Slack 'n' Hash

Isop

Isop
Large Outsider (Extraplanar)
Hit Dice: 10d8+50 (95 hp)
Initiative: +1 (Dex)
Speed: 30 ft. (6 squares), burrow 20 ft.
Armour Class: 22 (-1 size, +1 Dex, +12 natural), touch 10, flat-footed 21
Base Attack / Grapple:+10/+21
Attack: Bite +17 melee (2d6+7 plus 1 negative level)
Full Attack: Bite +17 melee (2d6+7), 2 claws +12 melee (1d6+3)
Space/Reach: 5 ft./10 ft.
Special Attacks: Blinding venom, energy drain, summon kalamein
Special Qualities: Damage reduction 10/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 15
Saves: Fort +12, Ref +8, Will +10
Abilities:Str 24, Dex 13, Con 20, Int 14, Wis 16, Cha 16.
Skills: Concentration +18, Intimidate +16, Knowledge (the planes) +15, Listen +18, Move Silently +15, Jump +20, Search +15, Spellcraft +15, Spot +16, Survival +16 (+18 following tracks, +18 on other planes)
Feats: Cleave, Improved Natural Attack (bite), Power Attack, Track

Environment: Gloomshield, Plane of Shadow
Organisation: Solitary, pair, or squad (3-5)
Challenge Rating: 10
Treasure: Standard
Alignment: Usually neutral
Advancement: 13-24 HD (Large); 25-36 HD (Huge)
Level Adjustment:

Isops are the shock troops and huntsmen of the kalamein. They rank above nug-yebs, shrouds and atorjacks, and often command units of these lesser kalamein species.

Isops bear a passing resemblance to gigantic upright termites with sharp claws and fierce-looking mandibles, although they appear more flexible than conventional insects. Their glossy black armour plates cover a central, fluid mass of shadow.

Isops speak Common and Umbran.

Combat

Isops rely primarily on their claws and their devastating bite attack which can shear through enemies like a falchion wielded by a raging orc. Their abilities are well suited to both killing and capturing their foes. Depending on their priorities they either debilitate their enemies with shadow evocation and shadow conjuration or simply blind and web their foes.

Blinding Venom (Ex): 30-ft. line, once every 10 rounds; damage blinding, Reflex DC 20 negates. The save DC is Constitution-based.

Energy Drain (Su): Living creatures hit by an isop's bite attack gain one negative level. The DC is 17 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the vampire spawn gains 5 temporary hit points.

Summon Kalamein (Su): Once per day an isop can attempt to summon 1d3 atorjacks or 4d10 nug-yebs with a 50% chance of success or another isop with a 30% chance of success. This ability is the equivalent of a 5th-level spell.

Light Sensitivity (Ex): Isops are dazzled in bright sunlight or within the radius of a daylight spell.

Spell-Like Abilities: At will—blur, chill touch, darkness, mage armor, mage hand, mending, light, open/close, unseen servant. 3/day—fear (DC 17), haste, slow (DC 16), vampiric touch, web (DC 15). 1/day—enervation, shadow conjuration (DC 17), shadow evocation (DC 18). Caster level 10th. The save DCs are Charisma-based.


Last modified: 26/11/08. All material ©2003-8 its creators.

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