Kalabon

"My little pets are a good reminder of what happens when hags rise above their station. As a bonus, they do so love to eat my inconvenient garbage."   ~Nereia Zazerac

Basic Information

Anatomy

Individual kalabons have three legs, raw, oozing flesh, tentacles, and gaping maws. Kalabon colonies are a little more varied, anywhere from 6 feet to 60 feet in height.

Genetics and Reproduction

Kalabons were born when the Hag-Countess was assassinated by Glasya, Princess of Hell. The final agonies of the old ruler of Malbolge were so great that individual cysts and tumors tore free from her tortured flesh and became the first kalabons. New kalabons are crafted from the very soil and clay of Malbolge, which itself was a part of the Hag Countess. While this can happen spontaneously, it's more often a product of a profane ritual to create a miserable, self-loathing servant.

Growth Rate & Stages

Kalabons are quite short when they're made, 3-4 ft. tall. They don't naturally grow, but they combine into larger versions of themselves. At any point, they can tear themselves apart into the individual kalabons. There is no known maximum size, but the largest attested in mythology and folklore was around 60 feet.    
Name Constituent Members Size Height HP (6xConstituent Members) Melee AC
Individual Kalabon 1-3 Small 3-4 6-18 tentacle +4 (1d4+1 plus 1d3 acid) 14
Cyst 4-7 Medium 4-8 24-42 2 tentacles each+5 (1d6 plus 1d4 acid) 13
Polyp 8-31 Large 8-16 48-186 3 tentacles each +6 (1d8 plus 1d6 acid) 12
Colony 32-50 Huge 16-32 192-300 4 tentacles each +17 (2d6 plus 1d8 acid) 11
Colossus 51+ Gargantuan 32+ 306+ All creatures within 30 ft. of a kalabon colossus at the start of their turns must make a Dexterity Save or take 4d6 bludgeoning plus 1d12 acid, taking half on a successful save. 10
 

Ecology and Habitats

Kalabons can't thrive anywhere but perfectly silent, perfectly dark places. Such places are rare in the extremes required to cause a kalabon no pain, but they are typically found in places that approach these traits such as deep caves and root cellars of abandoned rural hovels. Not being native to Kobos, they are only found when they have been intentionally summoned or crafted.

Dietary Needs and Habits

In Malbolge, Kalabons devour souls like any Devil, but those on the Prime Material are obligate carnivores with very little preference for what sort of meat they consume.

Additional Information

Social Structure

Kalabons are in constant pain from any sensation whatsoever, save one. They feel a small measure of peace and relief when they gather together, joining their bodies into colonies. This makes them feel just a tiny sliver of what it was like to be part of the Hag Countess, and if they had a goal as a species it would be to join all of themselves together and remake the Hag Countess once again.

Uses, Products & Exploitation

All kalabons everywhere are ultimately the slaves of Glasya, as she has laid claim to every ounce of their flesh. In practice, they often serve her minions as guardians, executioners, and corpse disposers.

Perception and Sensory Capabilities

Kalabons can detect light, smell, taste, heat, and sound through their slimy flesh. They find this extremely unpleasant and will seek to either flee from or destroy sources of large sensation quickly.   Kalabons are telepathic, and can establish weak links with non-kalabons while their own minds mingle into one basic intelligence within range.

Civilization and Culture

Naming Traditions

Kalabons are all Malagard. They can't think of themselves as individuals, they are in too much pain, but occasionally their delegated masters assign them names. By tradition these are always insulting.

Major Organizations

The largest delegated master of kalabons on Kobos is Nereia Zazerac and by extension her cult.

Major Language Groups and Dialects

Kalabons speak Infernal

History

Malbolge is the sixth layer of the Nine Hells of Baator. Once, it was the domain of the Hag Countess Malagard, who herself had acquired it for betraying the previous duke, Moloch, to Asmodeus. She used her position to prepare a ritual to ascend to godhood, a process that would require her to consume millions of souls. After millennia of preparation, she was betrayed during the ritual by Glasya who had either altered the ritual or poisoned the souls to foul the process. Malagard swelled to impossible size and split into pieces, her twisted body serving as landmarks in the domain that Glasya now ruled.   It was from this screaming flesh that the first kalabons erupted, tearing free to avoid Malagard's fate. These polypous devils were enslaved by Glasya, who enjoys using them as much to further her own plans as torturing what was left of Malagard.
Genesis Ritual, Page 751 of the Gahapi Czangbuyag  
Individual Kalabon
Kalabon Cyst  
Kalabon polyp
Instructions on the control of a kalabon colony, Page 752 of the Gahapi Czangbuyag
Kalabon Colossus

