# Kython Slaughterking >[!rimg]+ > ![[Placeholder2.png]] <div class="grid-container"><div class="MON">Kython Slaughterking</div> <div class="CR">CR 13 (25,600 XP)</div> <div class="SOU">Book of Vile Darkness pg. 181</div> <div class="SYS">Dungeons & Dragons 3.5</div></div> NE Large Aberration (kython) **Init** +8 **Senses** blindsight 60ft.; **Perception** +25 #### defense **AC** 33, 13 touch, 29 flat-footed (+4 Dex, +20 natural, -1 size) **hp** 162 (18d8+90) **Fort** +11, **Refl** +10, **Will** +17 **Defensive Abilities** disruption field, enhanced defense **Feint** 32, **Demoralize** 32 **immune** acid, cold; **resist** electricity 10, fire 10 #### offense **Speed** 30 ft. **Melee** bite +22 (1d8+9 plus poison), 4 claws +22 (1d6+9) **Ranged** poison spray +16 (poison) **Space** 10 ft., **Reach** 10 ft. **Special Attacks** kython weaponry, poison spray #### statistics **Str** 28, **Dex** 18, **Con** 20, **Int** 20, **Wis** 19, **Cha** 21 **BAB** +13, **CMB** +19, **CMD** 33, **TA** +21, **RTA** +16 **Feats** [[Cleave]], [[Dodge]], [[Mobility]], [[Great Cleave]], [[Improved Initiative]]<sup>B</sup>, [[Iron Will]], [[Power Attack]], [[Spring Attack]], [[Weapon Finesse]]<sup>B</sup>, [[Weapon Focus]] (claw), [[Weapon Focus]] (bite) **Skills** Acrobatics +25, Bluff +23, Climb +30, Escape Artist +25, Knowledge (nobility) +23, Perception +25, Sense Motive +22, Stealth +23, Survival +25 **Languages** Abyssal, Aklo, Draconic, Infernal, Kython #### special abilities ### Disruption Field (Su) As a free action at the start of its turn, as slaughterking can reduce the range of its blindsight to 30 feet, creating a field that disrupts mental activity. Nonkythons within this area take a –4 penalty on attacks, saves, ability checks, and skill checks. Any spell cast in this area has a 20% chance of being disrupted and failing (check for normal arcane spell failure chance separately). The disruption field can operate at the same time as the defensive field, or the slaughterking can activate the independently. Once activated or suppressed, its effect last until the start of the slaughterking's next turn. This is a mind-effecting effect. ### Enhanced Defense (Su) As a free action at the start of its turn, as slaughterking can reduce the range of its blindsight to 30 feet, to bolster their defense. While this defense is active the slaughterking gains a +4 deflection bonus to AC and spell resistance 25. Enhanced defense can operate at the same time as the disruption field, or the slaughterking can activate them independently. Once activated or supressed, its effect last until the start of the slaughterking's next turn. ### Kython Weaponry (Ex) Each slaughterking automatically possesses a kython weapon, and has a 75% chance to possess a second one. ### Poison (Ex) Bite or spray—Contact; save Fort DC 24; frequency 1/round for 6 rounds; effect 1d4 Strength damage; cure 2 consecutive saves. The DC save is Constitution-based. ### Poison Spray (Ex) In lieu of biting, a slaughterking can spray a stream of its poison up to 30 feet as a ranged touch attack. #### ecology **Terrain** Any land and underground **Organization** Solitary or nest (1 slaughterking, 4–6 adults, 3–10 juveniles, 3–10 broodlings) **Treasure** Double **Advancement** 16–24 HD (Large); 25–32 HD (Huge) Slaymasters take on a form quite unlike that of regular adult kythons. In some ways, they seem to regress toward brood- ling form. Slaymasters have no legs and regain the long stinger-tipped tail, only this time it forms the bulk of the creature’s body, which resembles that of a snake. Slaymasters were the rulers of most kython nests until the appearance of the slaughterkings. They are brutal and savage, and they seem to take more enjoyment in killing than their relatively unemotional lessers do. Kythons enjoy tearing their prey to shreds, though they are intelligent enough to make good use of weapons. Most kythons have a chance to possess a special weapon. The slaughterking has a virulent poison in its bite, and it also sprays poison and command strange supernatural abilities. It prefers to fight at range for as long as possible.