Moørkutlot CR 11
This horse-sized creature has a face that opens like a flower to reveal snapping jaws, and
craggy gray skin covered in strange slime.
N Large animal
Init +7; Senses blind, blindsight 60 ft.; Perception +18
DEFENSE
AC 25, touch 12, flat-footed 22 (+3 Dex, +13 natural, –1 size)
hp 142 (15d8+75)
Fort +14, Ref +12, Will +10
DR 10/salt; Immune gaze and other visual effects; Resist cold 30
OFFENSE
Speed 30 ft., climb 20 ft., snowstep
Melee bite +19 (3d6+8), tongue +13 (1d4+4 plus poison)
Ranged spit +13 touch (1d4 acid plus non-newtonian spit)
Space 10 ft.; Reach 5 ft. (20 ft. with tongue)
Special Attacks non-newtonian spit
STATISTICS
Str 27, Dex 16, Con 21, Int 2, Wis 20, Cha 11
Base Atk +11; CMB +20; CMD 33 (37 vs. trip)
Feats Ability Focus (poison), Cleave, Conceal ScentB, Great Cleave, Improved Initiative,
Improved Vital Strike, Power Attack, Vital Strike, Weapon Focus (bite)
Skills Acrobatics +7, Climb +20, Perception +18, Stealth +3 (+23 in cold or icy terrain),
Survival +6, Swim +12: Racial Modifiers +20 Stealth in cold or icy terrain
SQ cold native, flaps of skin, hibernation, metabolic surge, woodland stride
Environment cold forests
Organization solitary, pair, or pack (4–6)
Treasure none
Blind (Ex)
A moørkutlot is blind. Creatures that decide to move silently (they don't move more than
1/4 of their movement speed that round and don’t make loud noise in their round) get +20
circumstance bonus to Stealth checks against a moørkutlot while creatures that as full
rounds declare that they try to make as little noise as possible (not moving, holding their
breath, etc.) get a +40 circumstance bonus to Stealth checks against a moørkutlot.
Creatures that decide to move silently or try to make as little noise as possible cannot be
detected by the moørkutlot blindsight. The distance modifier on the DC of Perception
checks a moørkutlot attempt is reduced to +1 per 60 ft.
Blindsight (Ex)
A moørkutlot’s blindsight is echolocation-based; it cannot sense within areas of silence or
similar spells.
Cold Native (Ex)
A moørkutlot leaves no tracks (as under an extraordinary pass without trace effect) and
cannot be tracked in cold or icy terrain.
Damage Reduction (Ex)
A moørkutlot damage reduction is due to the slime that covers it. That slime dissolves in
salt: a weapon encrusted in salt ignore this damage reduction while a moørkutlot that get
in direct touch with at least 2 pounds of salt (use the same rules of a splash weapon) has
its damage reduction negated for 10 minutes or until it washes the salt off, whichever
happen first. Also a prolonged (4 hours) exposition to an environment rich of salt (like a
sea coast) negate its damage reduction as long it remain in the environment and for 24
hours thereafter or until it washes the salt off, whichever happen first.
Flaps of Skin (Ex)
A moørkutlot can open the flaps of skin that cover its snout like an inverted Frilled lizard as
a move action. While they are open, the moørkutlot blinsight increase to 120 ft., the
distance modifier on the DC of Perception checks a moørkutlot attempt is reduced to +1
per 120 ft., and can detect with it creatures that move silently (see blind); creatures that try
to make as little noise as possible still cannot be detected but their bonus to Stealth is
reduced to +20. A moørkutlot must spend a move action for maintain open its flaps of skin.
Hibernation (Ex)
A moørkutlot can sleep for years, decades, or even centuries and do not need to eat or
breathe during these periods of dormancy.
A moørkutlot can enter a state of hibernation voluntarily; doing so takes 1 minute. While in
hibernation, it can take no actions but does not need to breath or eat, does not age, and is
not helpless, is only flat-footed and can make Perception check with –10 penalty. A
moørkutlot can remain in hibernation for as long as it wishes. While in hibernation, the
moørkutlot’s damage reduction improves to 20/salt. If it is jostled or damaged while
hibernating or notice a potential prey, a moørkutlot can attempt a DC 20 Will save. If it
succeeds, it awakens in 1d3 rounds. Otherwise, it takes 1d4 minutes to awaken from
hibernation.
Metabolic Surge (Ex)
Three times a day, a moørkutlot can push its metabolism into overdrive, giving it an
additional move action. It cannot use this ability if it has used it since the start of its last
round.
