KaarkogAliens in the "Kaarkog" FamilySource Mechageddon! pg. 160Kaarkog CR 4XP 1,200
NE Gargantuan magical beast (colossus) Init +1; Senses darkvision 60 ft., low-light vision, sense the masses; Perception +10
DefenseHP 50 EAC 16; KAC 18 Fort +8; Ref +8; Will +3 Defensive Abilities ferocity, spiked hide (2d6+9 P, DC 13); Resistances cold 5, fire 5, sonic 5
OffenseSpeed 30 ft., climb 30 ft. Melee gore +13 (1d6+9 P; critical knockdown) or slam +13 (1d6+9 B plus grab) Space 20 ft.; Reach 20 ft. Offensive Abilities ferocious charge, spiked hide (2d6+9)StatisticsSTR +5; DEX +1; CON +3; INT +0; WIS +0; CHA +0 Skills Acrobatics +10, Athletics +15, Survival +10 Languages Ancient Daimalkan Other Abilities demolish structuresEcologyEnvironment any (Daimalko) Organization solitary, pack (3–8)Special AbilitiesSpiked Hide (Ex) A creature or mech dealing melee damage to a kaarkog must succeed at a DC 13 Reflex save or take 1d6 piercing damage from the rocky protrusions in the kaarkog’s hide. A creature or mech that begins its turn grappled by a kaarkog automatically takes 2d6+9 piercing damage.DescriptionKaarkogs stand nearly 30 feet in height and weigh more than 12 tons. They prefer mountainous terrain and easily climb buildings and bridges inside settlements. Horns grow from kaarkogs’ heads, and their tough hides form spikes and bumps that blend well into rocky terrain. Kaarkogs travel in packs, wrestling and locking horns with one another for dominance.Kaarkog tissue samples suggest that they’re genetically closer in relation to Daimalko’s mammals than any other colossi type, a fact that sent Daimalko’s scientific community into a frenzy of debate and competing research.
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