Kareq

CREATURE 5

uncommon n large animal 

Perception +15; low-light vision

Skills Acrobatics +12, Athletics +13, Intimidation +13, Stealth +12, Survival +10

Str +5 Dex +2 Con +4 Int -4 Wis +3 Cha +0

AC  22; Fort +15, Ref +13, Will +10

HP 95; Immunities sonic

Speed 40 feet, climb 20 feet

Melee [>] claw +14, Damage 2d10+5 slashing

Boomstrike [>>] The kareq beats its legs against its reverberation chamber, creating a blast of sound concentrated enough to ignite the air around it. The kareq chooses to affect either a 30- foot cone (which deals sonic damage) or a 60-foot line (which deals fire damage). Affected creatures must attempt a DC 21 Fortitude save. Success The creature takes no damage.Failure The creature takes 3d6 damage of the appropriate type.Critical Failure The creature takes 6d6 damage of the appropriate type and either is deafened for 1 minute (if sonic damage) or takes 1d6 persistent fire damage (if fire damage).

Gatewalkers #1: The Seventh Arch, page 89.

Open Kareq in the interactive creatures list or browse all creatures starting with K.