KythonHD:d8
Level BAB Fort Ref Will Special
1st +1 +2 +2 +0 Demon spawned body, Broodling, Kython senses, +1 dex
2nd +2 +3 +3 +0 Poison, Resistant carapace, +1 str, +1 dex
3rd +3 +3 +3 +1 Juvenile, Kython instict, +1 str, +1 con
4th +4 +4 +4 +1 Living Weapon, +1 str, +1 con
5th +5 +4 +4 +1 Adult body, Spawn weaponry, +1 str, +1 con
Skills: 4+ int mod. A Kython's class skills are Climb, Hide, Jump, Listen, Move Silently, Survival, and Swim
Proficiencies: a Kython is proficient in its natural weapons
Features:Demon spawned body: A kython loses all Racial trait and becomes a small aberration with a speed of 30ft. The kython gains a bite attack dealing 2d6 damage(plus strength) and a tail attack dealing 1d4 damage(plus half strength). The kython has a natural armor bonus equal to his constitution bonus.
Broodling: A first level Kython is still little more than a newborn. The kython has no arms and is incapable of speech, though it can understand it.
Kython Senses: A kython, has no eyes and cannot see. however, the kython has blindsight with a range equal to their HD x 10ft, and blindsense with a range of 60ft. Once the Kython blindsight reaches 50ft, the range of its blindsense becomes equal to their blindsight range plus 20ft. Beyond that range, the kython must make a listen check to notice anything.
Ability Score Increases:The Kython gains +1 Dex at levels 1 and 2, +1 Str at all levels but , and +1 Con at levels 3, 4, 5, for a total of +4 Str, +3 Con, +2 Dex at level 5.
Poison:At second level, A kython's bite and tail atacks become poisonous. the save DC against the poison is equal to 10+ 1/2 HD + constitution modifier. The initial and secondary damage are the same(1d4 points of strength damage). This damage increases one die step every 3 HD from now on (1d6 at 5 HD, 1d8 at 8HD, 2d6 at 11 HD, etc)
In addition, at 9HD, a Kython's poison can affect creatures normally immune to it, but it only deals half damage.
Resistant carapace: At second level, the exoskeleton that protect a Kython's body become resistant to the elements. A kython gains acid and cold resistance equal to their HD and resistance to fire and electricity equal to half their HD.
Juvenile: At third level, a kython has reached adolescence, but still has more maturing to do. The Kython becomes medium sized and grow arms that are capable of fine manipulation, ending in claws that deal 1d6 damage each(plus half strength). The kython's vocal cords also develop, allowing the kython to speak. The kythons exoskeleton also hardens, increasing its natural armor bonus by one.
Kython instict: A third level Kython becomes better able to sense danger, adding his Kython level to initiative and listen checks.
Living Weapon: At fourth level, a Kython's natural weapons gain an enhancement bonus to attack and damage rolls equal to 1/4 its HD, and count as magic for purposes of bypassing DR and hitting ethereal opponents.
Adult: At fifth level, a Kython's body is fully developed. It loses its tail but gains a second pair of arms, and its claws and fangs become more powerful. It's bite attack now deals 3d6 damage and it's claws deal 1d8 damage each.
Spawn weaponry: Now fully grown, a fifth level kython can ingest gemstones in order to lay eggs containing kython weapons. The value of the gemstones required is dependent on the weapon the kython wishes to produce. In addition, the kython must have the required number of HD in order to create a weapon. Kythons are automatically profecient with this weaponry, but other creatures cannot use it. They're made of bone and cartilage and soft tissues, but even then are as durable as inorganic weaponry. They may be further enchanted as normal weapons. Damage values are for medium-sized kythons, adjust for bigger ones.
Weapon GP worth of gems required HD Required
Boneblade 400gp 5HD
Bone Shard Crossbow 150gp 5HD
Mucus Pod 4000gp 8HD
Extra Armor 6000gp 8HD
Acid Spitter 4000gp 8HD
Mouth Launcher 2000gp 8HD
Phase Organ 80000gp 16HD
Weapons descriptions:
Boneblade: One-handed masterwork slashing weapon dealing 1d10 damage. It counts as having a +1 enhancement bonus to attack and damage rolls for every 4 HD of the kython wielding it. Its vicious serrated blades allow any Kython wielding it to automatically confirm critical threats with the Boneblade. If you would gain a bonus on rolls to confirm critical hits, instead you gain an equal bonus to the damage roll in a critical hit with the boneblade (don't multiply this extra damage). Any feats and class abilities improving the natural attacks of a Kython also apply to its boneblades, and any class abilities improving its natural attacks also benefit this weapon.
Bone Shard Crossbow: One handed masterwork crossbow with 40 range increment which fires a single bone spike. It doesn't deal damage, but creatures hit by it are subject to the poison of the Kython wielding it. It takes only a swift action to reload, but it deals 1 HP damage to the Kython every time he does so as the crossbow extracts a new bone shard from its own body.
Mucus Pod:This attaches to one of the Kython's claws, wich can still be used for fighting but not using other Kython weapons. Whenever the Kython hits with the claw equipped with Mucus pod, it releases a yellow fluid that entangles the target for 1d6+4 rounds unless it succeeds on a reflex save DC 10+1/2HD+Con mod.
Extra Armor:Extra Chitinous plates grant the Kython +1 armor bonus for every 2 HD it has. This fills the Kython's armor slot.
Acid Spitter:This long tube comes in many shapes, but they all fire globes of acid with 20 foot range increment as a ranged touch attack, dealing 1d6 acid damage for every 2 HD of the wielder to the target. It can hold enough ammo for 20 shots, and recharges itself at a rate of 1 charge per minute.
Mouth Launcher:This worm-like symbiote attaches to the inside of the Kython's mouth. Whenever it hits with it's bite attack, the mouth launcher launches forward and starts a grapple as a free action, as the Improved Grab ability, and if successfull pulls the victim into the Kython's mouth, dealing automatic bite damage. Every round it holds the target it deals automatic bite damage again. The mouth launcher ignores freedom of movement effects.
Phase Organ:This small, apparently useless flesh pod is actually the pinnacle of Kython weaponry. It attaches to the back of the Kython's head, and allows it to become incorporeal (or then back to material) as a swift action.
Comments
The kython has blindsight as its only form of vision, and it was tricky to figute out how to have it from level one without making it overpowered(unlike the grimlock, who has blindsight as its main ability). I chose to give the kyhton weak blindsight to start with, augmented with blindsense. I didn't bother with the change in poison damage from constitution to strength, since it would be to powerful at low levels. The kython's blindsense grows at a greater rate than the grimlock, to make up for the fact that it cannot speak or use items until third level.
Done by Crafty_Cultist from GITP