# Kaorti
>[!rimg]+
> ![[Placeholder2.png]]
> >[!debug]+
> >bite: 1d6 (×2)
> >claws: 1d4 (×2)
> >dart: 1d4 (×2)
> >Melee/Ranged: +0/+4
> >Secondary: -5/-1
> >Multiattack: -2/+2
> >M/R_PA: +0/+4
> >2nd/PA: -5/-1
> >MA_PA: -2/+2
> >Itterative: 1
> > xDmg:: Str: -2; Str2: -3; StrOH: -1; StrPA: -2; StrPA2H: -3; StrPAOH: -1
> > xDCs:: Str: 9; Dex: 13; Con: 11; Int: 13; Wis: 11; Cha: 14
> > xFeat:: 1/1 (0)
> > xClasSkil:: Heal, Intimidate, Knowledge (arcana), Knowledge (nobility), Perception, Sense Motive, Spellcraft, Survival
> > SaveDiff:: +/- 3
> > xLang:: 0/2 (2)
<div class="grid-container"><div class="MON">Kaorti</div>
<div class="CR">CR 1 (400 XP)</div>
<div class="SOU">Fiend Folio pg. 108</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
NE Medium Outsider (evil)
**Init** +2
**Perception** +5
#### defense
**AC** 18, 12 touch, 16 flat-footed (+4 armor, +2 Dex, +2 natural)
**hp** 10 (2d10)
**Fort** +0, **Refl** +5, **Will** +3
**Feint** 15, **Demoralize** 12
**Immune** poison
**Weakness** vulnerable to the material plane
#### offense
**Speed** 30 ft.
**Melee** bite +16 (1d6+8), 2 claws +15 (2d6+8)
**Ranged** dart +4 (1d4-2)
**Space** 5 ft., **Reach** 5 ft.
**Special Attacks** material vulnerability, vile transformation
**Spell-Like Abilities** (CL 2nd; Concentration +5)
> **1/day**— disguise self, color spray, feather fall, ray of enfeeblement, reduce, spider climb
> 1/day — charm person, inflict pain(DC 11)
#### statistics
**Str** 7, **Dex** 14, **Con** 11, **Int** 14, **Wis** 11, **Cha** 16
**BAB** +2, **CMB** +0, **CMD** 12, **TA** +0, **RTA** +4
**Skills** Heal +2, Intimidate +5, Knowledge (arcana) +4, Knowledge (nobility) +4, Perception +5, Sense Motive +5, Spellcraft +4, Survival +2
**Languages**
#### special abilities
### Material Vulnerability (Ex)
The Material Plane is painful to an unprotected kaorti. An unprotected kaorti must make a Fortitude save each hour (DC 15, +1 per previous check) or take 1d6 points of subdual damage and become fatigued. The fatigued condition persists until the kaorti recovers all the subdual damage it took from its exposure to the Material Plane. If a kaorti is rendered unconscious through the accumulation of subdual damage (from this ability or from any other source), the Material Plane environs begin to deal normal damage at the same rate (Fort save negates; save DC continues to increase per check as stated above). A kaorti wearing a resin suit, or a kaorti inside a cyst, is protected from the effects of the Material Plane.
### Vile Transformation (Su)
A kaorti can infuse any living creature with otherworldly essence from the Far Realm, permanently transforming the target into a mockery of its previous form. This process takes 8 hours, during which time the kaorti's jaws must be locked onto the victim, who must be either willing or helpless for the duration. After 8 hours, the victim must make a Fortitude save (DC 11). Failure indicates that the victim transforms into a kaorti (if the victim was a humanoid), or into a kaorti thrall. If the victim succeeds at the save, the kaorti can attempt the transformation again; each additional attempt to transform a victim increases the save DC by +1. Creatures transformed into kaortis retain any class abilities and modify their ability scores as follows: Str -4, Dex +4, Int +4, Cha +6. They become neutral evil and embrace the racial ethos of the kaortis. They gain all of the other abilities and disadvantages of a standard kaorti. This transformation is the only way the kaorti can propagate their kind. A victim transformed into a kaorti thrall gains the fiendish creature template, except that instead of gaining the smite good special attack, it gains the ability to cast true strike on itself once per day.
