
| Medium Outsider (Extraplanar) | |
|---|---|
| Hit Dice: | 7d8+7 (38 hp) |
| Initiative: | +3 (Dex) |
| Speed: | 30 ft. (6 squares), swim 30 ft. |
| Armour Class: | 20 (+3 Dex, +7 natural), touch 13, flat-footed 17 |
| Base Attack / Grapple: | +7/+11 |
| Attack: | Tentacle +11 melee (1d6+4 plus sickness) |
| Full Attack: | 4 tentacles +11 melee (1d6+4 plus sickness) |
| Space/Reach: | 5 ft./5 ft. |
| Special Attacks: | Constrict 1d6+2 plus sickness, improved grab, summon kalamein, trip |
| Special Qualities: | Damage reduction 5/magic, darkvision 60 ft., immunity to poison, light sensitivity, low-light vision, resistance to cold 10, electricity 10, and fire 10, spell-like abilities, spell resistance 12 |
| Saves: | Fort +6, Ref +8, Will +6 |
| Abilities: | Str 19, Dex 16, Con 13, Int 10, Wis 12, Cha 14. |
| Skills: | Concentration +11, Craft (any one) +10, Hide +13, Jump +14, Listen +11, Knowledge (the planes) +10, Move Silently +13, Spot +11, Swim +12 |
| Feats: | Combat Reflexes, Dodge, Mobility |
| Environment: | Gloomshield, Plane of Shadow |
| Organisation: | Solitary, pair, or squad (3-5) |
| Challenge Rating: | 6 |
| Treasure: | Standard |
| Alignment: | Usually neutral |
| Advancement: | 8-14 HD (Medium); 14-21 HD (Large) |
| Level Adjustment: | — |
Atorjacks are the craftsmen and soldiers of the kalamein. They rank above nug-yebs and shrouds, but below all other levels of kalamein society.
Atorjacks resemble man-sized toads with hides ranging from mottled grey to oily black. Their bodies are covered with densely packed muscle, and four whip-like, prehensile tentacles sprout from their backs.
Atorjacks speak Common and Umbran.
Combat
Atorjacks are bold combatants, using their tentacles to crush and debilitate their opponents after making bold use of their spell-like abilities. They prefer to attack from a position of strength, and thus augment themselves with mage armor if they are expecting trouble. They usually open with fear, use slow and darkness on the largest of their opponents, and trip and constrict liberally. They save their black tentacles spell-like ability to either cover their own retreat, or to cut off their foes' exit.
Constrict (Ex): An atorjack deals automatic tentacle damage with a successful grapple check.
Improved Grab (Ex): To use this ability, an atorjack must hit a creature of up to one size larger than itself with a tentacle 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 constrict.
Sicken (Ex): A creature struck by an atorjack's tentacle attack must make a successful Fortitude save (DC 14) or be sickened for one round, taking a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. The save DC is Constitution-based.
Summon Kalamein (Su): Once per day an atorjack can attempt to summon 1d3 nug-yebs with a 40% chance of success or another atorjack with a 30% chance of success, or This ability is the equivalent of a 4th-level spell.
Trip (Ex): An atorjack that hits with a tentacle attack can attempt to trip the opponent (+4 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the atorjack.
Light Sensitivity (Ex): Atorjacks are dazzled in bright sunlight or within the radius of a daylight spell.
Spell-Like Abilities: At will—mage hand, mending, light, open/close, unseen servant. 3/day—blur, darkness, mage armor, shield, slow (DC 15). 1/day—black tentacles, fear (DC 16). Caster level 7th. The save DCs are Charisma-based.
Skills: An atorjack has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
