Adopted By
Quantumboost (talk)
Original Creator: Koumei
Date Adopted: 3/21/2010
Status: Complete
Editing: Spelling and Grammar only

Size/Type: Medium Magical Beast (Earth, Water)
Hit Dice: 10d10+50 (105 hp)
Initiative: +2 (+2 Dex)
Speed: 30 ft., swim 50 ft.
Armor Class: 32 (+2 Dex, +20 natural), touch 12, flat-footed 30
Base Attack/Grapple: +10/+13
Attack: Claw +13 melee (1d8+3, 17-20/x3)
Full Attack: 2 Claws +13 melee (1d8+3, 17-20/x3) and Bite +13 melee (1d8+1 plus Blood Drain)
Space/Reach: 5 ft./5 ft.
Special Attacks: Augmented Critical, Blood Drain, Impaling Wring-Out
Special Qualities: Harden, Swords Dance
Saves: Fort +12, Ref +9, Will +5
Abilities: Str 16, Dex 14, Con 20, Int 6, Wis 14, Cha 8
Skills: Hide +15, Swim +11
Feats: Multiattack, Improved Natural Attack (Claw), Improved Multiattack, Improved Natural Attack (Bite)
Environment: Any aquatic, but usually extinct.
Organization: Solitary or Clade (4-10 Kabuto and 1-3 Kabutops)
Challenge Rating: 10
Treasure: Standard.
Alignment: Usually Neutral
Advancement: 11-15 HD (Medium), 16-20 HD (Large)
Level Adjustment:

Combat Edit

Augmented Critical (Ex): The claws of the Kabutops threaten on a 17-20 and deal x3 damage.

Blood Drain (Ex): With every bite, enough blood is drunk to deal 1 points of Con damage per 2 HD. This restores 5 HP to the Kabutops for every point of Con damage dealt.

Harden (Ex): If Kabutops makes a full defence, its natural armour bonus improves by 4 points for three rounds. Multiple full defences do not stack.

Impaling Wring-Out (Ex): On a successful grapple, Kabutops can attempt to wring all liquids from the target, forcing them to make a DC 18 Fortitude save (Strength-based). It must have already drained blood from them for this to work, and if they succeed on the saving throw they are immune until blood-drained again. If they fail, they take 1d6 points of damage per HD of the Kabutops, are Nauseated for 3 rounds and continue to bleed 10 hit points per round.

Swords Dance (Ex): As a full round action, Kabutops can focus on combat, honing its abilities. On the next round (and in any attacks of opportunity taken before then), all claw attacks deal an additional 1d6+2 damage for every 2 hit dice.


A Kabutops gains further powers as it advances, and receives the following attacks:

Ancient Power (Ex): At 14 HD, once per minute, Kabutops can telekinetically launch up to 3 chunks of stone within 100 feet. These are launched as ranged attacks, and, if at least as large as a Medium character, deal 10d6 damage each. Furthermore, upon activation, there is a 10% chance that Kabutops will become stronger for 3 rounds, gaining a +4 bonus to Strength, a +6 bonus to Natural Armour and immunity to all negative conditions (it is only harmed by damage).

Night Slash (Ex): At 18 hit dice, as a move action, Kabutops can coat its claws in negative energy. On the next attack made with each claw, the attacks are made as touch attacks and deal an additional amount of negative energy damage equal to 3d6 plus twice the Kabutops's level.

Spell Resistance (Ex): At 20 hit dice, Kabutops gains Spell Resistance equal to 11 + its Hit Dice.

Each time it gains one of these powers, Kabutops advances by +1 CR.

Legal Disclaimer

This web page is Not in any way, shape, or form affiliated with the owner(s) of any copyright material presented on this page. Copyrights and trademarks for any books, films, and other promotional materials are held by their respective owners and their use is allowed under the fair use clause of the Copyright Law.
Back to Main Page3.5e HomebrewMonsters
Community content is available under CC-BY-SA unless otherwise noted.