Kra’tah, Sonic

Sonic Kra’tah CR 6

A faint clicking echoes through the cave and the source of the repetitive sound quickly reveals itself—large claws opening and closing rapidly, mimicking your racing heartbeat. The creature attached to them suddenly appears from around the tunnel wall, leveling an open claw at you and releasing a cacophonous blast!

XP 1600
CE Large aberration (cold)
Init +6; Senses darkvision 60 ft.; Perception +19

DEFENSE

AC 19, touch 16, flat-footed 16 (+2 Dex, +7 natural, –1 size)
hp 51 (6d8+24)
Fort +8, Ref +6, Will +9; DR 5/magic; Immune cold
Weaknesses vulnerability to fire

OFFENSE

Speed 30 ft., burrow 20 ft.
Melee 2 claws +8 (1d6+3 plus grab)
Space 10 ft.Reach 10 ft.
Special Attacks reverberating froth 3/day (5d4 sonic), sonic boom (1d8+3 sonic plus bull rush, DC 16 Fort halves damage)

TACTICS

Before Combat Sonic kra’tah quietly move in close to their prey, waiting until they can ambush enemies and make the use from the element of surprise.

During Combat Sonic kra’tah open combat with sonic boom attacks, identifying the most dangerous adversary quickly thereafter and pursuing them to make claw attacks (using grab and reverberating fog).

Morale Sonic kra’tah retreats when reduced to 10 hp or less.

STATISTICS

Str 15, Dex 14, Con 18, Int 10, Wis 14, Cha 5; Base Atk +4; CMB +7 (+11 grapple); CMD 19
Feats AlertnessB, Blind-Fight, Combat Reflexes, Improved InitiativeB, Weapon Focus (claw)
Skills Knowledge (nature) +6, Perception +19, Sense Motive +3, Stealth +13, Swim +11; Racial Modifiers +6 Perception, Stealth +6
SQ icewalking (as spider climb but ice only)
Languages Common

SPECIAL ABILITIES

Reverberating Fog (Ex)

Three times per day, a sonic kra’tah can project an icy mist from its mouth onto any creature that it has grappled as a free action. This effect is identical to the corrosive touch spell (CL 5th), but it deals cold and sonic damage instead of acid damage.

Sonic Boom (Ex)

As a full-round action a sonic kra’tah can forgo the use of one of its claws (dropping anything that it held in that claw) in order to rapidly and loudly clap the claw, creating a loud bang and accompanying sonic boom. The sonic boom is focused within a 30 ft. cone and any creature within the affected area takes 1d8+3 sonic damage and becomes deafened for 1d4 rounds (a successful DC 16 Fortitude save halves the damage but does not negate the deafen). The save DC for this effect is Wisdom-based.

ECOLOGY

Environment arctic lakes/temperate caves
Organization solitary, pair, or pack (3-6)
Treasure double

These unique kra’tah often take leadership roles when their kin group together, using the mastery of sound to quickly establish their dominance. Unlike their peers, however, sonic kra’tah keep larger treasure hordes and rumors claim they are willing to conduct trades when the circumstances are right.

Section 15: Copyright Notice

Aventyr Bestiary © 2017 AAW GAMES LLC Authors Mike Myler, Jonathan G. Nelson Developers, Michael Allen, Curtis Baum, Wolfgang Baur, Brian Berg, Adam Daigle, Jeffrey Gomez, Joshua Gullion, Jacob Kellogg, Jared Jeanquart, Juan Lucha, Justin Andrew Mason, Jonathan McAnulty, Michael McCarthy, Raven Mimura, Brian Wiborg Monster, Will Myers, Mike Myler, Jason Nelson, Jonathan G. Nelson, Owen K.C. Stephens, Colin Stricklin, Cory Vickruck, Stephen Yeardley Jonathan G. Nelson

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