Akleu (CR 8)

Medium Outsider (Evil and Extraplanar)
Alignment: Always neutral evil
Initiative: +11 (+7 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., low light vision, Listen +2, and Spot +15
Languages: Daelkyr, Undercommon


AC: 22 (+7 Dex, +5 natural), touch 17, flat-footed 15; uncanny dodge
Miss Chance 40% (transparent)
Hit Dice: 10d8 (75 hp); DR: 10/byshek
Fort +10, Ref +14, Will +9
Speed: 50 ft., climb 30 ft.
Space: 5 ft./5 ft.
Base Attack +9; Grapple +12
Attack: 2 claws +17 melee and bite +15
Damage: 2 claws 1d6+3 melee and bite 2d4+1 melee plus poison
Special Attacks/Actions: pounce, poison (DC 18, 1d6 Dex/2d6 Dex), sneak attack +3d6
Abilities: Str 16, Dex 25, Con 16, Int 13, Wis 14, Cha 11
Special Qualities: transparent (40% miss chance),
Feats: Improved Initiative, Multiattack, Track, Weapon Finesse
Skills: Balance +22, Climb +28, Escape Artist +20, Hide +28, Jump +26, Listen +2, Move Silently +20, Spot +15, Survival +15, Tumble +22, and Use Rope +7 (+9 bindings)
Advancement: 11-18 HD (Medium), 19-27 HD (Large), or by character class; Favored Class: rogue
Climate/Terrain: Any land and underground (Eberron)
Organization: Solitary or pack (2-8)
Treasure/Possessions: Standard (50% gems)

Source: Dragon #348

Uncanny Dodge (Ex) An akleu retains its Dexterity bonus to Armor Class even if caught flat-footed.

Transparent (Ex) An akleu is nearly invisible, making it very difficult to hit. Any melee or ranged attack made against an akleu has a 40% miss chance unless the attacker can pinpoint the akleu by methods other than sight. True seeing and glitterdust reveal the akleu and negate its miss chance, but see invisibility does not.

Evasion (Ex) If exposed to an effect that normally allows a Reflex save for half damage, an akleu takes no damage on a successful save.

Pounce (Ex) When an akleu charges, it can make a full attack.

Poison (Ex) The bite of an akleu injects a painful toxin. The save DC is Constitution-based.

Sneak Attack (Ex) Any time an akleu's opponent is denied its Dexterity bonus to Armor Class, or when an opponent is flanked by an akleu, the akleu deals an extra 3d6 points of damage on a successful melee attack.

Skills An akleu uses its Dexterity bonus in place of its Strength bonus when making Climb checks, receives a +8 racial bonus on Climb checks, and can take 10 on any Climb check, even if rushed or threatened. An akleu's transparent body gives the creature a +8 bonus on Hide checks.

Strategy and Tactics

Akleu prefer to attack from ambush, striking quickly with tooth and nail, and then dragging away victims to be skinned and consumed. If given the option, an akleu strikes out at a single target and avoids creatures in heavy armor. Packs of akleu work together to flank a single target and tear it apart.

Evil Subtype

A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).

Extraplanar Subtype

A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.

Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.