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Kadahar, Lesser


Medium Elemental (Earth)
Hit Dice:6d8+18 (45 hps)
Initiative:+1 (Dex)
Speed:20 ft.
AC:19 (+1 Dex, +8 natural), touch 11, flat-footed 18
Base Attack/Grapple:  +4/+8
Attack:Slam +8 melee (1d4+4 plus petrifying touch)
Full Attack:Slam +8 melee (1d4+4 plus petrifying touch)
Space/Reach:5 ft./5 ft.
Special Attacks:Petrifying touch
Special Qualities:Darkvision 60 ft, earth glide, elemental traits, fast healing 1
Saves:Fort 8, Ref 3, Will 6
Abilities:Str 19, Dex 12, Con 16, Int 4, Wis 14, Cha 5
Skills:Listen +6, Spot +7
Feats:Cleave, Diehard, Iron Will
Environment:Elemental Plane of Earth
Organization:Solitary, pair, tumble (3-6), grip (5-10 plus 1 or 2 greater kadahar), band (10-20 plus 4-5 greater kadahar)
Challenge Rating:  5
Treasure:Standard goods (gems only)
Alignment:Always Neutral Evil
Advancement:7 to 14 HD (Medium);
15 to 18 HD (Large)
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.
    Lesser 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. Kadahar are also recognizable by their menacing posture and a strange burning glow that seems to be just beneath their flesh when parts of their stony body flake away.
    A lesser kadahar can communicate simple desires in a primitive and barely understandable form of the Terran language, though they rarely bother to speak with anything that is not formed from elemental earth.

Combat
Kadahar eagerly enter into battle against creatures not native to the Elemental Plane of Earth. Multiple kadahar tend to gang up in groups of three against individual opponents in the hope that they will further their cause of turning yet another fleshy being to stone before they themselves are dispersed and sent back to their home plane.
    A common tactic of a fallen kadahar is to remain still as though slain and allow its connection to the Elemental Plane of Earth to slowly return it to health.
    Petrifying Touch (Su): The touch of a kadahar turns any non-earthen material with a hardness less than 8 into stone. The hardness of unattended objects increases by 1 each round that it is in contact with a kadahar. When an objects hardness reaches 8, it becomes stone. Objects only partially changed still begin to take on a progressively more stone-like appearance each time they are touched. Attended objects are allowed a Fortitude saving throw (DC 16); this saving throw is Constitution based. Thus, a kadahar walking across a grassy field leaves a fairly distinctive trail of footsteps and rubble with its passing (Search, DC 10).
    Creatures touched by a kadahar are likewise slowly turned to stone. The successful melee attack of a kadahar deals 1d6 points of Dexterity damage. Creatures which suffer damage amounting to one-half their dexterity score become slowed, as though affected by the slow spell. This effect can only be removed by repairing the damage done to the victim's Dexterity ability score. A creature whose Dexterity is reduced to 0 is forever turned to stone. Once turned to stone, only a stone to flesh, break enchantment, or similar magic can restore the creature.
    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. The lesser kadahar are the main source of a work force among their kind.

Ecology
Lesser kadahar were once normal elementals, changed by the greater kadahar leaders. Once corrupted, the kadahar is placed with a group of other lessers and sent out to search for ways into neighboring worlds. In this way, the population of the kadahar is self-sustaining. Weak elementals rarely resist this change in their fundamental nature, though Large and more powerful elementals rarely allow themselves to be converted to the kadahar cause without a fight.
    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, Greater.