D&D 3e (3.0/3.5) Rules
Large Beast (Acquatic)
Kalothagh are sluggish man-eaters that dwell in all of the oceans of Krynn. Some sages, who have noted the kalothagh's ability to fire its poisoned spines at prey, have compared them to aquatic manticores.
The kalothagh is a plump fish, twelve feet in length and covered in four-foot-long spines. Its scales are mottled will dull splotches of green and brown, whereas the fins are translucent, and the smooth pink belly tapers to a dark, fan-like tail. The kalothagh's small black eyes bulge from the top of its head, allowing it to see in all directions, and sharp teeth protrude from its mouth to form a beak.
A frightened or badly wounded kalothagh can inflate a special bladder running the length of its body, floating belly-up to the surface to escape danger. Kalothagh make crude lairs in underwater caves or depressions in the ocean floor, which they line with shiny gems stolen from sunken ships or other ocean dwellers.
Kalothagh swarm around their prey, although they avoid creatures that seem unusually large or ferocious. Kalothagh seldom make coordinated attacks, nor do they fight among themselves over prey.
Poison (Ex): Spines, Fortitude save DC 15, initial and secondary damage 1 point of temporary Dexterity.
Spines (Ex): Each kalothagh has a total of 32 spines, although some may have been lost from recent hunting. The spines are covered with small curved barbs that resemble fishhooks. A lost spine regrows in 1d6 weeks.
A kalothagh can throw up to four spines simultaneously at one target, with a range increment of 20 feet. An opponent struck by a spine must make a Fortitude save (DC 15) to avoid having the spine lodged in its flesh. The spine can be torn free as a standard action, but inflicts an additional 1d4 points of damage.
An opponent engaged in melee with the kalothagh must make a Dexterity check (DC 5) each round or accidentally impale itself on a spine, suffering 1d2 points of damage per round until the spine is torn free.
Skills: Kalothagh receive a +8 racial bonus to Hide checks when among seaweed, due to the colouring of its scales, and a +4 bonus to Spot checks.
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