Forums    Newsletter    Guestbook    About    Search    Updates      
         Copyright © Randy Bowers. All rights reserved.


Incasos, Taturak

Medium Outsider (Evil, Extraplanar)
Hit Dice:7d8+28 (59 hp)
Initiative:+7 (+3 Dex, +4 Improved Initiative)
Speed:40 ft., fly 50 ft. (average)
AC:20 (+3 Dex, +7 natural), touch 13, flat-footed 17
Base Attack/Grapple:  +7/+11
Attack:Claw +11 melee (1d6+4 plus wounding); or bite +9 melee (1d6+2 plus poison); or tail slash +9 melee (1d6+2/18-20/x3)
Full Attack:2 claws +11 melee (1d6+4 plus wounding) and bite +9 melee (1d6+2 plus poison) and tail slash +9 melee (1d6+2/18-20/x3); or icy burst scimitar +2 +13/+8 melee (1d6+6/18-20 plus 1d6 cold and criticals additional 1d10 cold) and bite +9 melee (1d6+2 plus poison) and tail slash +9 melee (1d6+2/18-20/x3);
Space/Reach:5 ft./5 ft.
Special Attacks:Spell-like abilities, aura of incitement, poison, extended criticals, wounding, summon incasos
Special Qualities:Damage reduction 10/good, fast healing 2, incasos qualities
Saves:Fort 9, Ref 8, Will 7
Abilities:Str 18, Dex 17, Con 18, Int 8, Wis 14, Cha 14
Skills:Concentration +14, Intimidate +12, Hide +13, Listen +12, Move Silently +13, Spellcraft +9, Spot +12
Feats:Flyby Attack, Improved Initiative, Multiattack
Environment:Eldin or the Gray Waste of Hades
Organization:Pack 2-5 (1d4+1)
Challenge Rating:  7
Alignment:Always Neutral Evil
Advancement:8 to 14 (Medium-size);
15 to 21 (Large)
Level Adjustment:-

The diabolical Taturak Incasos is a dangerous winged demon of evil and suffering. Like other lesser Incasos, the Taturak is man-sized and rarely larger than six feet tall. It has bloody, sun-burned red scales covering its spindly body. Its sunken, reptilian face is deformed with a exceptionally large, hinged mouth of sharp, metallic fangs. To either side of its mouth are two slitted, black eyes of smoldering ember. Great, powerful wings spread from its back with sharp spines along each wings ridged top. Beneath its wings are a long set of arms that hang down past its knees and which end in terrible dagger-sized claws of steel. Trailing from its back is a long, prehensile, snake-like tail which ends in a razor sharp barb that can shears through flesh with ease. The Taturak rarely travels alone and is often found in the company of at least one other of its own kind.

Taturak wade into combat with relish, employing their darkness spell ability against spellcasters before engaging in melee.
    Spell-like Abilities: At will - disguise self, detect magic, flare; 3/day - darkness, protection from good; 1/day - chill touch, keen edge. These abilities are as the spells cast by a 6th level sorcerer (save DC 12 + spell level).
    Aura of Incitement (Su): Creatures who fail a Will save (DC 15) become enraged. Enraged creatures recklessly attack their nearest enemy or, if no enemy is within reach, attack the nearest living creature in sight. Enraged creatures gain +2 to their melee damage rolls, -4 to attack rolls, and lose their dexterity bonus (if any) to their armor class and ranged attacks. A Taturak's aura of incitement has a radius of 30 feet. Multiple aura effects are not cumulative. Creatures exposed the aura cannot be affected again by that Taturak's aura for 24 hours.
    Poison (Ex): Bite, Fortitude save (DC 16); initial damage 1d6 temporary Strength, secondary damage 2d6 temporary Strength.
    Extended Criticals (Ex): Tail, 18-20/x3.
    Wounding (Ex): Wounds inflicted by a Taturak's claws continue to bleed. The injured creature suffers 1 point of Constitution damage. Creatures immune to critical hits are immune to wounding. Wounding damage is not doubled on a critical hit.
    Summon Incasos (Sp): Once per day a Taturak can attempt to summon 2d10 Mealafist with a 50% chance of success or another Taturak with a 35% chance of success.
    Incasos Qualities: Immune to poison, fire, cold, and petrification. Acid and electricity resistance 10. Receives saving throws to avoid magic meant to imprison, hold, entrap, or banish, even when a saving throw is not normally allowed. Incasos can see normally in all forms of darkness, even that created by a deeper darkness spell.
    Icy Burst Scimitar +2: Taturak which serve well for an extended period of time, without dying, may be given an icy burst scimitar +2. These weapons are keyed to their bearer upon creation; other creatures attempting to carry the blade gain two negative levels for as long as the scimitar is in their possession. These negative levels disappear when the scimitar leaves their possession. Upon the Taturak's death the scimitar ceases its chilling flame and becomes a +1 scimitar. The CR of a Taturak carrying an icy burst scimitar +2 is increased by +1.

The Taturak fulfills the role of herding and disciplining the other lesser Incasos. Their duty is to punish the weak and send them back to the Blight for re-creation. Taturak also serve as guards and elite soldiers for greater Incasos. Taturak are easily provoked to violence and creatures who remain within 30 feet of one tend to become more and more anxious and physically violent. The Infaeludor seem to be especially susceptible to this corrupting aura of the Taturak and so the two are usually kept distant from each other unless battle is to be done.
    Taturak are cruel and evil creatures. They seek to inspire mortals and other beings to fits of brutality. Greater Incasos use the Taturak and their violence inspiring aura to work up the lesser hoards into a frenzy before battle is to be done. Taturak are never placed in charge of large groups of Incasos for they simply are not intelligent enough and their aura tends to cause bickering among the ranks of authority.
    The Taturak display a vicious loyalty to other Taturak Incasos, a loyalty unheard of among the other Incasos, and will assist to the death another Taturak who is engaged in combat with a greater foe. This fanaticism is bridled if the killer of the Taturak was a greater Incasos, but those greater Incasos which slay multitudes of Taturak without reason may have to face a host of vengeful Taturak at some in inopportune moment of weakness.

Taturak that are successful at inspiring great violence or other acts of evil in mortals may be fortunate enough to be reborn into the form of a Mandragorae upon their death. A slain Taturak is reborn from the Blight on the third dusk after its death.