Skeletal undead raised by a krag's poisoned bite, bound body and mind to their creator and carrying a lesser version of its elemental curse.
Anything slain by a krag's elemental transfusion has a 45% chance of rising as a kragling 1-4 days later: silt spawn, humans, demihumans, humanoids, even nonhumanoid monsters. Creatures of more than 4 Hit Dice become greater kraglings; those of less than 4 become lesser ones. Both are undead.
A kragling is a skeleton of its former body marked by its maker's element: sun kraglings show baked, brittle bones that glint in any light; rain kraglings are slick with fungus and dripping mold; others follow the same logic for their element or para-element.
Every kragling grows claws, whether it had them in life or not, dealing 1d4 (lesser) or 1d6 (greater). Greater kraglings sometimes use weapons, except those of fire or magma, whose touch slowly ruins most materials.
Its bite (1d10 lesser, 2d10 greater) carries a weaker, localized elemental transfusion: a magma kragling leaves a hissing gash flecked with molten rock, a water kragling's bite swells and bursts with fluid. The victim saves vs. death magic. Against a lesser kragling, success negates the extra effect and failure adds 1d4; against a greater one the transfusion adds 1d6, halved on a save. Kraglings cannot create more kraglings this way.
They have no command over their element, are immune to it and suffer from opposed elements as krags do. Priests of the same element turn them at +2. A kragling destroyed by turning crumbles into bones and elemental matter and is gone for good; one destroyed by spells or weapons re-forms in 1d12 days and returns to its master.
Psionically they wield precognition, feel sound and feel light, plus mind link, attraction, contact and life detection.
Dull-witted kraglings repeat their old routines; kragling zhackals still prowl the lair and hunt though they no longer eat. Smarter ones know what they are and remember dying in pain, yet the krag holds total control of mind and body and can command them at will. They speak any languages known in life, can talk with beings of their new element, and stay in touch with their krag through a psionic link. Typical orders are guarding the lair and its surroundings, finding fresh victims for conversion and watching for strong intruders, especially those tied to the krag's opposing element.
Kraglings of a single krag bond like clutchmates, even former enemies.
They need neither food nor sleep, though many still push food through their bare ribs in a sad imitation of life. When not hunting they stay near their master, usually alongside other kraglings.
More: Monsters starting with K · Dark Sun monsters · All monsters A-Z
| Greater | Lesser | |
|---|---|---|
| Climate/Terrain | Special | Special |
| Frequency | Very rare | Very rare |
| Organization | Band | Band |
| Activity Cycle | Any | Any |
| Diet | None | None |
| Intelligence | Low to Average (5-10) | Low to Average (5-10) |
| Treasure | Q | Q |
| Alignment | Chaotic evil | Chaotic evil |
| No. Appearing | 1-12 | 1-12 |
| Armor Class | 8 | 6 |
| Movement | 12 | 12 |
| Hit Dice | 5 | 3 |
| THAC0 | 15 | 17 |
| No. of Attacks | 3 | 3 |
| Damage/Attack | 1-6/1-6/2-20 | 1-4/1-4/1-10 |
| Special Attacks | Elemental transfusion | Elemental transfusion |
| Special Defenses | Nil | Nil |
| Magic Resistance | Nil | Nil |
| Size | S-M (3-7' tall) | S-M (3-7' tall) |
| Morale | Steady (11-12) | Steady (11-12) |
| XP Value | 420 | 175 |
| Level | Dis/Sci/Dev | Attack/Defense | Score | PSPs |
|---|---|---|---|---|
| 2 | 2/2/7 | II,EW/M-,TS | 12 | 60 |
Clairsentience - Science: precognition; Devotions: feel sound, feel light.
Telepathy - Science: mind link; Devotions: attraction, contact, life detection.