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My 3rd Edition Dungeons & Dragons Creatures

Muhk'tar
Medium-sized humanoid (reptilian)
Hit Dice: 10d10 (98 hp)
Initiative: +3(Dex)
Speed: 40 ft. (60 ft. on all fours)
AC: 21 (+3 Dex, +12 natural), touch 9, flat-footed 18
Attacks: Bite +24 melee, 10 tentacle rakes +15 melee
Damage: Bite 4d6+15, tentacle 1d6+8
Face/Reach:
Special Attacks: Improved grab, swallow whole, constrict 1d6+8
Special Qualities: Darkvision 60 ft., keen scent, low-light vision, ink cloud, jet
Saves:
Abilities: Str 31, Dex 17, Con 24, Int 14, Wis 12, Cha 10
Skills:
Feats:
Climate/Terrain:
Organization: Solitary or unique (Athas)
Challenge Rating:14
Treasure: None
Alignment: Always neutral
Advancement:

Genies are powerful allies or foes, and fighing them is often a dangerous, if not suicidal plan, unless one has a muhk'tar in their employ. From the realm of Al'Qadim the hail, and where they tread genies avoid, fall, or die.

Muhk'tar are tall, gaunt, reptilian humanoids. They have yellow or red eyes, green scales, and pointy teeth with a snake-like tongue. They dress in Arab-style riding apparel.

Special Attacks: The squark combines the nastiest attacks of a megalodon and a giant squid, and also brings innate psionics to the table.

__Psionics (Sp): At will-etherealness. Att/Def: At will-mind blast, ego whip/mental barrier, tower of iron will

__Improved Grab (tentacle) (Ex): To use this ability, the squark must hit a medium-size or smaller opponent with a tentacle rake attack. If it gets a hold, it can constrict

__Genie's Bane (Su): Almost everything about muhk'tars involves their hatred of genies. So ingrained to this task are they that items around them gain features to this end. Weapons they weild act as genie bane weapons and jars become efreeti bottles. Even theirfists are considered genie bane.

__Speed (Ex): A muhk'tar moves somewhat faster than normal already, but when they drop down on all fours, they double their speed.

__Elemental Alteration (Su): A muhk'tar can slightly alter itself to make the elemetal-based strengths .

Special Qualities: The squark has the special qualities of both the giant squid and a megalodon.

__Ink Cloud (Ex): A squark can emit a cloud of jet-black ink 20 feet high by 20 feet wide by 40 feet long once a minute as a free action. The cloud provides total concealment, which the squark usually uses to escape a losing fight. Creatures within the cloud suffer the effects of total darkness. Even darkvision cannot see through this cloud.

__Jet (Ex): A squark can jet backwards once a round as a double move, at a speed of 320 feet.

__Keen Scent (Ex): A squark can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile.

Muhk'tar Characters
All Muhk'tars take levels of ranger, with their first favored enemy always being genies. Those who choose to take other classes mostly choose monk or fighter.

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