m (Sergiovse moved page Kank to Kank, Wild)
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{{Creature|title1 = Black Silt Horror|image1 = Black Silt Horror.png|size_(2e) = M (4 feet long)|sub-type_(2e) = Silt Horror|alignment_(2e) = Neutral|activity_cycle = Any|diet = Carnivore|language = None|climate = Any silt|terrain = Any silt (Sea of Silt)|length = 4 feet long|skin_color = Black}}The '''Black Silt Horror''' is the smallest and most common of the [[Silt Horror]]s. Resembling a black, dusty octopus or squid with a writhing mass of eight barbed tentacles, the Silt Black Horror is obviously related to the other Silt Horrors. It is much smaller than other Silt Horrors and roams in groups called clutches. The Black Silt Horror aggressively hunts anything it can catch. Large clutches have attacked [[White Silt Horror]]s and wading [[Athasian Giant]]s.
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{{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.
   
 
==Stats==
 
==Stats==
 
===2nd Edition===
 
===2nd Edition===
 
*'''Frecuency:''' Common.
 
*'''Frecuency:''' Common.
*'''Organization:''' Clutch.
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*'''Organization:''' Hive.
*'''Intelligence:''' 2-4 (Semi).
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*'''Intelligence:''' 1 (Animal).
 
*'''Treasure:''' Nil.
 
*'''Treasure:''' Nil.
*'''No. Appearing:''' 3-12 (3d4).
+
*'''No. Appearing:''' (5d10)x10.
*'''Armor Class:''' 7.
+
*'''Armor Class:''' 5.
*'''Movement:''' 3, Sw 9.
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*'''Movement:''' 15.
*'''Hit Dice:''' 5.
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*'''Hit Dice:''' 3.
*'''THAC0:''' 15.
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*'''THAC0:''' 17.
*'''No. Attacks:''' 1+bite.
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*'''No. Attacks:''' 1 or 2.
*'''Damage/Attack:''' 1d8/1d4.
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*'''Damage/Attack:''' 1d6 or 1d6/1d8.
*'''Special Attacks:''' Entangle, Poison.
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*'''Special Attacks:''' Crush / Poison.
*'''Special Defenses:''' Air Jet.
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*'''Special Defenses:''' Nil.
 
*'''Magic Resistance:''' Nil.
 
*'''Magic Resistance:''' Nil.
*'''Morale:''' Elite (15-16).
+
*'''Morale:''' Average (8-10).
*'''XP Value:''' 650 xp.
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*'''XP Value:''' 175 xp.
 
==Habitat/Society==
 
==Habitat/Society==
  +
(...)
Black Silt Horrors are a matriarchal society. The larges; female, the clutch leader, develops rudimentary psionic abilities that aid in capturing prey. Black Silt Horrors are found in the [[Sea of Silt]] and many smaller silt basins.
 
 
Once a year the Black Silt Horrors of the [[Sea of Silt]] migrate to the same spot they were born. Here, a mating ritual lasting two weeks takes place. When the mating season is over, the horrors separate into their clutches and return to their home areas.
 
   
 
==Ecology==
 
==Ecology==
  +
(...).
Many Athasian sages believe the Black Silt Horrors to be decendants of an ancient water dwelling creature. This has been evidenced by rock formations containing the impressions of creatures bearing a striking resemblance to the Black Silt Horror.
 
 
Black Silt Horrors have a voracious appetite and will eat even after a large feeding. They are not picky eaters and consider any creature they can chase down to be their next meal. Their favorite food is the [[Silt Runner]].
 
   
 
==Combat==
 
==Combat==
  +
When kanks engage in combat, it is usually the soldier type that is involved, as they are the best suited to fight.
Black Silt Horrors attack with pack tactics, dividing into a pursuing group and an ambushing group. The pursuers rapidly let toward the prey to drive the victims toward their clutch-mates, who wait beneath the sand.
 
 
Black Silt Horrors attack with their lashing tentacles. The black horror attacks only once for all its tentacles, individually, the tentacle attacks are negligible.
 
 
The Black Silt Horror flees if it loses more than five tentacles. When fleeing combat the black silt horror can direct its air jet to create an impenetrable cloud of dust, covering its escape.
 
   
 
===2n Edition===
 
===2n Edition===
 
If the tactic works, there is a -2 penalty to their opponents' surprise rolls; otherwise they break cover and join the pursuit.
 
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).
They try to entwine a victim to immobilize it, inflicting 1-8 (1d8) points of damage with a successful attack. On any round the Black Silt Horror hits with its tentacles it can immediately try to bite. If it hits, the bite inflicts 1-4 (1d4) points of damage and injects a paralyzing poison. The victim must successfully save vs. poison or be paralyzed for 3-12 (3d4) rounds. If the Silt Horror's roll is a natural 20 for its tentacle attack, the Black Silt Horror entwines the victim with its tentacles, pinning one to four limbs. The Silt Horror automatically hits entwined victims each round for normal tentacle damage and can also attempt to bite. It releases entwined victims if it is reduced to 8 hp or less.
 
  +
*  '''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.
 
The tentacles of the Black Silt Horror are AC 6 and have 4 hp each.
 
* '''Air Jet:''' Any creature caught in the dust cloud must make a successful save vs. breath weapon or be blinded by the silt and begin choking and coughing for 1-4 (1d4) rounds.
 
   
 
==Psionics Summary==
 
==Psionics Summary==

Revision as of 19:18, 15 November 2019

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.

Stats

2nd Edition

  • Frecuency: Common.
  • Organization: Hive.
  • Intelligence: 1 (Animal).
  • Treasure: Nil.
  • 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.

Habitat/Society

(...)

Ecology

(...).

Combat

When kanks engage in combat, it is usually the soldier type that is involved, as they are the best suited to fight.

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.

Psionics Summary

2nd Edition

Level Dis/Sci/Dev Attack/Defense Score PSPs
11 2/2/7 EW,II/MBk,TS 11 40
  • Clairsentience — Sciences: pregognition; Devotions: feel sound, feel light.
  • Telepathy — Sciences: mindlink; Devotions: attraction, contact (false sensory input), ego whip (inflict pain), life detection, id insinuation (invincible foes).

Sources

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