Monsters:
Dhaikler
 
 
By: Jan Willem v.d. Brink
Type: Aberration
Difficulty: CR 4
Game: Dungeons & Dragons (D&D)

Medium-Size Aberration
Hit Dice: 5d8+25 (47 hp)
Initiative: +2 (Dex)
Speed: fly 30 ft. (good)
AC: 20 (+2 Dex, +8 natural)
Attacks: 2 tentacles +5 melee (+3 base, +2 Str)
Damage: Tentacle 2d6+2
Face/Reach: 5 ft. by 5 ft./ 10 ft.
Special Attacks: Trip
Special Qualities: Darkvision 60 ft.
Saves: Fort +6, Ref +3, Will +3
Abilities: Str 14, Dex 14, Con 20, Int 12, Wis 8, Cha 8
Skills: Hide +7, Listen +7, Move Silently +7, Search +7, Spot +7
Feats: Alertness, Dodge
Climate/Terrain: Any land and underground
Organisation: Solitary, pair, or cluster (3-8)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually lawful evil
Advancement: 6-10 HD (medium-size); 11-15 HD (large)

Dhaiklers look like flying orbs with a diameter of about 4 feet. A Dhaikler can range in color from deep green to deep brown. Rectangular pieces of skin hang down from the bottom of its body, allowing it to maneuver pretty well. Two long tentacles sprout from its body, with a large eye and mouth in between. When first encountered, many people assume Dhaiklers to be related to beholders, but Dhaiklers form an entire different race. Dhaiklers are able to speak the Common tongue, although they rarely have anything to say.

Combat
Dhaiklers usually hover above their enemies, staying just out of reach, and attacking with their long tentacles. They do not attack with their mouth, which they only use for consuming prey.
Trip (Ex): A Dhaikler that hits with a tentacle can attempt to trip the opponent as a free action (see PHB 139) without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the Dhaikler.

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