This ghost-like entity is covered with scales and spikes and has pincers for hands. Its glowing red eyes trail off into a smoke-like vapor. A sailorâs nightmare mermaid.
Clawed Kadian CR 9
XP 6,400
CE Medium undead (incorporeal)
Init +5; Senses darkvision 60 ft.; Perception +16; Aura slow aura (30 ft., DC 19)
AC 20, touch 20, flat-footed 14 (+4 deflection, +5 Dex, +1 dodge)
hp 93 (11d8+44)
Fort +7; Ref +10; Will +9
Defensive Abilities channel resistance +4, incorporeal; Immune undead traits
Weaknesses affected by bludgeoning
Speed fly 30 ft. (perfect)
Melee incorporeal touch +14 touch (1d8 Dexterity damage plus incorporeal grab)
Special Attacks create spawn, spiked body
Str â, Dex 21, Con â, Int 14, Wis 15, Cha 18
Base Atk +8; CMB +13 (+17 grapple); CMD 28
Feats Dazzling Display, Dodge, Lightning Reflexes, Step Up, Weapon Focus (incorporeal touch), Wind Stance
Skills Diplomacy +15, Fly +27, Intimidate +18, Linguistics +13, Perception +16, Stealth +19
Languages Aklo, Aquan, Auran, Common, Dwarven, Elven, Giant, Halfling, Ignan, Shadowspeak, Sylvan, Terran, Undercommon
While a clawed kadian is an incorporeal creature, it is affected by bludgeoning weapons. A mundane bludgeoning weapon deals 50% damage, and a magic bludgeoning weapon deals its normal damage.
A humanoid slain by a clawed kadian rises as a clawed kadian in 1d4 rounds. A spawn so created is less powerful than a typical clawed kadian, and suffers a â2 penalty on all d20 rolls and checks, receive â2 hp per HD, and only deals 1d6 Dexterity damage. A spawn is under the command of the clawed kadian that created it and remains enslaved for a year and a day, at which point it lose the spawn penalties and becomes a full-fledged and free-willed clawed kadian. A clawed kadian spawn does not possess any of the abilities it had in life.
A clawed kadianâs touch deals 1d8 points of Dexterity damage to a living creature. This is a negative energy effect. A creature dies if this Dexterity damage equals or exceeds its actual Dexterity score.
As part of an incorporeal touch attack, a clawed kadian can grab a corporeal creatureâs spirit, grappling them. The clawed kadian is treated as corporeal when initiating and maintaining a grapple; it is, however, treated as an incorporeal creature for all other purposes, such as opponents attempting to attack the clawed kadian. When the clawed kadian is grappling a creature, it can take the following actions: move, damage (from its incorporeal touch instead of its spiked body), and pin. It cannot tie up an opponent.
When a creature comes within 30 ft. of the clawed kadian, it is overcome with lethargy and find they cannot move as quickly as normal. A creature that fails a Will save DC 19 can only take a standard action or a move action on their turn, not both. This effect counts as the slow spell for purposes of dispelling and being dispelled by haste and lasts for 6 rounds. Creatures that successfully save cannot be affected by the same creatureâs slow aura for 24 hours. Clawed kadians are immune to this ability. The save DC for this ability is Charisma-based.
A clawed kadianâs body has a number of large spikes on its body. Anyone grappled by the clawed kadianâs incorporeal grab takes 1d3 points of Dexterity damage every round the grapple persists.
Environment any (Plane of Shadows)
Organization solitary, pair, family (1-2 plus 4-6 clawed kadian spawn), cemetery (3-6 plus 11-20 clawed kadian spawn)
Treasure none
A clawed kadian is a ghostlike creature whose spirit is still grounded in the physical world, allowing it to grasp corporeal creatures. However, this trait also leaves the kadian vulnerable to attacks from bludgeoning weapons.
Paladins and pirates alike fear these spectral women.
This type of undead can be made with a greater create undead spell of caster level 18th or higher.
Book of Beasts: Monsters of the Shadow Plane © 2012, Jon Brazer Enterprises. Author: Dale C. McCoy, Jr.