Kalabon Cyst CR: 3

Medium fiend (devil), lawful evil
Armor Class: 13
Hit Points: 4d8+8
Speed: 30 ft

STR

14 +2

DEX

8 -1

CON

14 +2

INT

4 -3

WIS

12 +1

CHA

7 -2

Saving Throws: Constitution+4, Dexterity+1, Wisdom+8
Skills: Climb +5, Stealth +7, Perception +5
Damage Vulnerabilities: Radiant
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical sources
Condition Immunities: Charmed, exhaustion, petrified, dazed
Senses: Darkvision 120 ft., Passive Perception 15
Languages: Infernal
Challenge Rating: 3

Stench (Ex): At the end of each of a kalabon's turns, creatures within 10 feet of it must succeed on a DC 14 Constitution save or become sickened for 1 round.   A creature that successfully saves cannot be affected by that same kalabon's stench for 24 hours. Baatezu are immune to the stench.   Light Sensitivity (Ex): A kalabon is dazzled in bright sunlight or within the radius of a daylight spell.   Acid Tentacles (Ex): A kalabon deals an extra 1d6 points of acid damage with its natural attacks.

Actions

Colony Mass (Ex): When encountered in large numbers, kalabons are a dangerous menace. Up to thirty-two kalabons can combine into one larger creature. As a standard action, a kalabon can combine with another kalabon in the same or an adjacent square to form a colony. A colony has hit points equal to the total current hit points of members of its mass. For example, a kalabon with 4 hit points that joins a colony grants the colony an extra 4 hit points. A colony uses the base statistics for the standard small kalabon, but with a +1 bonus on attack rolls for every two kalabons within it.     Colony Growth (Ex): A colony of four or more kalabons grows in size, becoming Medium. A colony of eight or more kalabons is Large. Thirty-two kalabons form a Huge colony. A kalabon's attack deals increased damage based on its size. In addition, each time a kalabon increases in size, it gains an additional tentacle attack. The accompanying table summarizes the changes for each size. Apply the indicated size modifiers to the base kalabon statistics given in this entry. They cover the change from size Small to a larger size category. The AC modifier applies to the kalabon's standard, touch, and flat-footed ACs. Remember that the colony mass special ability gives a colony a +1 bonus on attack rolls per two kalabons within it.   Colony Split (Ex): A kalabon that has joined with one or more of its brethren can burst into a number of Small kalabons as a full-round action. Divide the kalabon's current hit points by 6 and round down. The result is the number of Small kalabons that emerge from the mass. They can occupy any squares that the colony filled, as well as the closest empty spaces. Each kalabon has 6 hit points.     Multiattack: A kalabon cyst makes two tentacle attacks per round.   Tentacles To hit: +5. Damage: 1d6+3 plus 1d6 acid.

When 4-7 Kalabons have merged, they form a Kalabon Cyst.
 

Kalabon Polyp CR: 8

Large fiend (devil), lawful evil
Armor Class: 12
Hit Points: 8d8+16
Speed: 40 ft , climb: 20 ft

STR

16 +3

DEX

8 -1

CON

14 +2

INT

4 -3

WIS

12 +1

CHA

7 -2

Damage Vulnerabilities: Radiant
Senses: Darkvision 300 ft, Passive Perception 18
Languages: Infernal
Challenge Rating: 8

Stench (Ex): At the end of each of a kalabon's turns, creatures within 10 feet of it must succeed on a DC 14 Constitution save or become sickened for 1 round.   A creature that successfully saves cannot be affected by that same kalabon's stench for 24 hours. Baatezu are immune to the stench.   Light Sensitivity (Ex): A kalabon is dazzled in bright sunlight or within the radius of a daylight spell.   Acid Tentacles (Ex): A kalabon deals an extra 1d3 points of acid damage with its natural attacks.

