Karkadan

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3E Material
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Large Magical Beast
Hit Dice: 8d10+40 (84HP)
Initiative: +4
Speed: 80’ (16 squares)
Armor Class: 22 (-1 size, +4 Dex, +9 natural), touch 13, flat-footed 19
Base Attack/Grapple: +8/+18
Attack: Gore +13 melee (2d6+6)
Full Attack: Gore +13 melee (2d6+6) & 2 Hooves +8 melee (1d8+6)
Space/Reach: 10’/10’
Special Attacks: Heave, Improved Grab, Trample 1d8+9
Special Qualities: Darkvision 90’, Immunity to Charm/Compulsion/Poison/Sleep, Low-Light Vision, Magical Beast traits, Spell-Like Abilities
Saves: Fort +11, Ref +10, Will +7
Abilities: Str 23 (+6), Dex 18 (+4), Con 21 (+5), Int 14 (+2), Wis 21 (+5), Cha 24 (+7)
Skills: Hide +10, Jump +12, Move Silently +10, Spot +11, Survival +13
Feats: Cleave, Great Cleave, Power Attack
Environment: warm plains (Siraaj)
Organization: solitary, pair, family (1d4 adults plus 2d6 noncombatant young), or herd (3d6+12 adults plus 6d6 noncombatant young)
Challenge Rating: 10
Treasure: half standard
Alignment: usually Chaotic Neutral
Advancement: 9-16HD (Large), 17-32HD (Huge)
Level Adjustment: N/A

Combat
Karkadani are temperamental creatures, & they are intensely territorial. They will protect their domain & their fellow herd members with extreme prejudice. That said, they are not unreasonable beasts; they can be negotiated with, to a certain extent. In a skirmish, though, they are violent combatants, charging into battle & attempting to Gore or Trample anything that moves. They will usually Heave smaller opponents out of their way, saving their spell-like abilities (such as confusion & fear) for larger foes.

Heave (Ex): The karkadan can throw a grabbed opponent of Huge or smaller size into the air by making a successful grapple check; once thrown, the opponent takes 1d6 points of falling damage, plus an additional 1d6 points of damage for each size category smaller than Huge the opponent is (for example, a Medium-sized creature would be 2 categories smaller than Huge, & therefore would take 3d6 falling damage); this is a standard action that does not provoke attacks of opportunity

Improved Grab (Ex): To use this ability, the karkadan must hit with a Gore 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 & can Heave.

Trample (Ex): Attack bonus +13 melee, damage 1d8+9; Reflex save (DC20) for half damage; the save DC is Strength-based.

Magical Beast traits: All creatures with the Magical Beast type possess the following traits:
  • Darkvision out to 60’.
  • Proficient with its natural weapons only.
  • Proficient with no armor.
  • Magical Beasts eat, sleep, & breathe.

Spell-Like Abilities
  • At Will: detect magic, endure elements (DC18), flare (DC17), longstrider
  • 3/Day: bear’s endurance (DC19), greater magic fang (DC20), see invisibility
  • 1/Day: confusion (DC21), fear (DC21)
  • Caster level 9th. The save DCs are Charisma-based.

Karkadan Lore
Characters that have ranks in Knowledge (Arcana) can learn more about karkadani. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC’s.
  • DC20: “A mighty creature rules the sun-baked savannas with more strength than an entire pride of lions.” A character making this check recalls all magical beast traits.
  • DC25: “The powerful beast is called a karkadan, & it can stomp creatures into the ground with its great hooves.” A character making this check knows the workings of the Trample ability.
  • DC30: “Despite their wise natures, they are stubborn & dangerous, for they can fling their enemies into the air with their vicious horns.” A character making this check remembers the mechanics of Heave.
  • DC35: “They are also able to use magic to defend the lands that they claim, & are more than willing to do so.” A character making this check is familiar with a karkadan’s spell-like abilities.

4E Material
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4E monster statistics provided by Alteran


The wooly beast is the size of a small horse, but that is the only similarity. Its well-muscled frame is spotted with chitinous plates, & is shaped more like that of a great cat. Its long tail is thick & bushy, like a fox’s, with dark stripes, which are unlike the rest of its drab dusty-tan fur, & its bright blue eyes regard you with surprising wit. But its most striking feature is the long curved horn jutting out from the center of its mane-topped head.

The peoples who live in the savannas have many beasts to fear. Some regard the lion as the king of the animal world. Some argue that the crocodile or the hippopotamus are superior creatures. But the wisest & most wary know that the mighty Karkadan (KAR-kah-DAHN) truly rules the plains.

The karkadan, also known as the Wooly Unicorn (or Sarqai Miratul), is a fiercely territorial beast. They will defend their vast domains with fierce vigilance, even from rival herds, & they often kill trespassers to make their point clear. Although they can be reasoned with, they have few needs beyond what they already provide for themselves, so they are reluctant to make deals with those seeking safe passage through their lands. Compounding their unfriendly attitude is the fact that their horns are valued for their supposed healing properties, & some reckless adventurers actually attempt to hunt them for their horns.

A karkadan is about 9’-12’ long, about 4½’-6’ tall, & weighs around 700-1,000 pounds. They seldom converse with other beings, but they do speak Common, Archaic, & Draconic.

Plot Hooks
  • A herd of karkadani have been rampaging in the area, making life very difficult for local villagers.
  • Poachers in the area have begun targeting karkadani, threatening to end a fragile peace accord.
  • A lone karkadan is far from home, & requests help in getting back to its territory.