Kanash
These tall, skinny, humanoid creatures seem to be perpetually dressed in black robes, which are actually loose clumps of skin. Their necks, hands, feet and heads are grey and boney, and the excess clumps of black skin seem almost to be falling off of them. Their eyes always seem clamped shut, but in truth there is still a small opening through which the Kanash can see. Many have mistaken the Kanash for wraiths of some sort, and mistakenly used undead-hunting weaponry on them.
Kanash travel in flying packs, though occasionally one will “go rogue” and start hunting on its own. Kanash fight viciously, giving many the impression that they are evil. Kanash actually lack the intelligence to be evil, they are simply hungry and will hunt anything with a pulse. There have been a few stories of Kanash swarming a farm, scaring the farmers for their very lives, but instead of killing the intelligent creatures inside they eat the cattle and move on.
Kanash like to stay in the swamps and, in more advanced settings, urban areas that generate a lot of smoke. Rogue Kanash are particularly fond of urban areas, and they become something of a boogeyman in such cities. They use their “Smog Invisibility” ability to hide and hunt, then retreat to some dark, abandoned area to rest. Kanash packs do migrate, especially if prey is running low, leading to infamous “Kanash Attacks” in rural areas.
Medium Monstrous Humanoid
Hit Dice: 7d8+21 (46)
Initiative: +3
Speed: 30 ft, Fly 60 ft
Armor Class: 21 (+3 dex, +8 natural)
Base Attack/Grapple: +7/+14
Attack: Slam +10 and Bite +10
Damage: Slam (1d6+3+2d4 electricity) and Bite (1d8+3)
Space/Reach: 5ft/5ft
Special Attacks: Flying Charge, Shred, Electric Slam
Special Qualities: Smog Invisibility, Electricity Immunity, Takeoff, Darkvision 60 ft, Damage Reduction 5/+2, Spell Resistance 15
Saves: Fort +6, Ref +10, Will +10
Abilities: Str 16, Dex 17, Con 17, Int 2, Wis 17, Cha 15
Skills: Survival +13
Feats: Improved Grapple, Fly-By Attack, Track
Environment: Swamps, Urban and Any
Organization: Solitary, Pair or Pack (4-8)
Challenge Rating: 6
Treasure: None
Alignment: Always Neutral
Advancement: By character class
Level Adjustment: -
Flying Charge: If a Kanash charges at an opponent, it can get two more slam attacks at the same attack bonus against that creature and can automatically try to grapple, all against the same opponent. If the Kanash uses this ability, it cannot move again that round.
Shred: If the Kanash succeeds at a grapple check, it can automatically deal 5d8 slashing damage as it tears its fingernails through its opponent’s flesh. The Kanash automatically releases the grapple.
Electric Slam: A Kanash’s slam attack deals 2d4 electricity damage.
Smog Invisibility: In mist, smoke or other vapor that grants any concealment, a Kanash becomes invisible, as the “Improve Invisibility” spell, so long as it remains in the vapor. Kanash can see through such vapor easily, even magical vapor, and can see other Kanash using their Smog Invisibility.
Takeoff: If a Kanash begins takes off from the ground, or any other solid footing with at least five feet of room (so it cannot take off from trees, for example, that are less than five feet wide) it can move 300 feet, and all creatures within five feet of the Kanash must make a fortitude save, DC 15 or fall over and be stunned for a round.
