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Kaorti

Kaorti result when a creature is stranded in the Warpfield unprotected for an extended period of time.   Most of the original creature's mind is warped, destroyed, and/or replaced by an alien mentality, and they lose their identity. Part of the kaorti's alien minds recalled something of their previous existence however. This vague memory eventually spurs them to travel back to their home plane. When they rediscover their, they find it inimical to their existence and are struck by an all-consuming urge to transform it into a place more hospitable to them.

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Kaorti

Medium aberration, chaotic evil
Armor Class 15 (natural armor)
Hit Points 22 4d8+4
Speed 30ft

STR
8 -1
DEX
16 +3
CON
12 +1
INT
15 +2
WIS
11 0
CHA
16 +3

Damage Vulnerabilities piercing, slashing, and bludgeoning from weapons made of cold iron
Damage Resistances acid
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 10
Languages Kaorti
Challenge 2


Chaotic Form.   A kaorti does not need to eat or sleep.   Natural Vulnerability.   Existence on the material plane is impossible for a kaorti under normal circumstances. An unprotected kaorti outside of its kaortic cyst must make a DC 14 Constitution save each hour. If it fails its save, the kaorti gains one level of exhaustion.   Innate Spellcasting.   The kaorti’s innate spell casting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components.   At will: disguise self, colour spray, feather fall   1/day each: enlarge reduce, ray of enfeeblement, spider climb   Vile Transformation.   If a kaorti can keep its jaws locked onto a creature for 8 hours, it can attempt to imbue that creature with it’s foul essence, transforming the victim into a mockery of its true form. The victim must make a DC 11 Constitution save to remain uncorrupted. If the save is failed, the victim transforms into a kaorti if they were originally a humanoid. If the creature was not humanoid, they transform into a disfigured thrall, under the control of the kaorti who created it. If the victim succeeds on their save, the kaorti can attempt the transformation again, over another 8 hour period, and increase the Constitution save DC by +1.


Actions

Bite.   Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage and the target is poisoned (DC 13)   Ribbon Dagger.   Melee Weapon Attack: +5 to hit, reach 10 ft., one target, x4 damage dice on a critical hit. Hit: 6 (2d6 + 3) slashing damage. A target hit by this attack can be forced to drop one item it is holding.   Resin Dart.   Ranged Weapon Attack: +5 to hit, range 30/100 ft., one target, x4 damage dice on a critical hit. Hit: 6 (1d6 + 3) slashing damage.


 

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