#### ecology
**Advancement** By character class
Ages ago, a group of curious wizards sought to pierce theboundaries of known existence and penetrate to a distantdimension on the other side of reality. This region, knownto scholars as the Far Realm, is a realm of madness andnightmare. The explorers felt confident of their abilitiesand only intended to stay for a few hours. Unfortunately,their confidence was misplaced. Not moments after theirarrival in the Far Realm, they were absorbed by a namelessentity. The explorers transformed into terrible natives ofthe Far Realm, becoming the first kaortis.The explorers went mad and forgot all they knew of theMaterial Plane. The gateway between the Far Realm andthe Material Plane disturbed them. The newly formedkaortis acted without thought, traveling back throughthe portal to destroy it. Doing so removed the source ofpain in the Far Realm, but it stranded the kaortis on theMaterial Plane—a realm now deadly to the very fabric oftheir being. Many of the new kaortis succumbed beforethey succeeded in encysting themselves within thesecluded wizards’ school from which they had set out.From that first cyst, the kaortis have spread out tomenace the world.Humanoid in shape, a kaorti must dress in form-fittingarmor made of thick resins and tissues grown and culti-vated by kaorti alchemists whenever one ventures from itscyst. A kaorti in a resin suit looks like an emaciated humanwith elongated arms and legs. It has three long fingers anda long thumb on each hand, and its motions are slitheryand undulant. Its bulbous head is affixed to its body by along neck. A kaorti’s face almost always remains hiddenbehind windings of resin.Outside its resin suit, a kaorti is decidedly nonhuman inappearance. Its skin, brownish green in color swirled withlivid pinks and reds and purples, seems to be almost trans-parent and liquid as it slithers and runs over the creature’svisible entrails. A kaorti’s fingers are little more than bone-less tendrils. Its face looks like that of a melted spider. Itspalms constantly secrete a thick, green resin that can becrafted by kaorti “smiths” into weapons or armor or rein-forcements for their lairs. The average kaorti is 7 feet tall andweighs 100 pounds.Kaortis speak their own guttural language and havepicked up smatterings of many other languages during theinterrogation of prisoners. Most kaortis can speak Commonand Sylvan. Kaortis live in remote regions, dwelling in captured forts,monasteries, or mines. They quickly coat the entirety oftheir lairs with the same resin they build their weapons andarmor from, protecting themselves from the deleteriousinfluence of the Material Plane. These lairs are known askaorti cysts.Kaortis have little interest in idle pastimes. They areconsumed with one overriding goal: to pervert the naturalworld and feed it into the Far Realm. The kaortis under-stand that realization of this goal is likely centuries away,and may well be impossible. Nevertheless, they are dedi-cated to this goal, transforming one creature at a time ifthat’s what it takes.Kaorti greatly respect and admire arcane magic. Sorcer-ers and wizards are often found as leaders in kaorti cysts.These leaders are charged with expanding the race’s terri-tories and making sure the cyst is well defended. Thisleaves the bulk of a kaorti cyst’s population free to workon the transformation of creatures into kaorti or thralls.Nonhumanoid victims that are transformed into thrallsmake up the bulk of a kaorti cyst’s defenses.When a cyst’s population reaches about five dozen kaor-tis, approximately two dozen of them strike out into theworld to seek a place to build a new cyst. A few old cystshave ceased to calve off pilgrimages; the kaortis of thesecysts work to perfect new thrall races designed to functionon the Material Plane without danger. The skybleeder andthe rukanyr (both described later in this book) are perhapsthe most successful of these creations so far.Prisoners taken by kaortis are fed and made comfort-able by their captors, but only as long as the kaortis thinkthat their captives have vital information about the outerworld to impart. Once a prisoner is deemed to havedivulged all pertinent information, he is quickly sched-uled for transformation.Kaortis encountered outside a cyst are either pilgrimslooking for a new cyst site, spies gatheringinformation about the neighboring lands, or asmall band charged with seeking out new vic-tims for transformation. Kaortis make fulluse of their alter self ability to infiltrate villagesand cities.