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Pelkrev

Medium monstrosity, chaotic evil

Armor Class 19 (natural armor)
Hit Points 150 (20d8+60)
Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 16 (+3) 14 (+2) 15 (+2) 12 (+1)

Skills Perception +5, Stealth +7
Damage Immunities fire, lightning
Condition Immunities blinded
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 15
Languages Draconic, Terran
Challenge 7 (2,900 XP)

SPECIAL TRAITS

  • Magic Resistance. The pelkrev has advantage on saving throws against spells and other magical effects.

ACTIONS

  • Multiattack. The pelkrev makes three attacks: one with its bite, one with its claws, and one with its tail.
  • Bite. Melee Weapon Attack: +6 to hit, 5 ft. reach, one target. Hit: 10 (2d6+3) piercing damage.
  • Claws. Melee Weapon Attack: +6 to hit, 5 ft. reach, one target. Hit: 12 (2d8+3) slashing damage.
  • Tail. Melee Weapon Attack: +6 to hit, 5 ft. reach, one target. Hit: 10 (2d6+3) bludgeoning damage.
  • Explosive Egg. A pelkrev can throw an explosive egg up to 60 feet to a point it chooses. Each creature in a 10-foot-radius sphere centered on that point must make a DC 14 Dexterity saving throw. A target takes 7 (2d6) fire damage and 7 (2d6) lighting damage on a failed save, or half as much damage on a successful one.

REACTIONS

  • Absorb Energy. When the pelkrev successfully makes a saving throw against a spell, it empowers its explosive egg. The next time it throws an explosive egg before the end of its next turn, it deals additional damage. If the spell deals fire or lightning damage, the egg deals an additional 2d6 damage of the corresponding damage type per level of the spell. If a spell deals both types of damage, the bonus damage is divided roughly evenly. If the spell does not deal either of those types of damage, the additional damage is 1d6 fire or lighting damage (the pelkrev’s choice) for each level of the spell. Accelerate. When the pelkrev successfully makes a saving throw against a spell, it may either make a single weapon attack or move up to its speed (not both). QUEBORRIN Distant kin of the much-feared and more common intellect devourer, the queborrin are an alien parasitic race that thrives on finding a powerful host to dwell within and enjoy. The queborrin are voyeurs; seeking to enjoy positions of power to enable other queborrin to thrive. A queborrin resembles a revolting long green worm with distended legs, it has cluster eyes and is covered in fine hairs that, when attached to the host’s spine, grow and infuse within the skeleton of the host to prevent removal. Its sphincterous mouth is designed for swift burrowing and has a circular row of razor teeth. Queborrin speak their own language; a revolting series of screeches and high-pitched whistles that can be pitched so high that they pass the hearing of most humanoids. In this way, queborrin are able to communicate with each other even in the most dangerous of circumstances and do so secretly.

ABOUT

Descended from a union of warring egg-laying humanoids, one tribe with half blue dragon and the other with half red dragon blood, pelkrevs synthesized their ancestors control over electricity and fire but lost much of the power possessed by their forebears. A cataclysm caused by a strange solar flare claimed most of their home world, including the original half dragon species, but the pelkrevs survived thanks to rapid mutations which had the incidental effect of blinding them. Their strange carapace prevented optic overload from the solar flare which caused the victims’ brains to shut down, killing them, or revert to a primal state, driving them insane. The surviving pelkrevs fled underground to wait out those who were driven mad to kill each other and returned to a world they no longer recognized. Most of the fields and forests had been reduced to ash by the event and the pelkrevs had to eke out a meager existence with hardy vegetables that managed to endure through the devastation. The blind pelkrevs brought species of lizards and other food animals with them from their underground homes and began their lives anew. The mutations to their skin and their eyes persisted with their offspring, who were born without eyes but with the weird helmet-like carapace. Typical pelkrevs stand six feet tall and weigh roughly 350 pounds. They can live up to 200 years.

Faithless Spacefarers. The pelkrev home world almost escaped notice from spacefaring species, but when they were discovered, they readily left their homes to travel the universe. Pelkrevs hire themselves out as mercenaries and seem to have an uncanny knack for noticing things missed by creatures which primarily rely on sight. While common pelkrevs are powerful in their own right, some become more skilled and take levels in rogue or sorcerer (as part of their draconic birthright). While other classes are open to pelkrevs, there are no know clerics, since they have eschewed faith in deities as a result of their shared tragedy. Pelkrevs are highly individualistic and prone to bouts of anger, making them generally poor teammates, but they deign to work with others if the money is right.

Fertility. Pelkrevs become fertile once a year for a week-long period of time. During this time, they produce eggs with pelkrev embryos (losing the ability to create explosive eggs), which must be fertilized by another pelkrev. One of their mutations that saved them from extinction gave them the ability to both produce eggs and fertilize them, but they cannot fertilize their own eggs.

Section 15: Copyright Notice
Legendary Planet Adventure Path (5E) © 2020, Legendary Games; Authors: Matt Goodall, Jim Groves, Steven T. Helt, Tim Hitchcock, Jason Nelson, Richard Pett, Tom Phillips, Mike Shel, Neil Spicer, Mike D. Welham