Pelkrev

A mix of silver and purple scaled plating covers this hunched over humanoid. A plate completely covers the location where its eyes should be.

Pelkrev CR 11

XP 12,800
CE Medium monstrous humanoid
Init +10; Senses blindsight 60 ft., darkvision 60 ft.; Perception +17

DEFENSE

AC 25, touch 17, flat-footed 18 (+6 Dex, +1 dodge, +8 natural)
hp 142 (15d10+60)
Fort +11; Ref +15; Will +12; Immune electricity, fire, paralysis, sleep; SR 22

OFFENSE

Speed 30 ft.
Melee bite +19 (2d6+4), 2 claws +19 (1d8+4), tail slap +17 (2d6+2)
Ranged explosive egg +21 (4d6 electricity and fire)
Special Attacks explosive eggs

STATISTICS

Str 19, Dex 23, Con 18, Int 14, Wis 17, Cha 12
Base Atk +15; CMB +19; CMD 36
Feats Dodge, Great Fortitude, Improved Initiative, Improved Vital Strike, Multiattack, Point-Blank Shot, Precise Shot, Vital Strike
Skills Acrobatics +15, Climb +15, Escape Artist +15, Intimidate +19, Knowledge (arcana) +20, Perception +17, Spellcraft +20, Stealth +17
Languages Draconic, Terran
SQ arcane conversion, blind

SPECIAL ABILITIES

Arcane Conversion (Su)

If a spell fails to penetrate a pelkrev’s spell resistance, the pelkrev can convert the spell energy to energize itself or as material for its explosive eggs. If it augments itself, it gains the effects of haste for a number of rounds equal to the failed spell’s spell level. The number of rounds is not cumulative for multiple spells converted in this way. If it chooses to convert spell energy into material for explosive eggs, it adds 1d6 points of damage per spell level to an explosive egg it produces; an evocation spell converted this way adds 2d6 points of damage per spell level.

Blind (Ex)

A pelkrev is blind. It is immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.

Outside the range of its blindsight, creatures gain total concealment against the pelkrev.

Explosive Eggs (Ex)

A pelkrev can throw an explosive egg as a ranged attack with a range increment of 30 feet. On a successful hit, the target takes 4d6 points of electricity and fire damage (plus extra damage from its arcane conversion, no save). The egg deals half the total damage to all creatures in a 10-foot radius (DC 21 Reflex halves). A pelkrev begins combat with 4 eggs and can produce a new egg as a move action. The save DC is Constitution-based.

ABOUT

Environment any wasteland
Organization solitary, pair or colony (3-8)
Treasure standard

Descended from a union of warring egg-laying humanoids, one tribe with half blue dragon and the other with half red dragon blood, pelkrevs synthesized their ancestors control over electricity and fire but lost much of the power possessed by their forebears. A cataclysm caused by a strange solar flare claimed most of their home world, including the original half dragon species, but the pelkrevs survived thanks to rapid mutations which had the incidental effect of blinding them. Their strange carapace prevented optic overload from the solar flare which caused the victims’ brains to shut down, killing them, or revert to a primal state, driving them insane. The surviving pelkrevs fled underground to wait out those who were driven mad to kill each other and returned to a world they no longer recognized.

Most of the fields and forests had been reduced to ash by the event and the pelkrevs had to eke out a meager existence with hardy vegetables that managed to endure through the devastation. The blind pelkrevs brought species of lizards and other food animals with them from their underground homes and began their lives anew. The mutations to their skin and their eyes persisted with their offspring, who were born without eyes but with the weird helmet-like carapace.

The pelkrev home world almost escaped notice from spacefaring species, but when they were discovered, they readily left their homes to travel the universe. Pelkrevs hire themselves out as mercenaries and seem to have an uncanny knack for noticing things missed by creatures which primarily rely on sight. While pelkrevs are powerful in their own right, those who pursue work and become more skilled often choose to take levels in rogue or sorcerer (as part of their draconic birthright). While other classes are open to pelkrevs, there are no know clerics, since they have eschewed faith in deities as a result of their shared tragedy. Pelkrevs are highly individualistic and prone to bouts of anger, making them generally poor teammates, but they deign to work with others if the money is right.

Pelkrevs become fertile once a year for a week-long period of time. During this time, they produce eggs with pelkrev embryos (losing the ability to create explosive eggs), which must be fertilized by another pelkrev. One of their mutations that saved them from extinction gave them the ability to both produce eggs and fertilize them, but they cannot fertilize their own eggs.

Typical pelkrevs stand six feet tall and weigh roughly 350 pounds. They can live up to 200 years.

Section 15: Copyright Notice

Legendary Planet Adventure Path © 2019, Legendary Games; Authors: Authors: Matt Goodall, Jim Groves, Steven T. Helt, Tim Hitchcock, Jason Nelson, Richard Pett, Tom Phillips, Mike Shel, Neil Spicer, Mike D. Welham.

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