Medium-sized Aberration Hit Dice: 11d8+33 (72 hp) Initiative: +5 Dex Speed: 50 ft., fly 40 ft. (clumsy) AC: 25 (+5 Dex, +10 natural) (15 if flying) Attacks: (+9 base, +10 w/Str) 4 claws +14 melee, bite +5 melee Damage: claw 1d4+1 and mark, bite 1d6 and poison Face/Reach: 5 ft. by 5 ft./10 ft. Special Attacks: Rend, Spell-like Abilities, Keen Special Qualities: Cold, Elec Res 20, TBP-spawn, SR21, Regeneration 3, Tremorsense, Spider-Climb, Weapon Immunities Saves: Fort +6, Ref +8, Will +8 Abilities: Str 12, Dex 20, Con 16, Int 17, Wis 12, Cha 16 Skills: Move Silently +14, Listen +10, Spot +10, Bluff +12, Disguise +12, Sense Motive +12, Perform +12 Feats: Dodge, Mobility, Spring Attack, Weapon Finesse (claw), Combat Reflexes Climate/Terrain: Urban Organization: Triplet Challenge Rating: 13 Treasure: Double standard Alignment: Always chaotic evil Advancement: 12-16 HD (Medium); 17-33 HD (Large)
The thon'ri are agents of the Ta'bar'pur. They act as eyes and ears, often as political agitators, and occasionally as assassins. They do not favor long-term impersonations, since most positions powerful enough to be interesting would have magical protections against creatures such as themselves.
In their natural form, the thon'ri look much like a bipedal cockroach, with a carapace that covers the torso and an insectile head. Their arms are long and multi-jointed. When the thon'ri flies, the carapace opens to reveal a soft, pulsing mass of tissue that leaves them vulnerable to attacks.
Combat: The thon'ri take a cautious approach to combat. They are usually content to use hit and run tactics and let their destructive enchantments render an opponent helpless.
TBP: Immune to enchantments, compulsions, and mind-altering spells. Detect Thoughts at will as a free action.
Spider-Climb(Ex): As the spell.
Bite Poison(Ex): DC19, Initial damage 2d6 Wisdom, secondary damage paralysis for 3d6 minutes
Rend(Ex): If multiple claws hit, the thon'ri does rending damage, 1d8+1 for each additional claw.
Keen(Su): As a free action, the thon'ri may emit a piercing keen (30' radius) that lasts all round. Anyone in this area must make a Will save (DC17) or take 1d4 points of temporary Wisdom Damage. This interferes with spellcasting in the area (Conc check 15+level). Opponents get a +5 bonus on Listen checks to discern an invisible thon'ri's location while it is keening. If multiple thon'ri are keening, the effects stack, and the concentration check is at +3 DC for each additional keener.
Regeneration(Ex): Fire and Acid do normal damage
Weapon Immunities: Stabbing weapons do no damage to a thon'ri, and slashing weapons do only half-damage. Weapons do full damage if the thon'ri's carapace is exposed.
Mark(Ex): A slow-acting venom. Anyone struck by the thon'ri's claws is visible to them utterly for that round, no matter how they try to hide or what illusions they have masking them. Thon'ri gain a +4 morale bonus to attacks against anyone marked since their last turn. After 24 hours, a marked victim must make a Will Save(16) or begin to become a slave of the thon'ri.
Spell-like Abilities: At will: Change Self, Charm Monster, Dimension Door, Dispel Magic, Dominate Person, Haste, Improved Invisibility, Mirror Image, Modify Memory, See Invisibility, Slow, Suggestion -- as a 10th level bard, DC 13+level