his material is Open Game Content, and is licensed for public use under the
terms of the Open Game License v1.0a.
MONSTERS
(H-I)
HAG
Although different hags are
unique in appearance and mannerism, they have many aspects in common. All take
the form of crones whose bent shapes belie their fierce power and
swiftness.
Hags speak Giant and Common.
COMBAT
Hags are tremendously
strong. They are naturally resistant to spells and can cast magic of their own.
Hags often gather to form coveys. A covey, usually containing one hag of each
type, can use powers beyond those of the individual members.
ANNIS
|
|
Large Monstrous Humanoid
|
|
Hit Dice:
|
7d8+14 (45 hp)
|
|
Initiative:
|
+1
|
|
Speed:
|
40 ft. (8 squares)
|
|
Armor Class:
|
20 (–1 size, +1 Dex, +10 natural), touch 10, flat-footed 19
|
|
Base Attack/Grapple:
|
+7/+18
|
|
Attack:
|
Claw +13 melee (1d6+7)
|
|
Full Attack:
|
2 claws +13 melee (1d6+7) and bite +8 melee (1d6+3)
|
|
Space/Reach:
|
10 ft./10 ft.
|
|
Special Attacks:
|
Improved grab, rake 1d6+7, rend 2d6+10, spell-like abilities
|
|
Special Qualities:
|
Damage reduction 2/bludgeoning, darkvision 60 ft., spell resistance
19
|
|
Saves:
|
Fort +6, Ref +6, Will +6
|
|
Abilities:
|
Str 25, Dex 12, Con 14, Int 13, Wis 13, Cha 10
|
|
Skills:
|
Bluff +8, Diplomacy +2, Disguise +0 (+2 acting), Hide +5, Intimidate +2,
Listen +10, Spot +10
|
|
Feats:
|
Alertness, Blind-Fight, Great Fortitude
|
|
Environment:
|
Cold marshes
|
|
Organization:
|
Solitary or covey (3 hags of any kind plus 1–8 ogres and 1–4
evil giants)
|
|
Challenge Rating:
|
6
|
|
Treasure:
|
Standard
|
|
Alignment:
|
Usually chaotic evil
|
|
Advancement:
|
By character class
|
|
Level Adjustment:
|
—
|
An annis commonly uses its disguise self ability to take the form of
an exceptionally tall human, a fair giant, or an ogre.
An annis stands some 8
feet tall and weighs about 325 pounds.
Combat
Though physically powerful,
these hags do not favor simple assaults but try to divide and confuse their foes
before combat. They love to pose as commoners or gentlefolk to lull their
victims into a sense of false security before they attack.
Improved Grab
(Ex): To use this ability, an annis must hit a Large or smaller opponent
with a claw attack. It can then attempt to start a grapple as a free action
without provoking an attack of opportunity.
Rake (Ex): Attack bonus
+13 melee, damage 1d6+7. An annis can attack a grappled foe with both claws at
no penalty.
Rend (Ex): An annis that hits with both claw attacks
latches onto the opponent’s body and tears the flesh. This attack
automatically deals an extra 2d6+10 points of damage.
Spell-Like
Abilities: 3/day—disguise self, fog cloud. Caster level
8th.
GREEN HAG
|
|
Medium Monstrous Humanoid
|
|
Hit Dice:
|
9d8+9 (49 hp)
|
|
Initiative:
|
+1
|
|
Speed:
|
30 ft. (6 squares), swim 30 ft.
|
|
Armor Class:
|
22 (+1 Dex, +11 natural), touch 11, flat-footed 21
|
|
Base Attack/Grapple:
|
+9/+13
|
|
Attack:
|
Claw +13 melee (1d4+4)
|
|
Full Attack:
|
2 claws +13 melee (1d4+4)
|
|
Space/Reach:
|
5 ft./5 ft.
