Whip-crack fast, this black and gold scaled, serpentine wyrm strikes, the massive serrated mandibles atop its eyeless, insectoid head snap closed with devastating force.
Kaliswyrm CR 3
NE Medium outsider (native)
Init +7; Senses blindsense 60 ft.; Perception +11
—– Defense —–
AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
hp 22 (3d10+6)
Fort +5, Ref +6, Will +2
—– Offense —–
Speed 20 ft., climb 15 ft.
Melee bite +5 (1d10+2 plus nab)
Ranged spit venom +6 (poison)
Space 5 ft.; Reach 10 ft.
Special Attacks spit venom
—– Statistics —–
Str 15, Dex 17, Con 14, Int 6, Wis 13, Cha 10
Base Atk +3; CMB +5 (+9 drag, +7 grapple); CMD 18 (20 vs. grapple)
Feats Improved Grapple, Improved Initiative
Skills Climb +13, Knowledge (local) +1, Perception +11, Stealth +9 (+11 inside it’s lair); Racial Modifiers +1 Knowledge (local), +4 Perception
SQ extra-dimensional lair, no breath
—– Ecology —–
Environment warm urban or underground.
Organization solitary or brood (2-6)
—– Special Abilities —–
Extradimensional Lair (Su) The kaliswyrm creates an extradimensional space for its lair, anchoring the entry to a stationary stone or earth surface at least 5 ft. in diameter. This entry resembles an amorphous, overly-dark shadow. Regardless of the anchor point, the lair is always an airless extradimensional pit 5 ft. in diameter and 10 ft. deep. A DC 12 Climb check is required to climb out of the lair.
A kaliswyrm hunting from its lair gains a +2 Circumstance bonus to Stealth checks made to hide. During combat, a kaliswyrm concealing a portion of its body inside the lair gains the benefits of partial cover. Furthermore, it may drag a single creature of Medium size or smaller into the lair to suffocate.
An abandoned lair vanishes in 1d6 days. Anything left inside appears on the ground where the lair was anchored.
Nab (Ex) If a kaliswyrm hits with its bite attack, it deals normal damage and attempts to start a drag as a free action without provoking an attack of opportunity.
The kaliswyrm receives a +4 bonus on combat maneuver checks made to start a drag.
Poison (Su) Spit—contact; save Fort DC 13; frequency 1/round for 6 rounds; effect numbing, -2 penalty to Strength and Dexterity; cure 1 save.
Spit Venom (Ex) As a standard action a kaliswyrm can spit venom up to 15 feet as a ranged touch attack.
Descended from the outsider subjects of mysterious ancient experiments with draconic blood, kaliswyrms are now typically encountered in cities with connections to Thassilon such as Magnimar and Kaer Maga.
A hunting kaliswyrm prefers to surprise its prey, striking and dragging it back into its lair to suffocate. It restrains its prey with vice-like mandibles and serpentine coils, sadistically relishing the final terrified struggles of its meal. If an enemy seems formidable the kaliswyrm spits a numbing toxin before engaging.
Cunning nocturnal predators, kaliswyrms have a rudimentary understanding of humanoid language and habits. They prefer to lair in alleys among the detritus and refuse, satisfying their hunger and murderous urges on vagrants, prostitutes and thieves. Animals and vermin can satisfy a kaliswyrm’s diet, but if forced to subsist only on beasts it will abandon its current lair for a better hunting ground. In some rare cases, a fortunate kaliswyrm will make an alliance with a gang or thieves guild, which will feed their enemies to the wyrm.
Mostly loners, kaliswyrms seldom live near one another. Those few instances where a group of the creatures share a territory usually end in jealousy, violence and cannibalism.
Source: RPG Superstar 2014 (Round Two Entry) Top 16 Selection. This version shows some revisions.