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Kal-Muru (Shipbane)

by Jamie Baty

X8 27, DMR2 62
Medium Elemental (Air)
Hit Dice: 2d8 (9 hp)
Initiative: +4 (+4 Dex)
Speed: fly 40 ft. (good)
Armour Class: 15 (+4 Dex, +1 natural), touch 14, flat-footed 11
Base Attack/Grapple: +1/+2
Attack: Bite +5 melee (1d6 +1)
Full Attack: Bite +5 melee (1d6 +1) and 2 claws +0 melee (1d3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Shipbane's fog
Special Qualities: Damage Reduction 10/silver or magic, darkvision 60ft., elemental traits, flight, immunity to mind-affecting spells, variable appearance
Saves: Fort +0, Ref +7, Will +2
Abilities: Str 12, Dex 19, Con 10, Int 7, Wis 14, Cha 15
Skills: Intimidate +3, Listen +4, Spot +4
Feats: Hover (B), Weapon Finesse, Wingover (B)
Environment: Any aquatic
Organisation: Flock (10-60)
Challenge Rating: 2
Treasure: None
Alignment: Always Neutral Evil
Advancement: 3-4 HD (Medium); 5-6 HD (Large)
Level Adjustment: -

These vicious, man-sized creatures from the Plane of Air are normally encountered flying over windswept oceans in wandering groups of 10 or more. These groups are able to completely enshroud themselves in a cloud of magical, fog-like vapour. They can vary in appearance, but almost always look washed out and slightly transparent.
Sailors know and fear the unnatural fog created by kal-murus, since ships engulfed by it usually vanish or are found adrift with the entire crew mysteriously and viciously slain. Mariners have given the kal-muru fog the name shipbane, and the mere mention of it is enough to strike terror in the heart of the most hardened seafarer.

Combat
Kal-murus are vicious creatures, and like nothing more than terrorising seafarers. They use their shipbane's fog to sow confusion and then strike quickly and unexpectedly to take down their foes.

Shipbane's Fog (Su): Kal-murus create a magical, vapour-like fog bank when they are in groups of 10 or more. This fog bank is 10ft in diameter for each kal-muru present and 20ft high. The fog moves with the kal-murus, and is completely unaffected by wind.
The fog reduces visibility to 5ft for all those within the fog. In addition, those that enter the fog bank must make a Will save vs DC 13 (Cha based) or be confused (as per the spell.) The confusion lasts until the character is removed from the fog, or the fog dissipates.
The fog will dissipate in one round if the number of kal-muru forming it is reduced less than 10.

Damage Reduction (Su): A kal-muru has damage reduction of 10/ silver or magic.

Flight (Ex): A kal-muru can cease or resume flight as a free action.
Immunity to Mind-Affecting Spells (Ex): Kal-muru are unaffected by Mind-affecting spells and effects.

Variable Appearance (Su): A kal-muru can assume the appearance (albeit a washed out one) of any medium-sized creature. This affects appearance only, and does not grant any abilities of attacks of the new appearance. Switching appearance is a standard action.

Elemental Traits: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits or flanking. Elementals do not eat, sleep, or breathe.