# Kython Slaymaster
>[!rimg]+
> ![[Placeholder2.png]]
> >[!debug]+
> >bite: 1d8 (×2)
> >claws: 1d6 (×2)
> >slapMelee/Ranged: +17/+13
> >Secondary: +12/+8
> >Multiattack: +15/+11
> >M/R_PA: +14/+10
> >2nd/PA: +9/+5
> >MA_PA: +12/+8
> >Itterative: 3
> > xDmg:: Str: +7; Str2: +10; StrOH: +3; StrPA: +13; StrPA2H: +19; StrPAOH: +6
> > xDCs:: Str: 24; Dex: 20; Con: 21; Int: 21; Wis: 21; Cha: 21
> >
> >
> > xLang:: 0/4 (4)
<div class="grid-container"><div class="MON">Kython Slaymaster</div>
<div class="CR">CR 11 (12,800 XP)</div>
<div class="SOU">Book of Vile Darkness pg. 180</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
NE Large Aberration (kython)
**Init** +7
**Senses** blindsight 60ft.; **Perception** +22
#### defense
**AC** 30, 12 touch, 27 flat-footed (+3 Dex, +18 natural, -1 size)
**hp** 120 (15d8+60)
**Fort** +9, **Refl** +8, **Will** +13
**Feint** 29, **Demoralize** 29
**immune** acid, cold; **resist** electricity 10, fire 10
#### offense
**Speed** 30 ft.
**Melee** bite +18 (1d8+7), 4 claws +18 (1d8+7), tail slap +13 (1d8+3 plus grab)
**Space** 10 ft., **Reach** 10 ft.
**Special Attacks** constrict (2d8+10), disruption field, enhanced defense, kython weaponry
#### statistics
**Str** 25, **Dex** 17, **Con** 18, **Int** 18, **Wis** 19, **Cha** 19
**BAB** +11, **CMB** +16, **CMD** 29, **TA** +17, **RTA** +13
**Feats** [[Cleave]], [[Dodge]], [[Great Cleave]], [[Improved Initiative]]<sup>B</sup>, [[Mobility]], [[Power Attack]], [[Spring Attack]], [[Weapon Finesse]]<sup>B</sup>, [[Weapon Focus]] (bite), [[Weapon Focus]] (claw)
**Skills** Acrobatics +21, Bluff +19, Escape Artist +21, Knowledge (nobility) +19, Perception +22, Sense Motive +19, Stealth +19, Survival +22
**Languages** Abyssal, Aklo, Infernal, Kython
#### special abilities
### Disruption Field (Su)
As a free action at the start of its turn, a slaymaster can reduce the range of its blindsight to 30 feet, creating a field that disrupts mental activity. Nonkythons within this area take a –2 penalty on attacks, saves, ability checks, and skill checks. Any spell cast in this area has a 10% 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, a slaymaster can reduce the range of its blindsight to 30 feet, to bolster their defense. While this defense is active the slaughterking gains a +2 deflection bonus to AC and spell resistance 20. Enhanced defense can operate at the same time as the disruption field, or the slaymaster can activate them independently. Once activated or suppressed, its effect last until the start of the slaymaster's next turn.
### Kython Weaponry (Ex)
Each slaymaster possesses a kython weapon. and has a 50% chance to possess a second.
### Poison (Ex)
Bite—Contact; save Fort DC 21; frequency 1/round for 6 rounds; effect 1d4 Strength damage; cure 2 consecutive saves. The DC save is Constitution-based.
#### ecology
**Terrain** Any land and underground
**Organization** Solitary or nest (1 slaymaster, 2–4 adults, 2–4 juveniles, 3–5 broodlings)
**Treasure** Triple
**Advancement** 19–30 HD (Large); 31–36 HD (Huge)
Slaughterkings look like adult kythons, but they are much larger and more muscular, standing about 12 feet tall. Their mouths can open very wide like a snake’s. They have an almost regal—but still feral—bearing.
The newest kython variation, the slaughterking rules over all lesser kython. Slaughterkings are ill-tempered creatures that crave battle. Occasionally, a slaughterking goes off on its own to kill nonkythons, but usually it is found in a nest, surrounded by guards and attendants.