Actions

Colony Mass (Ex): When encountered in large numbers, kalabons are a dangerous menace. Up to thirty-two kalabons can combine into one larger creature. As a standard action, a kalabon can combine with another kalabon in the same or an adjacent square to form a colony. A colony has hit points equal to the total current hit points of members of its mass. For example, a kalabon with 4 hit points that joins a colony grants the colony an extra 4 hit points. A colony uses the base statistics for the standard small kalabon, but with a +1 bonus on attack rolls for every two kalabons within it.     Colony Growth (Ex): A colony of four or more kalabons grows in size, becoming Medium. A colony of eight or more kalabons is Large. Thirty-two kalabons form a Huge colony. A kalabon's attack deals increased damage based on its size. In addition, each time a kalabon increases in size, it gains an additional tentacle attack. The accompanying table summarizes the changes for each size. Apply the indicated size modifiers to the base kalabon statistics given in this entry. They cover the change from size Small to a larger size category. The AC modifier applies to the kalabon's standard, touch, and flat-footed ACs. Remember that the colony mass special ability gives a colony a +1 bonus on attack rolls per two kalabons within it.   Colony Split (Ex): A kalabon that has joined with one or more of its brethren can burst into a number of Small kalabons as a full-round action. Divide the kalabon's current hit points by 6 and round down. The result is the number of Small kalabons that emerge from the mass. They can occupy any squares that the colony filled, as well as the closest empty spaces. Each kalabon has 6 hit points.   Multiattack: A kalabon polyp makes three tentacle attacks per round.   Tentacles   To hit: +6. Damage: 1d6+4 plus 1d6 acid.

Regional Effects

Wild -1

A true threat, when 8-31 Kalabons merge, they can grow to an intimidating size. So many agonized minds working together gives the beast some alacrity as well.
 

Kalabon Colony CR: 12

Huge fiend (devil), lawful evil
Armor Class: 11
Hit Points: 16d8+32
Speed: 60 ft , burrow: 15 ft , climb: 30 ft

STR

22 +6

DEX

8 -1

CON

14 +2

INT

4 -3

WIS

12 +1

CHA

7 -2

Damage Vulnerabilities: Radiant
Senses: Darkvision 600 ft, Passive Perception 18
Languages: Infernal
Challenge Rating: 12

Stench (Ex): At the end of each of a kalabon's turns, creatures within 10 feet of it must succeed on a DC 14 Constitution save or become sickened for 1 round.   A creature that successfully saves cannot be affected by that same kalabon's stench for 24 hours. Baatezu are immune to the stench.   Light Sensitivity (Ex): A kalabon is dazzled in bright sunlight or within the radius of a daylight spell.   Acid Tentacles (Ex): A kalabon deals an extra 1d12 points of acid damage with its natural attacks.

Actions

Colony Mass (Ex): When encountered in large numbers, kalabons are a dangerous menace. Up to thirty-two kalabons can combine into one larger creature. As a standard action, a kalabon can combine with another kalabon in the same or an adjacent square to form a colony. A colony has hit points equal to the total current hit points of members of its mass. For example, a kalabon with 4 hit points that joins a colony grants the colony an extra 4 hit points. A colony uses the base statistics for the standard small kalabon, but with a +1 bonus on attack rolls for every two kalabons within it.     Colony Growth (Ex): A colony of four or more kalabons grows in size, becoming Medium. A colony of eight or more kalabons is Large. Thirty-two kalabons form a Huge colony. A kalabon's attack deals increased damage based on its size. In addition, each time a kalabon increases in size, it gains an additional tentacle attack. The accompanying table summarizes the changes for each size. Apply the indicated size modifiers to the base kalabon statistics given in this entry. They cover the change from size Small to a larger size category. The AC modifier applies to the kalabon's standard, touch, and flat-footed ACs. Remember that the colony mass special ability gives a colony a +1 bonus on attack rolls per two kalabons within it.   Colony Split (Ex): A kalabon that has joined with one or more of its brethren can burst into a number of Small kalabons as a full-round action. Divide the kalabon's current hit points by 6 and round down. The result is the number of Small kalabons that emerge from the mass. They can occupy any squares that the colony filled, as well as the closest empty spaces. Each kalabon has 6 hit points.   Multiattack: A kalabon polyp makes three tentacle attacks per round.   Tentacles   To hit: +17 Damage: (2d6+5 plus 1d8 acid)

Legendary Actions

This creature has 3 Legendary Actions, which it can take at the end of another character's turn.   Psychic Scream (3 Actions) Every creature within 300 ft. of the Colony must roll a DC 14 Intelligence save or become Dazed for 1 minute. At the end of each of a Dazed creature's turn, they may reroll the save. Every failed save after the first bestows one level of Exhaustion.   Drain (2 Actions) Every creature within 90 ft. of the Colony must roll a DC 14 Constitution save or expend one Hit Die. Each Hit Die lost this way is rolled, and the Colony gains the resulting amount in temporary health.   Tentacle (1 Action) The Colony makes a Tentacle attack at a target in range.

