Dark Sun Wiki
No edit summary
No edit summary
Tag: Visual edit
Line 1: Line 1:
{{Creature|title1 = Wild Kank|image1 = Kank Wild.png|size_(2e) = L (8 feet long)|sub-type_(2e) = |alignment_(2e) = Neutral|activity_cycle = Any|diet = Omnivore|language = None|climate = Stony Barrens|terrain = Tablelands|length = 8 feet long|skin_color = Black|height = 4 feet|weight = as much as 400 pounds|first_appearance = MC12 - Monstrous Compendium. Dark Sun Appendix}}Not all '''kanks''' on [[Athas]] are maintained by the nomad herdsmen. Many herds of kanks roam wild across the [[Tablelands]]. Kanks are large, docile insects with black, segmented, chitinous exoskeletons, covering their head, thorax and abdomen, Kanks grow up to eight feet in length, four feet in height, and can weigh as much as 400 pounds. At the front of their head, kanks sport a pair of sharp pincers which they use for both feeding and fighting. The thorax of a kank has six legs. Each leg has a strong claw at its end, allowing the creature to grip the surfaces it walks upon. Like most insects, the kank's abdomen has no appendages and is supported by the rest of its body.
+
{{Creature|title1 = Inix|image1 = Inix2.jpg|size_(2e) = |sub-type_(2e) = |alignment_(2e) = |activity_cycle = |diet = Vegetarian|language = None|climate = Sandy Wastes|terrain = Warm Plains, Tablelands|length = 14-16 feet long|skin_color = Dark in coloration (white, grey, brown, black and green) and yellow-red tones.|height = |weight = 4.000 pounds|first_appearance = |size_(5e) = Large|type_(5e) = Animal|sub-type_(5e) = Lizard|alignment_(5e) = Neutral|lifespan = up to 50 years old}}This large lizard has a long, curling tail and a broad mouth that looks quite capable of swallowing a [[Halfling]] in a single gulp.
  +
  +
'''Inixes''' inhabit warm plains, or in domesticated herds near to large settlements. Inixes are herbivorous, needing large amounts of vegetation and must forage every few hours to maintain its strength. They are hunted by most intelligent creatures of [[Athas]], as well as [[tagster|Tagsters]]. Inixes can live up to 50 years, but in the wild a life span of 20 to 30 years is more typical. Inixes rarely remain in one place for long, settling only to lay eggs in burrows cut into the side of a hill or in the abandoned nesting mounds of other creatures.
  +
  +
Inixes eggs are about 2 feet in diameter, which they lay in egg wells, small holes dug underground. A typical clutch contains an average of 20 eggs which have an incubation period of 7-8 months.
  +
  +
A typical inix stands between 14 and 16 feet long and weighs around 4,000 pounds. The inix's back is protected by a thick shell, while flexible scales cover its underside. Most inixes are dark in coloration, whites, greys, browns, blacks and greens featuring prominently. Many desert dwelling species also feature yellow-red tones. Camouflage ranges from bands and stripes to splotches, speckles and circles, and can change as the creature matures; juveniles sometimes being brighter than adults. 
   
 
==Stats==
 
==Stats==
===2nd Edition===
+
===5nd Edition / Pathfinder===
  +
{| class="article-table"
  +
!STR
  +
!DEX
  +
!CON
  +
!INT
  +
!WIS
  +
!CHA
  +
|-
  +
|20
  +
|15
  +
|16
  +
|2
  +
|12
  +
|6
  +
|}
  +
{| class="article-table"
  +
!Base Atk
  +
!CMB
  +
!CMD
  +
|-
  +
|<nowiki>+4</nowiki>
  +
|<nowiki>+10</nowiki>
  +
|22
  +
|}
  +
*'''Feats:''' Alertness, Combat Reflexes, Dodge.
  +
*'''Skills:''' Perception +8, Sense Motive +8.
  +
*
 
*'''Frecuency:''' Common.
 
*'''Frecuency:''' Common.
*'''Organization:''' Hive.
 
*'''Intelligence:''' 1 (Animal).
 
*'''Treasure:''' Nil.
 
 
*'''No. Appearing:''' (5d10)x10.
 
*'''No. Appearing:''' (5d10)x10.
 
*'''Armor Class:''' 5.
 
*'''Armor Class:''' 5.
Line 19: Line 49:
 
*'''Morale:''' Average (8-10).
 
*'''Morale:''' Average (8-10).
 
*'''XP Value:''' 175 xp.
 
*'''XP Value:''' 175 xp.
==Habitat/Society==
 
Being insects, wild kanks organize themselves into hives, each consisting of soldiers, food producers, and brood queens. The soldiers serve as the hive workers, collecting materials which can be used to build nests for the brood queens, as well as the protectors of the queens and food producers. Soldiers also gather food for the adult members of the hive. This food takes the form of most types of leaves and fronds, and an occasional animal.
 
   
  +
== Special Abilities ==
Food producing kanks secret large, melon-sized globules of green honey which is used to the feed the young of the hive. These globules are stored on the abdomens of the food producers, and when food is sources are limited, are used to feed the older members of the hive as well as the young. 
 
   
  +
=== Improved Carrying Capacity (Ex) ===
Brood queens are the members of the hive that produce eggs, usually in batches of 20 to 50. Once the brood queens have laid their eggs, it is the soldiers duty to fiercely defend the area until the eggs hatch. 
 
