# 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.