Kalkek
Creature 7 (uncommon) — fiend, mutant, unholy
Pre-Remaster content. May include legacy alignment.
FlankerLANDfiendunholyshapeshifter
Once a barghest has eaten enough to grow into a greater barghest, it typically seeks a method to leave the Material Plane and return to the Abyss, there joining other fiends as yet another of that plane's horrors. As barghests have no innate ability to travel the planes, though, the time it takes for most greater barghests to engineer such a return can usually be measured in years, if not decades. During that time, greater barghests continue to play the roles of gluttons, hunters of humanity, an
Source: extinction-curse-bestiary (Pre-Remaster)
Perception +16; darkvision, scent (imprecise) 30 feet
Languages chthonian, common, goblin
Skills acrobatics +15, athletics +15, deception +18, diplomacy +14, intimidation +16, stealth +15, survival +14
Str
+6
Dex
+2
Con
+4
Int
+3
Wis
+3
Cha
+5
AC 25
Fort +17
Ref +15
Will +12
HP 105
Resistances fire 10, physical (except magical) 10
Weaknesses holy 5
Speed 35 feet
Offense
Melee Jaws (unarmed, unholy) +17, Damage 2d10+6 piercing plus 1d6 bleed
Melee Claw (agile, unarmed, unholy) +17, Damage 2d8+6 slashing
Abilities
Wolf Empathy (divine) — Kalkek can communicate with lupines and gains a +2 circumstance bonus on Intimidation checks against lupines.
Attack of Opportunity —
Change Shape (concentrate, divine, polymorph) — The barghest takes on the shape of a goblinoid (a goblin, hobgoblin, or bugbear) or a wolf, or it transforms back into its true form. When the barghest is a goblinoid, it loses its jaws and claw Strikes, it becomes Small if it is a goblin, and its Speed changes to 20 feet. When the barghest is a wolf, its Speed changes to 40 feet and its jaws gain Knockdown. Each individual barghest has only one goblinoid form and one wolf form.
The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.
The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.
Mutations — The process of consuming corpses to evolve into a greater barghest results in odd and unpredictable physiological changes. Kalkek has two minor mutations,
Large Grin Gives a powerful, tearing bite.
Wolf Empathy Kalkek has an uncanny empathy with wolves.
Large Grin Gives a powerful, tearing bite.
Wolf Empathy Kalkek has an uncanny empathy with wolves.
Divine Innate Spells DC 25, attack +17
4th Blink (At Will), Confusion, Dimension Door
3rd Levitate (At Will)
2nd Enlarge, Invisibility (At Will)
1st Charm
WORKS WELL WITH
SniperLANDA ranged attacker keeps pressure on foes while this resistant brawler absorbs melee attention at the front.
WeaverLANDA caster stays hidden behind the disguised infiltrator until the ambush turns hostile and openings appear.
SnareLANDA controller locks down a target so the durable brawler can finish it off without being repositioned away.
PUNISHES
✖ non-magical weapon reliance✖ low Perception✖ melee reliance
Avoid stacking with another heavy frontline damage-soaker; the party only needs one durable melee threat to plan around.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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