  +
An Inix's carrying capacity is double the normal for a creature of its Strength. A light load for an inix is 800 lbs. or less, a medium load is between 801 lbs. and 1,599 lbs., a heavy load between 1,600 lbs. and 2,400 lbs. An Inix can drag 12,000 pounds.
   
 
==Habitat/Society==
Wild kanks generally choose an area for egg laying where there is an abundant amount of available vegetation for food.
 
  +
(...).
   
 
==Ecology==
 
==Ecology==
 
* '''Organization:''' 1d2. Solitary or pair.
The honey globules produced by food-producing kanks are very sweet and fetch a high price when used in trade and barter. They can sustain a man for several days with no other means of nourishment.
 
 
* '''Treasure:''' Nil.
 
Kank exoskeleton can be used as armor when cleaned, but is very brittle and has a 20% chance of breaking whenever hit by a weapon. A much more common use of kank exoskeleton is in the construction of [[Chitin Golem]]s, automatons created by powerful defiler [[Wizard]]s.
 
   
 
==Combat==
 
==Combat==
  +
In combat Inixes are fierce enemies. They usually attack with their tail first, taking advantage of its increased reach, then move in and try to bite, hoping to be able to grapple or swallow whole their victim.
When kanks engage in combat, it is usually the soldier type that is involved, as they are the best suited to fight.
 
   
 
===2n Edition===
 
===2n Edition===
Line 43: Line 72:
 
==Sources==
 
==Sources==
 
*''DSR2''. ''[[Dune Trader (Sourcebook)|Dune Trader]]''. Accessory (1992). TSR Inc., by Anthony Pryor. ISBN 1-56076-543-3.
 
*''DSR2''. ''[[Dune Trader (Sourcebook)|Dune Trader]]''. Accessory (1992). TSR Inc., by Anthony Pryor. ISBN 1-56076-543-3.
  +
*[http://whinehurst.com/darksun/index.php?title=Inix Whinehurst] webpage. Dark Sun Campaign Setting. Pathfinder Roleplaying.
*''MC12'' - ''Monstrous Compendium''. ''Dark Sun Appendix. Terrors of the Desert''. ISBN 1-56076-271-1.
 

Revision as of 19:57, 15 November 2019

This large lizard has a long, curling tail and a broad mouth that looks quite capable of swallowing a Halfling in a single gulp.

Inixes inhabit warm plains, or in domesticated herds near to large settlements. Inixes are herbivorous, needing large amounts of vegetation and must forage every few hours to maintain its strength. They are hunted by most intelligent creatures of Athas, as well as Tagsters. Inixes can live up to 50 years, but in the wild a life span of 20 to 30 years is more typical. Inixes rarely remain in one place for long, settling only to lay eggs in burrows cut into the side of a hill or in the abandoned nesting mounds of other creatures.

Inixes eggs are about 2 feet in diameter, which they lay in egg wells, small holes dug underground. A typical clutch contains an average of 20 eggs which have an incubation period of 7-8 months.

A typical inix stands between 14 and 16 feet long and weighs around 4,000 pounds. The inix's back is protected by a thick shell, while flexible scales cover its underside. Most inixes are dark in coloration, whites, greys, browns, blacks and greens featuring prominently. Many desert dwelling species also feature yellow-red tones. Camouflage ranges from bands and stripes to splotches, speckles and circles, and can change as the creature matures; juveniles sometimes being brighter than adults. 

Stats

5nd Edition / Pathfinder

STR DEX CON INT WIS CHA
20 15 16 2 12 6
Base Atk CMB CMD
+4 +10 22
  • Feats: Alertness, Combat Reflexes, Dodge.
  • Skills: Perception +8, Sense Motive +8.
  • Frecuency: Common.
  • No. Appearing: (5d10)x10.
  • Armor Class: 5.
  • Movement: 15.
  • Hit Dice: 3.
  • THAC0: 17.
  • No. Attacks: 1 or 2.
  • Damage/Attack: 1d6 or 1d6/1d8.
  • Special Attacks: Crush / Poison.
  • Special Defenses: Nil.
  • Magic Resistance: Nil.
  • Morale: Average (8-10).
  • XP Value: 175 xp.

Special Abilities

Improved Carrying Capacity (Ex)

An Inix's carrying capacity is double the normal for a creature of its Strength. A light load for an inix is 800 lbs. or less, a medium load is between 801 lbs. and 1,599 lbs., a heavy load between 1,600 lbs. and 2,400 lbs. An Inix can drag 12,000 pounds.

Habitat/Society

(...).

Ecology

  • Organization: 1d2. Solitary or pair.
  • Treasure: Nil.

Combat

In combat Inixes are fierce enemies. They usually attack with their tail first, taking advantage of its increased reach, then move in and try to bite, hoping to be able to grapple or swallow whole their victim.

2n Edition

If the tactic works, there is a -2 penalty to their opponents' surprise rolls; otherwise they break cover and join the pursuit.

A soldier kank will strike with its pincers, doing 1d8 points of damage on a successful attack. Any victim hit by a soldier kank is also injected with Class O poison (save vs. poison or be paralyzed in 2-24 rounds).

  •  Grapple: If the attack roll against a foe is 15 or higher and that is a hit, the victim is also grappled; each round thereafter the victim suffers an extra 1d6 points of crushing damage in addition to the normal 1d8 points of damage and poison attack in the first round. Breaking free from the grapple of a kank requires a Strength roll at a -2 penalty. Companions of the victim may attempt to free him by attacking the kank's pincers. A total of 5 points of damage is all that is required to loose the victim.

Sources