This furry creature possesses four powerful arms that end in grasping three-fingered hands. It mouth is filled with multiple rows of teeth and its eyes are a solid silver colour.

KAHRN (CR 7; XP 3,200)
CN Large magical beast
Init +5; Senses low-light vision; Perception +15
AC 20, touch 10, flat-footed 19
(+1 Dex, +10 natural, -1 size)
hp 115 (10d10+60); fast healing 5
Fort +12, Ref +8, Will +5
Speed 30 ft.
Melee 4 claws +14 (1d6+5 plus grab), bite +14 (1d8+5 plus anti-poison)
Space 10 ft.; Reach 10 ft.
Special Attacks rend (2 claws, 2d6+7)
Str 21, Dex 12, Con 20, Int 7, Wis 15, Cha 14
Base Atk +10; CMB +16 (+20 grapple); CMD 27 (31 vs. trip)
Feat Combat Reflexes, Improved Initiative, Light Sleeper, Power Attack, Toughness
Skills Perception +15
SQ spawn
Environment any
Organization solitary
Treasure standard
Anti-Poison (Ex) Bite—save Fort DC 20; frequency 1/round for 5 rounds; effect heals 2d8; cure 1 save; The save DC is Constitution-based.
Spawn (Su) After 4 rounds of continuous combat, the kahrn can, as a full-round action, attempt to reproduce. The spawn forms as a bud on its back, which spurts open the following round, producing a larval kahrn (as kahrn with the young creature template applied twice). The creature can use this ability only once every six months.

Kahrn are creatures of evolved to live and thrive in an environment of violence. Asexual creatures, these magical beasts draw energy from combat with other sentient creatures in which to fuel their own propagation. They are not mindless beasts though and will often take the time to evaluate a foe at a distance to determine if it can provide them with the energy they need before attacking.

For obvious reasons, the kahrn seeks out combat. It has no interest in fighting an opponent it cannot defeat. In combat, it usually refrains from using its bite. However, if a weak opponent appears to be faltering, the kahrn uses the healing poison in its bite to restore and sustain it, so it can continue to fight. The kahrn will never use its bite on an obviously superior foe.

Kahrn larvae look like smaller versions of the parents. They feed on combat like adults, and they are born hungry, eager to join in the battle that gave them life. They are about 4 feet high and 3 feet long. Their hairless bodies are covered in moist grey flesh. After about a year, the larvae mature into adults, but they are forced to fend for themselves immediately.

On Porphyra
Kahrn are prolific in any land that is experiencing conflict. The Jheriak Continuance employs kahrn in its mercenary training programs to provide them with an endless supply of potential opponents. It is said that groups of kahrn have begun to assemble in the Giant’s Retreat near the foot of the Dagger Peaks. As kahrn are typically solitary creatures, it is very concerning to many who study them that so many are converging in one place.