# Kython Juvenile >[!rimg]+ > ![[Placeholder2.png]] <div class="grid-container"><div class="MON">Kython Juvenile</div> <div class="CR">CR 3 (800 XP)</div> <div class="SOU">Book of Vile Darkness pg. 179</div> <div class="SYS">Dungeons & Dragons 3.5</div></div> NE Medium Aberration (kython) **Init** +6 **Senses** blindsight 60ft.; **Perception** +10 #### defense **AC** 21, 13 touch, 18 flat-footed (+2 Dex, +1 dodge, +8 natural) **hp** 36 (6d8+12) **Fort** +4, **Refl** +4, **Will** +6 **Feint** 17, **Demoralize** 17 **immune** acid, cold; **resist** electricity 10, fire 10 #### offense **Speed** 30 ft. **Melee** bite +6 (1d6+2), 2 claws +6 (1d4+2), tail +1 (1d6+2) **Space** 5 ft., **Reach** 5 ft. **Special Attacks** kython weaponry #### statistics **Str** 15, **Dex** 15, **Con** 14, **Int** 10, **Wis** 13, **Cha** 9 **BAB** +4, **CMB** +6, **CMD** 18, **TA** +6, **RTA** +6 **Skills** Escape Artist +11, Perception +10, Sense Motive +7, Stealth +11 **Feats** [[Dodge]], [[Improved Initiative]]<sup>B</sup>, [[Weapon Finesse]]<sup>B</sup>, [[Weapon Focus]] (bite), [[Weapon Focus]] (claw) **Languages** Kython #### special abilities ### Kython Weaponry (Ex) Each juvenile has a 10% chance to possess a kython weapon. ### Poison (Ex) Bite or Sting—Injury; save Fort DC 15; frequency 1/round for 6 rounds; effect 1d2 Constitution damage; cure 2 consecutive saves. The DC save is Constitution-based. #### ecology **Terrain** Any land and underground **Organization** Solitary or swarm (3–10) **Treasure** Standard **Advancement** 7–9 HD (Medium) As kythons mature into juveniles, they grow larger and develop an exoskeleton. They also gain the use of two clawed arms. In other ways, juvenile kythons look like broodlings.