Jungle Renkir
Jungle Renkir (CR 16)
Pure Evil - Huge - Magical Beast |
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Lore: | Know (Arcana) | ||
32 | 47 | ||
Basic DC | Full DC |
Initiative |
Perception: | |
39 | +29 |
Passive | Active |
Ambush: |
10+ |
on a d20 |
Senses:
- Standard Senses
- Darkvision 120 ft.
Movement Types:
- Walk 50 ft.
- Brachiating 50 ft.
Defense
AC |
Man Def |
Monster Health | ||
475 | 237 | 31 |
Hit Points | Bloodied | Hit Dice |
Saving Throws | |
Fort: | +18 |
Refl: | +13 |
Will: | +13 |
Strong Against:
Offense
Standard Attack (Melee):
- 1x Snatching Claws +24 (3d10+26/x2)
as slashing (physical, common)
plus: Grab
Full Attack (Melee):
- 2x Snatching Claws +24 (3d10+26/x2)
as slashing (physical, common)
plus: Grab
Standard Attack (Ranged):
Full Attack (Ranged):
Siege Damage: Not siege capable
Statistics
31 |
STR |
15 |
DEX |
26 |
CON |
7 |
INT |
9 |
WIS |
13 |
CHA |
Feats:
- Combat Reflexes (EFFECT: Monsters with this feat make up to 4 attacks of opportunity per round instead of one.)
Special Abilities
Grab (Ex) Automatic after successful claw attack |
After any successful claw attack, the Renkir may make a free Grapple attack, rolling its Maneuver Offense of 30 versus the target's Maneuver Defense. If successful, the target is Grappled in the Renkir's claw. Note that the Renkir is never treated as being grappled while grappling an enemy in its claw, though grappled opponents suffer the normal penalties for being Grappled. A Renkir can sustain up to two grapples, one in each claw, at a time, though it is never considered Grappled while doing so. While holding a creature in its hand, it cannot make further claw attacks with that hand, but see Swallow Whole and Meat Chucker, below. |
Swallow Whole (Ex) Free Action against Grabbed victims |
If the Renkir begins its turn with an opponent in one of its claws (see Grab), it may choose to either Swallow the opponent whole, or use Meat Chucker (see below). If the Renkir has a creature grabbed in each of its claws, it may make this decision with each creature it is grabbing. If it chooses to swallow one or both of the creatures whole, it may use a free action (each time) to make a new combat maneuver check as though attempting to Pin the opponent, rolling its Maneuver Offense of 30 against the victim's Maneuver Defense. If it succeeds, it swallows its prey, and the opponent takes 3d8+18 points of crushing (physical, common) damage. In order to swallow it, the grabbed creature must be size large or smaller. Being swallowed causes a creature to take 4d6+8 points of acid (energy, common) damage each round after the first, at the start of the victim's turn. A swallowed creature keeps the Grappled condition, while the Renkir remains un-grappled. A swallowed creature can try to cut its way free with any light slashing, light piercing or close weapon. It requires 119 points of damage to successfully cut free of the Renkir's belly, and this damage is NOT applied against the Renkir's hit points, instead coming from a separate pool. The Armor Class of the interior of the Renkir is four less than its normal AC (AC 35), and does not benefit from the Renkir's DR or ER. If any swallowed creature cuts its way out, the Renkir cannot use swallow whole again until the damage is healed. Alternatively, a swallowed creature can just try to escape the grapple, with success putting it back in the Renkir's mouth (where it may be bitten or swallowed again, though this would require the Renkir to make a new Grapple check on its turn, and prevent any other Swallow Whole actions until its mouth is cleared, one way or another). A creature which cuts its way free of the Renkir is deposited Prone in an interior square of the Renkir's space, allowing it to set up Interior Flanks for their allies. Assuming the escaped creature is size Medium or smaller, they are not considered squeezing while occupying this interior space (and neither is the Renkir). |
Meat Chucker (Ex) Free Action, only if has Grabbed victim(s) |
If the Renkir begins its turn with an opponent in one of its claws (see Grab), it may choose to either Swallow the opponent whole (see above), or use Meat Chucker. If the Renkir has a creature grabbed in each of its claws, it may make this decision with each creature it is grabbing. If it chooses to use Meat Chucker on one or both of the creatures grabbed, it may use a free action (each time) to make a ranged touch attack at 1d20 + 28 vs. AC (always hits on a 17+ on the die) against a non-grappled opponent within 50 feet of the Renkir. Whether this attack hits or not, the grabbed creature is thrown at the targeted opponent, and is no longer grappled. This is forced movement, and does not provoke, but the victim cannot elect to fall prone to avoid or reduce the movement. If the ranged touch attack hits, both the (formerly) grabbed creature and the target creature take 3d8+18 points of bludgeoning (physical, common) damage and are knocked Prone, winding up in adjacent legal squares as chosen by the referee. If there is no legal square for the thrown creature to occupy, they occupy the same square, squeezing to fit. The target creature (the one not thrown) may make a Reflex save, DC 27, to reduce this damage by half and avoid the Prone condition. If the ranged touch attack misses, the target creature takes no damage, and the thrown creature takes only half damage and avoids the Prone condition (they 'stick the landing', an impressive sight). |
Jungle Renkir
Renkirs are huge monsters with a vague resemblance to a great ape, although much larger and furless, being covered with thick, rigid, leathery hide. Their great-fanged heads and huge maws are hairless, and they have hugely muscular, elongated arms, allowing them to move on all fours when they want to move quickly, though they often walk upright on their hind legs for a better field of view. Their massive arms end in vast and surprisingly dextrous gripping hands, equipped with seriously nasty claws. They are not at all similar to humanoids in appearance, looking like a terrible hybrid of an ape and a crocodile, and have no relation to giants.
