The Vorpal Tribble
2006-07-22, 02:06 PM
<<NOTE: If you are from my A Dying Ember campaign, read no farther! >>
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Qalupalik
Medium Monstrous Humanoid (aquatic, shapechanger)
Hit Dice: 4d8+12 (30 hp)
Initiative: +2
Speed: 30 ft. (6 squares), swim 40 ft.
Armor Class: 17 (+2 dex, +5 natural), touch 12, flat-footed 15
Base Attack/Grapple: +4/+8
Attack: Bite +8 melee (1d6+4)
Full Attack: Bite +8 melee (1d6+4) and Hidden Claw +5 melee (1d4+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, hidden claw, sneak attack 2d6, spell-like abilities
Special Qualities: Amphibious, change shape, darkvision 60 ft., scent, spell resistance 15
Saves: Fort +6, Ref +6, Will +6
Abilities: Str 18, Dex 15, Con 16, Int 12, Wis 14, Cha 8
Skills: Listen +8, Search +7, Spot +9, Swim +6
Feats: Great Fortitude, Power Attack
Environment: Cold Aquatic
Organization: Solitary
Challenge Rating: 4
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: 5-10 HD (Medium)
Level Adjustment: +3
In her natural form a Qalupalik appears as very large, humanoid seals, though with the thick grey hair and beard of a very old man. Their human-like eyes are crazed, though alight with considerable intelligence. The flippers are long and thin, appearing almost as arms, with lengthy fingers possessed of minimal webbing. From one of the front webs extends an invisible claw far longer than the others.
Qalupaliks are what becomes of unattentive mothers who allowed their child to go out upon thin ice to fall through and drown. When the mother dies her spirit is reincarnated and comes back to life in a cursed seal form to forever prey upon other ice-walking children and the parents who come running too late to save them.
In in non-human form a Qalupalik weighs around 150 lbs. and is some 6 feet in length. They speak common and sylvan.
Combat
Qalupaliks tend to remain at the water's edge, waiting for her victim to pass over. She then uses her Thaw ability to cause them to fall within where she holds them under till the drown. When the nearby inhabitants have become wary however she will change her shape and infiltrate the village, capturing children and stuffing them within her amoutik.
Change Shape (Su): A Qalupalik can assume the shape of an elderly human or elven woman as a standard action. In humanoid form, a Qalupalik cannot use her natural weapons but can wield weapons and wear armor.
Improved Grab (Ex): To use this ability, a Qalupalik must hit with its claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to transfer its victim to the Amoutik (see below) on its back.
Hidden Claw (Su): Upon one of the front hands grows a lengthy claw that is naturally invisible as the spell. The Qalupalik gains a +2 bonus on attack checks when making an attack with the invisible claw (which is already included in the statistics above), and a +6 bonus when making sneak attacks or attacks of opportunity. If used against an object, the hidden claw ignores the first 3 points of hardness possessed by the object.
As a standard action a Qalupalik may lift the claw into the wind, which produces an eerie whistle that causes those within 60 feet who hear it to become shaken for 1d4 rounds unless they succeed on a DC 15 Will save. This is a mind-affecting fear effect. The save DC is Consitution-based.
Sneak Attack (Ex): A Qalupalik can deals 2d6 extra damage as a 4th level rogue any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Qalupalik flanks her target.
Spell-like Abilities:
At will - *Ice Skate, *Thaw. Caster level 4th.
* From Frostburn.
Skills: A Qalupalik has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. She can always choose to take 10 on a Swim check, even if distracted or endangered. She can use the run action while swimming, provided she swims in a straight line.
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Amoutik of the Qalupalik
Upon the back of the Qalupalik is an amoutik, a carrier for children, built out of the bones of their victims and woven together with their hair. It has a slimey feel, and the insides are slick as ice. In the hands of a Qalupalik it acts as a Bag of Holding (Type IV) that is large enough to admit a creature of Small size or smaller. A non-Qalupalik must succeed on a DC 25 Use Magic Device check to make use of the amoutik.