Non-Newtonian Spit (Ex)
A moørkutlot can spits a spray of thick, viscous fluid as a standard action that entangles its
victims, solidifying. Creatures hit by this saliva are automatically entangled (their
movement are entirely prevented if they are adjacent to a surface [including the ground] or
a large object as the mucus sticks to the surface). This fluid cannot be removed without a
Strength check with a DC 10 + Constitution bonus of the monster (15 for a standard
moørkutlot), universal solvent, or at least a ¼ pound of salt.
Poison (Ex)
Moørkutlot Poison: Bite or tongue—injury; save Fort DC 24; frequency 1/round for 6
rounds; effect 1d6 Con and staggered; cure 2 consecutive saves.
Snowstep (Ex)
A moørkutlot suffers no movement or skill penalties for moving in snowy or icy terrain or
weather conditions and can walk across snow crusts or thin ice without breaking through.
It also ignores difficult terrain and movement penalties caused by snow and ice, can move
across icy surfaces without penalty, and does not need to make Acrobatics checks to run
or charge on ice. Finally, a moørkutlot ignore the effects of wind on movement while in icy
regions, and gains immunity to the natural weather of that regions, regardless any force
(even blizzard or tornado), unless it chooses to be affected by them.
Tongue (Ex)
A moørkutlot tongue is a secondary natural weapon with a range of 20 ft. that deal piercing
damage due to its sharp barbels through which it injects the venom.
The Moørkutlot is a large heterotherm (class of tetrapods unique to Kaimere, a distant
planet, distantly related to amphibians but evolved to a far more active, predatory role) and
the largest of the Xenosimians: blind arboreal predators that hunt by sound. Most of their
kin are ambush hunters, catching prey with long venomous tongues, but the moørkutlot
has adapted for cursorial speed. When they hear movement of prey, they charge toward
the source. As heterothermes, they can fluctuate between endothermy and ectothermy.
They require a great deal of calories to maintain endothermy: if the needs aren't met, they
fall into a torpor until the next prey opportunity arrives. At large meals, groups of
moørkutlot will mate and, as all xenosimians are hermaphrodites, all will produce offspring.
If only one is present, they will usually still lay clonal eggs after a substantial meal. These
hatchlings emerge when they hear movement, which could be as soon as a month later or
even several years after being laid. Growth is entirely dependent on available game: in
times of abundance young can reach adult size within a year or two, though in extreme
cases it can take decades. Their lifespan is equally unpredictable: with easy and reliable
access to game, they can die of old age around fifty, but there are some individuals who
regularly torpor who are many centuries old.
Moørkutlot are the apex predators of the Silent Forest, the icy forest that covers Kaishel,
the south polar continent of Kaimere, when their presence forced its other inhabitants to
become silent creatures over millions of years of evolution. The shores of this vast
continent are bountiful in the summer, but when months of cold night take over, the people
and beasts are forced to brave the forest, where Xenosimians give hungry explorers a
choice: silence or death. The nearby Kaimerans call them Moørkutlot: Makers of Silence.
Moørkutlot are social hunters, and in regions where they live a single moørkutlot hunting
may lead to a half dozen or so ganging up on a target as the sound of a struggle attracts
more. Most notoriously, however, is the non-newtonian fluid produced by modified mucus
glands in their body; this is both a defensive tool, protecting them from powerful strikes,
and an offensive one. Outside the body, the fluid sticks to skin and joints and makes
escape a struggle, but inside the body it is truly dangerous; it rapidly clogs blood and
joints, making movement nearly impossible and quickly leading to cardiac arrest. This fluid
dissolves in salt, however, and this means that moørkutlot universally avoid oceans.
In Kaimere, they are integrated into the ecology of their world as much as any other
animal- they are dominant predators, yes, but life around them has learned to
accommodate for their behavior and deadly weaponry. Not so for other planets- moørkutlot
are occasionally used as terrible biological weapons, something that can be dropped on a
planet and allowed to run wild, killing sentients and destroying the local ecosystem.
Moørkutlot as animal companion
STARTING STATISTICS
Size Medium; Speed 30 ft., climb 20 ft.; AC +4 natural armor; Attack bite (1d8); Ability
Scores Str 14, Dex 12, Con 15, Int 2, Wis 15, Cha 10; Special Qualities blind, blindsight
5 ft., cold native, resist cold 10, snowstep.
7TH-LEVEL ADVANCEMENT
Size Large; AC +2 natural armor; Attack bite (2d6), tongue (1d4 plus poison), spit (1d4
acid plus non-newtonian spit); Ability Scores Str +8, Dex –2, Con +4; Special Qualities
blindsight 10 ft., flaps of skin (blindsight 30 ft.), DR 5/salt, metabolic surge, non-newtonian
spit, poison, tongue.