A twelve-ton creature of living stone that swims through rock and heals as it goes, the razhak is ancient, patient and peaceful, but terrifying when it finally loses its temper.
A razhak is a mass of solid rock weighing nearly 12 tons. It is no earth elemental: elementals are magic-made beings of any earth, clay or mud, while a razhak is pure stone and, despite some magical powers, not magical by nature.
Razhaks are peaceful and dislike combat. Pushed too far, they form up to four pseudopods from their bodies and strike with them, usually spreading those attacks across up to four separate targets. Only a huge, powerful foe or a truly upset razhak draws several blows at once, and an angry razhak is a rare sight few remember fondly.
Hurting one is hard. Besides its many Hit Dice and excellent Armor Class, a razhak can sink into solid stone and retreat (movement 3 per turn), healing 1d6 hit points every turn of such travel and shedding damaged flesh as crumbled stone and absorbing fresh rock. That is its favored way to travel. Lacking stone, it can only creep over open ground, at 1 per turn.
Because they are not elementals, rings of elemental control and stones of controlling earth elementals have no effect on them, nor can any conjuring or binding meant for elementals touch them.
Each razhak lives alone, but all razhaks in a region share a limited telepathy. Each senses the general condition of the others, and they can talk in their own language. It is not a shared mind; one cannot see through another's senses, though it can be told what the other saw. Ordinary magic cannot detect this link.
Razhaks live on minerals drawn from the stone around them, and they neither breathe nor sleep. Cut off from all rock and soil, levitated for instance, one would slowly consume itself and vanish, but it needs so little that this would take about 150 years.
They live for thousands of years. Humans and other short-lived races interest them, but they take the long view and seldom join mortal affairs, which pass too quickly to matter. If persuaded to help, they are valuable allies, not just in a fight but because their shapechanging can raise walls, form shelters or wall in enemies.
More: Monsters starting with R · Dragonlance monsters · All monsters A-Z
| Climate/Terrain | Subterranean |
|---|---|
| Frequency | Rare |
| Organization | Solitary, but see below |
| Activity Cycle | Not applicable |
| Diet | Special |
| Intelligence | Highly (13-14) |
| Treasure | Nil |
| Alignment | Neutral good |
| No. Appearing | 1 |
| Armor Class | -8 |
| Movement | Special |
| Hit Dice | 15 |
| THAC0 | 5 |
| No. of Attacks | Up to 4 |
| Damage/Attack | 4-24 |
| Special Attacks | Nil |
| Special Defenses | Regeneration |
| Magic Resistance | Special |
| Size | H (15' tall) |
| Morale | Steady (12) |
| XP Value | 12,500 |