# Kigrid
>[!rimg]+
> ![[Placeholder2.png]]
*Somewhat feline in build, this stocky quadruped has a short tail, muscular legs, a thick neck, and a fl at, broad head. Its fur is stone-gray in color. Its has large eyes of dull red, and its snout and jaws are long and full of small, sharp teeth.*
<div class="grid-container"><div class="MON">Kigrid</div>
<div class="CR">CR 5 (1,600 XP)</div>
<div class="SOU">Lords of Madness pg. 155</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
N Medium Aberration
**Init** +1
**Senses** darkvision 60 ft., scent; **Perception** +14
#### defense
**AC** 20, 12 touch, 18 flat-footed (+1 Dex, +1 dodge, +8 natural)
**hp** 68 (9d8+27)
**Fort** +5, **Refl** +4, **Will** +7
**Feint** 17, **Demoralize** 20
#### offense
**Speed** 40 ft.
**Melee** bite +10 (1d6+4 plus grab), 2 claws +10 (1d6+4)
**Space** 5 ft., **Reach** 5 ft.
**Special Attacks** rake (2 claws, +10, 1d6+4 plus poison)
**Psi-Like Abilities** (ML 5th; Concentration +5)
> **3/day** — _concealing amorpha_, _id insinuation_, _read thoughts_
#### statistics
**Str** 18, **Dex** 13, **Con** 14, **Int** 7, **Wis** 12, **Cha** 11
**BAB** +6, **CMB** +10, **CMD** 21, **TA** +10, **RTA** +7
**Feats** [[Alertness]], [[Dodge]], [[Improved Natural Attack]] (claw), [[Run]], [[Toughness]]
**Skills** Acrobatics +1 (+13 when jumping), Climb +12, Perception +14, Sense Motive +7, Stealth +13, Survival +9
**Racial Modifiers** +8 Acrobatics (when jumping), +4 Perception, +4 Stealth, +8 Survival
**Languages** Undercommon
#### special abilities
### Poison (Ex)
Rake—injury; *save* Fort DC 16; *frequency* 1/round for 6 rounds; *effect* 1d2 Dexterity damage; *cure* 2 consecutive saves. The save DC is Constitution-based.
#### tactics
A kigrid pulls down prey with its powerful bite. It uses its poisonous rake to finish off grappled opponents.
#### ecology
**Terrain** Underground
**Organization** Solitary or pack (4–9)
**Treasure** None
**Advancement** 10–15 HD (Medium); 16–27 HD (Large)
Dangerous underground predators, kigrids attack any potential prey they encounter. They are persistent and determined stalkers, using their darkvision and scent abilities to identify and follow their quarry.
Kigrids are cunning hunters that try to force their prey into dead-end tunnels, off cliff edges, and into other obstacles to prevent their escape. If their quarry puts up determined resistance, the kigrids might negotiate or withdraw if the entire pack is in danger.