# Rukanyr
>[!rimg]+
> ![[Placeholder2.png]]
> >[!debug]+
> >tendrilsMelee/Ranged: +9/+2
> >Secondary: +4/-3
> >Multiattack: +7/+0
> >M/R_PA: +7/+0
> >2nd/PA: +2/-5
> >MA_PA: +5/-2
> >Itterative: 1
> > xDmg:: Str: +5; Str2: +7; StrOH: +2; StrPA: +9; StrPA2H: +13; StrPAOH: +4
> > xDCs:: Str: 18; Dex: 11; Con: 20; Int: 15; Wis: 9; Cha: 9
> > xFeat:: 3/4 (1)
> >
> >
> > xLang:: 0/2 (2)
<div class="grid-container"><div class="MON">Rukanyr</div>
<div class="CR">CR 9 (6,400 XP)</div>
<div class="SOU">Fiend Folio pg. 144</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
NE Large Aberration
**Init** -2
**Senses** darkvision 60 ft.; **Perception** +6
#### defense
**AC** 22, 7 touch, 24 flat-footed (-2 Dex, +15 natural, -1 size)
**hp** 77 (7d8+49); fast healing 5
**Fort** +9, **Refl** +0, **Will** +1
**Feint** 13, **Demoralize** 13
**Immune** sonic
#### offense
**Speed** 40 ft., climb 20 ft.
**Melee** 3 tendrils +19 (1d6-2), bite +19 (1d6-2 plus 2d4 acid)
**Space** 10 ft., **Reach** 10 ft.
**Special Attacks** poison, reflexive sunder, stability, stunning strike, sundering roar
#### statistics
**Str** 21, **Dex** 7, **Con** 24, **Int** 15, **Wis** 2, **Cha** 2
**BAB** +5, **CMB** +9, **CMD** 17, **TA** +9, **RTA** +2
**Feats** [[Improved Sunder]], [[Multiattack]], [[Power Attack]]
**Skills** Acrobatics +8 (+4 when jumping), Climb +23, Escape Artist +8, Intimidate +6, Perception +6, Sense Motive +3
**Languages**
#### special abilities
### Poison (Ex)
Bite—Injury; save Fort DC 20; frequency 1/round for 6 rounds; effect 1d4 Dexterity damage; cure 2 consecutive saves. The DC save is Constitution-based.
### Reflexive Sunder (Ex)
The armor plates that cover a rukanyr shift and rub against each other in combat, creating a jarring sound like that of trees rubbing together in a high wind. Anyone who strikes a rukanyr with a slashing or piercing melee attack must make a Reflex save (DC 11) or the armor plates shift and crush the weapon, dealing 4d6+5 points of damage to the weapon and tearing it from victim's grasp. The weapon lands an the attacker's feet if it is not broken by the damage.
### Stability (Ex)
A rukanyr is incredibly stable and cannot be tripped. In gains a +20 stability bonus on its Strength check to avoid being bull rushed.
### Stunning Strike (Ex)
Anyone hit by a rukanyr's slam attack must make a Fortitude saving throw (DC 18) or be stunned for 1d4 rounds.
### Sundering Roar (Su)
Once every 1d4 rounds, a rukanyr can emit a devastating roar from one of its mouths. All creatures within 60 feet of a rukanyr must make Fortitude saves (DC 20) or be deafened for 2d6 rounds. Additionally, a rukanyr can target one creature or object within this range to be the focal point of this destructive attack. This creature or object takes 12d6 points of sonic damage (Reflex DC 20 half). If a creature is targeted, this damage also applies to the armor worn and weapons carried by a creature.
#### ecology
**Terrain** Any land or underground
**Organization** Solitary, pair, or band (3–8)
**Treasure** None
**Advancement** 8–14 HD (Large), 15–21 HD (Huge),22–28 HD (Gargantuan), 29+ HD (Colossal)
The rukanyr is a heavily armored monster created by kaortiwizards for the express purpose of laying waste to regionsthe kaortis fear to enter. (The kaorti is described earlier inthis book.)A rukanyr resembles an armor-plated, 15-foot-tall, leaflesstree, with one thick branch emerg-ing from the top that ends in a ball of spikes and jagged spines. The numerous smaller branchesend in grasping claws. Three large, stalked maws filled withteeth are arrayed at the thing’s base, amid a tangled mess ofthick insectoid legs. One large, lidless black eye stares outfrom the thing’s “front” side.It is thought that the kaortis created the first rukanyrsby exposing monstrous scorpions to energy from the FarRealm. In fact, the kaortis were a bit too successful withthe rukanyr; the creatures are so destructive that the kaortido not allow them in their enclaves. A rukanyr’s ability toexist in natural settings makes it an ideal guard for theregions surrounding a kaorti enclave, though; a concentra-tion of rukanyrs almost always means that just such anenclave is nearby.Rukanyrs can speak Common.