Klar

A shell-backed, sandy-furred mountain bear of the desert world that crushes victims in a toying hug and assaults minds with psionic terror.

Setting: Dark Sun · Sources: Dark Sun Appendix II - Terrors Beyond Tyr

Appearance

Imagine a kodiak bear with an oversized head, a chitin plate over its back and a thick tail stump for balance when it rears. Shaggy sandy fur grows up to six inches long. It walks on all fours; standing, it looms over nearly every beast of its world, long arms still touching the ground.

Combat

It opens with psionics, preferring ego whip or invincible foes to terrify. It also has telekinesis, inertial barrier, ballistic attack, control sound and control body; domination, mind link, contact, psionic crush and mind thrust; and cause sleep and photosynthesis.

Each paw deals 2-9. Two paw hits in a round mean a bear hug: automatic damage of 2-20 (2d10) plus one per point of the victim's AC (negative AC reduces it), halved by a successful Strength roll. Playful with food, it often releases after one squeeze to try again, but a losing klar holds on until one of them dies. Bend Bars/Lift Gates frees the victim. Its jaws snap for 1-10 (1d10).

Its AC reflects tangled fur, chitin and experience. Lairs may hold 1-2 cubs (never outnumbering adults): 1d6+2 HD (3-8), AC 4, half damage, no hug, and no battle psionics. Parents defend them savagely.

Habitat and Society

Klars growl to each other and use psionics for silent or distant talk. They consider humans and demihumans too stupid to address, though a few watching a remote frontier town are reconsidering; some psionicists have made contact, then been shredded. Not territorial, a klar claims any mountain cave by killing its tenant. Cubs' minds may be overwhelmed by their own psionic power, sometimes fatally, so parents avoid moving the den and turn especially vicious toward intruders then. They live 60-100 years.

Ecology

Most creatures avoid klar caves. A hunter who kills one can sell the hide to a tanner; even worn as armor, the fur grants AC 5, a bit better than most hide. The chitin cannot be shaped without magic and is of little value.

More: Monsters starting with K · Dark Sun monsters · All monsters A-Z

Statistics

Climate/TerrainDune hulk Mountains
FrequencyRare
OrganizationFamily
Activity CycleNight
DietCarnivore
IntelligenceLow (5-7)
TreasureNil
AlignmentNeutral evil
No. Appearing1-2
Armor Class2
Movement15
Hit Dice11+2
THAC09
No. of Attacks3
Damage/Attack1d8+1/1d8+1/1d10
Special AttacksCrushing hug
Special DefensesNil
Magic ResistanceNil
SizeL (9' tall)
MoraleElite (16-17)
XP ValueAdults: 6,000
Young: 650

Psionics

LevelDis/Sci/DevAttack/DefenseScorePSPs
123/3/11EW,MT,PsC/IF,MB,M-1245

Psychokinesis - Science: telekinesis; Devotions: ballistic attack, control body, control sound, inertial barrier.

Telepathy - Sciences: domination, mind link; Devotions: contact, ego whip, invincible foes, mind thrust, psionic crush.

Psychometabolism - Sciences: nil; Devotions: cause sleep, photosynthesis.