Regional Effects

Wild - 5   Trust - 1

Massive roiling masses of merged Kalabons, Colonies are a rolling catastrophe, capable of wiping out small settlements once unleashed. 
 

Kalabon Colossus CR: 20

Gargantuan fiend (devil), lawful evil
Armor Class: 10
Hit Points: 32d8+224
Speed: 80 ft , burrow: 40 ft , climb: 50 ft

STR

26 +8

DEX

14 +2

CON

24 +7

INT

7 -2

WIS

12 +1

CHA

9 -1

Damage Vulnerabilities: Radiant
Condition Immunities: charmed, frightened, grappled, paralyzed, petrified, poisoned, dazed, prone, restrained, stunned, unconscious
Senses: Darkvision 1000 ft, Passive Perception 18
Languages: Infernal
Challenge Rating: 20

Stench (Ex): At the end of each of a kalabon's turns, creatures within 10 feet of it must succeed on a DC 18   A creature that successfully saves cannot be affected by that same kalabon's stench for 24 hours. Baatezu are immune to the stench.   Light Sensitivity (Ex): A kalabon is dazzled in bright sunlight or within the radius of a daylight spell.   Acid Tentacles (Ex): A kalabon deals an extra 1d20 points of acid damage with its natural attacks.

Actions

Colony Mass (Ex): When encountered in large numbers, kalabons are a dangerous menace. Up to thirty-two kalabons can combine into one larger creature. As a standard action, a kalabon can combine with another kalabon in the same or an adjacent square to form a colony. A colony has hit points equal to the total current hit points of members of its mass. For example, a kalabon with 4 hit points that joins a colony grants the colony an extra 4 hit points. A colony uses the base statistics for the standard small kalabon, but with a +1 bonus on attack rolls for every two kalabons within it.     Colony Growth (Ex): A colony of four or more kalabons grows in size, becoming Medium. A colony of eight or more kalabons is Large. Thirty-two kalabons form a Huge colony. A kalabon's attack deals increased damage based on its size. In addition, each time a kalabon increases in size, it gains an additional tentacle attack. The accompanying table summarizes the changes for each size. Apply the indicated size modifiers to the base kalabon statistics given in this entry. They cover the change from size Small to a larger size category. The AC modifier applies to the kalabon's standard, touch, and flat-footed ACs. Remember that the colony mass special ability gives a colony a +1 bonus on attack rolls per two kalabons within it.   Colony Split (Ex): A kalabon that has joined with one or more of its brethren can burst into a number of Small kalabons as a full-round action. Divide the kalabon's current hit points by 6 and round down. The result is the number of Small kalabons that emerge from the mass. They can occupy any squares that the colony filled, as well as the closest empty spaces. Each kalabon has 6 hit points.   Whipping Tentacles:   Every creature within 30 ft. of the Kalabon Colossus must make a DC 18 Dexterity Save or take 6d6+16 bludgeoning damage, plus 1d20 acid damage, or half on a successful save. If attacking inanimate objects such as castle walls, this attack ignores hardness and automatically hits, dealing 6d6+16 bludgeoning damage against a standing structure, plus 1d20 acid damage.

Legendary Actions

This creature has 3 Legendary Actions, which it can take at the end of another character's turn.   Psychic Scream (3 Actions) Every creature within 300 ft. of the Colony must roll a DC 16 Intelligence save or become Dazed for 1 minute. At the end of each of a Dazed creature's turn, they may reroll the save. Every failed save after the first bestows one level of Exhaustion.   Drain (2 Actions) Every creature within 90 ft. of the Colony must roll a DC 16 Constitution save or expend one Hit Die. Each Hit Die lost this way is rolled, and the Colony gains the resulting amount in temporary health.   Undermine (1 Action) The ground beneath the Colossus cracks and shatters, becoming difficult terrain until the rubble is cleared.

Regional Effects

Wild -8   Trust - 10   Control - 5   All of the water within 8 miles of a Colossus becomes Tainted and brackish.   All wild animals within 8 miles of a Colossus become hyper violent as if infected with rabies.   Plants immediately behave as if the soil has gone bad, withering up and dying.   All saves against disease made within 8 miles of a Kalabon Colossus automatically fail if it is possible to do so.

A towering, seething mass of conjoined Kalobons, a colossus is more of a supernatural disaster than a foe.

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