celestial creatures to deal with. Since then, the kadahar have found allies among the Dao genies, who would like nothing more than to enslave the Material Plane and ruin the other elemental worlds.

Variants and Resources
See also: Kadahar, Lesser.