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Qalupalik
Medium Monstrous Humanoid (aquatic, shapechanger)
Hit Dice: 4d8+12 (30 hp)
Initiative: +2
Speed: 30 ft. (6 squares), swim 40 ft.
Armor Class: 17 (+2 dex, +5 natural), touch 12, flat-footed 15
Base Attack/Grapple: +4/+8
Attack: Bite +8 melee (1d6+4)
Full Attack: Bite +8 melee (1d6+4) and Hidden Claw +5 melee (1d4+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, hidden claw, sneak attack 2d6, spell-like abilities
Special Qualities: Amphibious, change shape, darkvision 60 ft., scent, spell resistance 15
Saves: Fort +6, Ref +6, Will +6
Abilities: Str 18, Dex 15, Con 16, Int 12, Wis 14, Cha 8
Skills: Listen +8, Search +7, Spot +9, Swim +6
Feats: Great Fortitude, Power Attack
Environment: Cold Aquatic
Organization: Solitary
Challenge Rating: 4
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: 5-10 HD (Medium)
Level Adjustment: +3
In her natural form a Qalupalik appears as very large, humanoid seals, though with the thick grey hair and beard of a very old man. Their human-like eyes are crazed, though alight with considerable intelligence. The flippers are long and thin, appearing almost as arms, with lengthy fingers possessed of minimal webbing. From one of the front webs extends an invisible claw far longer than the others.
Qalupaliks are what becomes of unattentive mothers who allowed their child to go out upon thin ice to fall through and drown. When the mother dies her spirit is reincarnated and comes back to life in a cursed seal form to forever prey upon other ice-walking children and the parents who come running too late to save them.
In in non-human form a Qalupalik weighs around 150 lbs. and is some 6 feet in length. They speak common and sylvan.
Combat
Qalupaliks tend to remain at the water's edge, waiting for her victim to pass over. She then uses her Thaw ability to cause them to fall within where she holds them under till the drown. When the nearby inhabitants have become wary however she will change her shape and infiltrate the village, capturing children and stuffing them within her amoutik.
Change Shape (Su): A Qalupalik can assume the shape of an elderly human or elven woman as a standard action. In humanoid form, a Qalupalik cannot use her natural weapons but can wield weapons and wear armor.
Improved Grab (Ex): To use this ability, a Qalupalik must hit with its claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to transfer its victim to the Amoutik (see below) on its back.
Hidden Claw (Su): Upon one of the front hands grows a lengthy claw that is naturally invisible as the spell. The Qalupalik gains a +2 bonus on attack checks when making an attack with the invisible claw (which is already included in the statistics above), and a +6 bonus when making sneak attacks or attacks of opportunity. If used against an object, the hidden claw ignores the first 3 points of hardness possessed by the object.
As a standard action a Qalupalik may lift the claw into the wind, which produces an eerie whistle that causes those within 60 feet who hear it to become shaken for 1d4 rounds unless they succeed on a DC 15 Will save. This is a mind-affecting fear effect. The save DC is Consitution-based.
Sneak Attack (Ex): A Qalupalik can deals 2d6 extra damage as a 4th level rogue any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Qalupalik flanks her target.
Spell-like Abilities:
At will - *Ice Skate, *Thaw. Caster level 4th.
* From Frostburn.
Skills: A Qalupalik has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. She can always choose to take 10 on a Swim check, even if distracted or endangered. She can use the run action while swimming, provided she swims in a straight line.
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Amoutik of the Qalupalik
Upon the back of the Qalupalik is an amoutik, a carrier for children, built out of the bones of their victims and woven together with their hair. It has a slimey feel, and the insides are slick as ice. In the hands of a Qalupalik it acts as a Bag of Holding (Type IV) that is large enough to admit a creature of Small size or smaller. A non-Qalupalik must succeed on a DC 25 Use Magic Device check to make use of the amoutik.