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Karthog

Challenge
str
20
dex
14
con
16
int
10
wis
10
cha
10

AC 14
HP 84 (13d8 + 26; bloodied 42)
Speed 30 ft. when attached; fly 40 ft. (hover) when unattached
Initiative Dex +2 (12), Insight +0 (10), Perception +0 (10)


Proficiency +2; Maneuver DC 15
Saving Throws Str +5, Dex +2, Con +3, Int +0, Wis +0, Cha +0
Senses passive Perception 10
Languages Common or none


ACTIONS

Multiattack. The karthog makes a greatclub attack and a grab attack. It can replace one attack with Fling.

Greatclub. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (2d4 + 5) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15) and restrained while grappled. The karthog can have one creature grappled at a time. It can automatically hit a creature it is grappling with its Grab attack.

Fling. The karthog throws one Medium or smaller object or creature it is grappling up to 30 feet. The target lands prone and takes 3 (1d6) bludgeoning damage for each 10 feet thrown. If the karthog throws the target at another creature, that creature makes a DC 12 Dexterity saving throw, taking the same damage on a failure.

Legends and Lore

With a Culture or History check, characters can learn the following:

DC 10 Karthogs are towering humanoids possessing great strength and stamina.

DC 15 Descended from a long line of gladiators and warriors, Karthogs are capable of grabbing up and throwing rocks and enemies alike with alarming ease and accuracy.

DC 20 Karthogs once had a place of prominence in an ancient empire before a political conflict destroyed their culture and way of life.

Description

Once know for their beauty, an ancient bombardment mutated the genealogy of the karthog species. Centuries later, karthog now are thick-skinned, muscular humanoids covered with sharp bony protrusions. They have massive hands capable of ripping smaller creatures limb from limb, and fierce, bestial faces. They are spread widely, if sparsely, across many different planets, often in the ruins of a now-forgotten empire

Behavior

1 Telling a story of the now-fallen empire around a fire

2 Conducting target practice with a pile of large rocks, cheering loudly on a hit

3 Offering their services as mercenaries or guards

4 Attacking at range from ambush position

5 Rebuilding their settlement after a monster attack

6 Training a local predator as a hunting companion

Signs

1 Settlements built in ancient ruins

2 Shattered rocks littered around a target painted on a stone wall

3 Corpse of a large predator having clearly been thrown with great force into a tree

4 DC 15 Perception or Survival check: threefingered hand prints

Encounters

Karthogs can be found on a wide variety of planets.

CR 3–4  karthog

Treasure  pair of intricately carved stone bracelets worth 12 cr each, 2 packets of healing herbs (act as potions of healing )

CR 5–10 2 or 3 karthogs , 2 karthogs and 2 direwolves

Treasure  2 etched metal collars engraved with “Loyal” and “Brave” in the local language worth 25 cr each, 2 raw gemstones worth 75 cr each, necklace of precious metal and polished gems worth 200 cr

Monster Type Description

Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.