Renkir hide is well known for its toughness, and in battle they are hard to put down, to the point that settlements in territory haunted by renkir packs will often have small siege weapons available to aid in repelling the occasional hungry pack.
Renkirs are aggressive, destructive, and cagey pack hunters, and while no one could accuse them of being smart, they are not without cunning. They delight in hurling victims around the battlefield, exhibiting a degree of cruelty and delight in their victims that would put most housecats to shame. They are frequently hostile to creatures that cross their path, and seem to enjoy killing, even when they have recently fed. Renkirs tend to roam, rather than holding particular territory, menacing the lands they travel through.
Jungle Renkirs have even longer arms and stronger hands than most Renkirs, and prefer living in large forests, where they clamber about with astonishing speed and grace for their vast bulk. That said, Jungle Renkirs are adaptable creatures, and have been found in ruins and cave systems, and even roaming about the tall spires of abandoned cities (and occasionally even an inhabited one).
Combat Tactics
Renkirs are savage and brutal fighters, who savor the opportunity to abuse their prey before eating it (or casting its corpse aside, if the Renkir isn't hungry). They will sometimes try to sneak up on their prey, or even set up primitive ambushes. One of their favored tricks is to hide up in the foliage and brachiate down to the ground to attack. Given their size, they are amazingly good at Stealth rolls, and their ability to brachiate through trees can be a huge surprise as a beast the size of an elephant suddenly plunges out of the foliage. Other times, they will simply wade into battle, focusing on getting as many of their foes grabbed as possible (to prevent their escape, obviously). Once grabbed, the Renkir's REAL damage becomes available to them.
They must choose whether to swallow a grabbed foe, or throw it at a non-grabbed foe instead. If they've gotten lucky enough to grab an opponent in each claw, they will usually do one of each of these actions. Meat Chucker, while wasteful of food, is useful for picking off critters that are trying to get away.
And because Renkirs are so focused on keeping their foes from running away from a fight, it rarely occurs to them that they should run away from some fights. Usually Renkirs will keep fighting long past the point where it would be obvious to a normal intellect that they can't win, but it's not unheard of for the last Renkir standing to try to make an escape. While not well-suited to fleeing, Renkirs will try to use stealth and other tricks to lose pursuers, if driven to flee.
Out of Combat
Renkirs roam in loose packs, pairs, or rarely, as single monsters. Such large and powerful creatures in the wild have few natural enemies, but plenty of supernatural ones, and Renkirs tend to be fairly rare. That said, Renkirs are well-suited for domestication, which is odd given their size and strength.
Renkirs are often kept as guard beasts, pets, or working monsters by more mighty clades, or they can be tamed and domesticated beasts used by lesser monsters, like hobgoblins or even gnolls. Giants, in particular, seem to delight in Renkirs, and Death Giants, in particular, seem to value having Renkirs around as purely mundane 'muscle', to keep out the more enterprising riffraff.
Renkir are thus found in the wild, and more commonly, in lairs and dungeons everywhere. They act as guards and beasts of burden, ridden by Hill Giants, and can be encountered with a wide variety of Roles and Patterns. A carefully-groomed guard-beast Renkir in a Fire Giant Thanehall may seem out of place...until the players realize it is a nigh-indestructible Leathery Legend!
Rewards
XP: 76,800
Treasure: Sellable Goods worth 43,125 gp.
- Weight: 160 lbs. Volume: 6.4 cu. ft.
- Renkir stomachs contain may valuable things, including coins, and renkir hide is always valuable in its own right.
Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.
Table 1: Remnant(s) Found | |
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1 - 10 | Nothing Found |
11 - 14 | 1 Languid Remnant (tier 1) |
15 - 17 | 1 Pale Remnant (tier 2) |
18 - 19 | 1 Bright Remnant (tier 3) |
20 | Roll on Table 2 |
### | Nothing to see here! |
### | Or here. Move along. |
Table 2: Remnant(s) Found | |
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1 - 5 | 3 Languid Remnants (tier 1) |
6 - 10 | 3 Pale Remnants (tier 2) |
11 - 14 | 1 Intense Remnant (tier 4) |
15 - 17 | 1 Blazing Remnant (tier 5) |
18 - 19 | 1 Vital Remnant (tier 6) |
20 | Roll on Table 3 |
### | Or here. Move along. |
Table 3: Remnant(s) Found | |
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1 - 5 | 3 Bright Remnants (tier 3) |
6 - 8 | 3 Intense Remnants (tier 4) |
9 - 11 | 3 Blazing Remnants (tier 5) |
12 - 14 | 3 Vital Remnants (tier 6) |
15 - 17 | 1 Prime Remnant (tier 7) |
18 - 19 | 1 Mythic Remnant (tier 8) |
20 | 1 Empyrean Remnant (tier 9) |