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Pathfinder

Compendium

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Karkinoi

This hulking mix of ogre and crab has one huge pincer that snaps menacingly, while its other arm is a twisted, humanlike hand.

Monstrous hunters and bullies of the ocean depths, Karkinoi live only to destroy creatures that dare cross their path and then feed on the corpses of the vanquished. Though not mindless, they have no inclination to build civilizations or even settlements, living in roving gangs or nomadic tribes. The tools they use in their more Humanoid appendages are always scavenged, usually from victims, and are discarded when broken or of no more immediate use. Pursuits such as crafting, learning, and Diplomacy are a waste to them; they see these as the activities of food-creatures not strong enough to see the world as it is—a stage for domination, feeding, and spawning. Even when these brutes band together, it is usually to spawn or to face sources of food that are too strong for only one or two Karkinoi alone.

Large hordes of Karkinoi come together to hunt inhabitants of coastal settlements. Striking at night, they do as much Damage as possible before dragging their meals into the sea. They make such attacks night after night until the settlement is destroyed or the Resistance becomes too fierce, at which point the horde disbands and each Karkinoi makes its own way in the sea. While Karkinoi can walk on land, they do not enjoy long periods away from the sea, as they dry out, crack, and eventually suffocate.

Coastal raids are part of the Karkinoi breeding cycle. The corpses that they drag off into the ocean are tethered to masses of eggs, and serve as food for Karkinoi spawn. The spawn develop a taste for land-meat and crave it, ensuring the next generation of hungry raiders.

While Karkinoi rarely ally with other creatures, they are easily swayed by aboleths promising Destruction and raw power. In return, the aboleths gain expendable, fast-breeding shock troops and guardians. Some scholars believe this race was actually created by aboleths in ancient times, but were later turned loose in the ocean because skum made more reliable slaves than Karkinoi brutes.

Special Abilities

Sideways Scuttle (Ex) When a Karkinoi takes a 5-foot step, it can move up to 10 feet instead of 5 feet as long as it does so in a straight line. It can do this whether it is walking or swimming.

Water Dependency (Ex) A Karkinoi can survive out of the water for 1 hour per point of Constitution. Beyond this limit, it runs the risk of Suffocation, as if it were drowning.

Attributes

Karkinoi

CR 6

  • XP

    2400
  • CE Large monstrous humanoid (aquatic)
  • Init

    +0;

    Senses

    darkvision 60 ft.;Perception +11
  • DEFENSE

  • AC

    19, touch 9, flat-footed 19 (+10 natural, –1 size)
  • hp

    76(8d10+32)
  • Fort

    +6,

    Ref

    +6,

    Will

    +6
  • OFFENSE

  • Speed

    30 ft., swim 40 ft. sideways scuttle
  • Attacks

    claw +13 (1d10+9 / 19–20); slam +13 (1d6+6 / );
  • Melee

    Claw +13 (1d10+9/19-20 Plus Grab), Slam +13 (1d6+6)
  • Special Attacks

    Constrict 1d10+6
  • Reach

    10 ft.
  • Special Attacks

    Constrict( 1d10+6, );
  • STATISTICS

  • Str

    22,

    Dex

    10,

    Con

    16,

    Int

    6,

    Wis

    10,

    Cha

    7
  • Base Atk

    +8;

    CMB

    15;

    CMD

    25
  • Feats

    Combat Reflexes, Improved Critical (claw), Power Attack, Vital Strike,
  • Skills

    Intimidate +9 Perception +11 Swim +21
  • Languages

    Aquan
  • SQ

    water dependency
  • ECOLOGY

  • Environment

    any water
  • Organization

    solitary, gang (2–6), or tribe (3–18)
  • Treasure

    standard
  • Special Abilities

  • Sideways Scuttle (Ex)

    When a karkinoi takes a 5-foot step, it can move up to 10 feet instead of 5 feet as long as it does so in a straight line. It can do this whether it is walking or swimming.

    Water Dependency (Ex)

    A karkinoi can survive out of the water for 1 hour per point of Constitution. Beyond this limit, it runs the risk of suffocation, as if it were drowning.

    Darkvision (Ex or Su)

    A creature with darkvision can see in total darkness, usually to a range of 60 feet. Within this range, the creature can see as clearly as a sighted creature could see in an area of bright light. Darkvision is black and white only but otherwise like normal sight.

    Grab (Ex)

    If the creature hits with the indicated attack, it deals the normal amount of damage and tries to start a grapple as a free action without provoking an attack of opportunity. Unless otherwise noted, grab works only against opponents the same size category as the creature or smaller. The creature has the option to conduct the grapple normally or simply use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its combat maneuver check to start and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each grapple combat maneuver check it succeeds at during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constrict and grapple damage (the amount is given in the creature’s descriptive text). Creatures with the grab special attack receive a +4 bonus on combat maneuver checks to start and maintain a grapple.