Koruvi Endling
Source: Alien Archive 4
CR: 3 XP: 800
N Medium undead (incorporeal)
Init.: +2 Senses: darkvision 60 ft. Perception: +8
Defense
HP: 40
EAC: 14 KAC: 16
Fort: +5 Ref: +5 Will: +4
Offense
Speed: 40 ft.
Melee: antitech hoof +11 (1d6+7 B; DC 12, see below) or antitech horn +11 (1d6+7 P; DC 12, see below)
Offensive Abilities: demolition
Statistics
Str: +4 Dex: +2 Con: — Wis: +1 Int: -4 Cha: -2
Skills: Acrobatics +8, Athletics +13, Stealth +8
Ecology
Environment: any (Calen 5)
Organization: solitary or retribution (2–8)
Special Abilities
<p><b>Antitech Natural Weapons (Su):</b> As an attack, a desolation endling can temporarily cause a body part to become substantial. This functions as a natural weapon that the species had in life, dealing a damage type that the living counterpart’s natural attack dealt. A creature hit by this attack must attempt a Reflex save. On a failure, a random hybrid or technological item worn or wielded by the target ceases to function for 1 round, and if the target is a technological construct, it is shaken for 1 round.<br/> <b>Demolition (Su):</b> A desolation endling’s antitech natural weapons ignore an amount of hardness equal to twice its CR. When performing a sunder combat maneuver, a desolation endling gains a +4 insight bonus to its attack roll.<br/> <b>Rejuvenation (Su):</b> An endling can’t be destroyed by violence—an endling reduced to 0 Hit Points dematerializes but restores itself in 2d4 days. The only way to permanently destroy an endling is to determine the reason for its extinction and perform some action to set right whatever prevents it from resting in peace. The exact means vary with each kind of endling and are determined by the GM.</p>