|
|
Special Attacks:
|
Spell-like abilities, weakness, mimicry
|
|
Special Qualities:
|
Darkvision 90 ft., spell resistance 18
|
|
Saves:
|
Fort +6, Ref +7, Will +7
|
|
Abilities:
|
Str 19, Dex 12, Con 12, Int 13, Wis 13, Cha 14
|
|
Skills:
|
Concentration +7, Craft or Knowledge (any one) +7, Hide +9, Listen +11,
Spot +11 Swim +12
|
|
Feats:
|
Alertness, Blind-Fight, Combat Casting, Great Fortitude
|
|
Environment:
|
Temperate marshes
|
|
Organization:
|
Solitary or covey (3 hags of any kind plus 1–8 ogres and 1–4
evil giants)
|
|
Challenge Rating:
|
5
|
|
Treasure:
|
Standard
|
|
Alignment:
|
Usually chaotic evil
|
|
Advancement:
|
By character class
|
|
Level Adjustment:
|
—
|
Green hags are found in desolate swamps and dark forests.
A green hag is
about the same height and weight as a female human.
Combat
Green hags
prefer to attack from hiding, usually after distracting foes. They often use
darkvision to their advantage by attacking during moonless
nights.
Spell-Like Abilities: At will—dancing lights,
disguise self, ghost sound (DC 12), invisibility, pass without trace,
tongues, water breathing. Caster level 9th. The save DC is
Charisma-based.
Weakness (Su): A green hag can weaken a foe by making
a special touch attack. The opponent must succeed on a DC 16 Fortitude save or
take 2d4 points of Strength damage. The save DC is Charisma-based.
Mimicry
(Ex): A green hag can imitate the sounds of almost any animal found near its
lair.
Skills: A green hag has a +8 racial bonus on any Swim check to
perform some special action or avoid a hazard. It can always choose to take 10
on a Swim check, even if distracted or endangered. It can use the run action
while swimming, provided it swims in a straight line.
SEA HAG
|
|
Medium Monstrous Humanoid (Aquatic)
|
|
Hit Dice:
|
3d8+6 (19 hp)
|
|
Initiative:
|
+1
|
|
Speed:
|
30 ft. (6 squares), swim 40 ft.
|
|
Armor Class:
|
14 (+1 Dex, +3 natural), touch 11, flat-footed 13
|
|
Base Attack/Grapple:
|
+3/+7
|
|
Attack:
|
Claw +7 melee (1d4+4)
|
|
Full Attack:
|
2 claws +7 melee (1d4+4)
|
|
Space/Reach:
|
5 ft./5 ft.
|
|
Special Attacks:
|
Horrific appearance, evil eye
|
|
Special Qualities:
|
Amphibious, spell resistance 14
|
|
Saves:
|
Fort +2, Ref +4, Will +4
|
|
Abilities:
|
Str 19, Dex 12, Con 12, Int 10, Wis 13, Cha 14
|
|
Skills:
|
Craft or Knowledge (any one) +3, Hide +4, Listen +6, Spot +6, Swim
+12
|
|
Feats:
|
Alertness, Toughness
|
|
Environment:
|
Temperate aquatic
|
|
Organization:
|
Solitary or covey (3 hags of any kind plus 1–8 ogres and 1–4
evil giants)
|
|
Challenge Rating:
|
4
|
|
Treasure:
|
Standard
|
|
Alignment:
|
Usually chaotic evil
|
|
Advancement:
|
By character class
|
|
Level Adjustment:
|
—
|
The sea hag is found in the water of seas or overgrown lakes.
A sea hag
is about the same height and weight as a female human.
Combat
Sea hags are
not subtle and prefer a direct approach to combat.
They usually remain in
hiding until they can affect as many foes as possible with their horrific
appearance.
Horrific Appearance (Su): The sight of a sea hag is so
revolting that anyone (other than another hag) who sets eyes upon one must
succeed on a DC 13 Fortitude save or instantly be weakened, taking 2d6 points of
Strength damage. This damage cannot reduce a victim’s Strength score below
0, but anyone reduced to Strength 0 is helpless. Creatures that are affected by
this power or that successfully save against it cannot be affected again by the
same hag’s horrific appearance for 24 hours. The save DC is
Charisma-based.
Evil Eye (Su): Three times per day, a sea hag can cast
its dire gaze upon any single creature within 30 feet. The target must succeed
on a DC 13 Will save or be dazed for three days, although remove curse or
dispel evil can restore sanity sooner. In addition, an affected creature
must succeed on a DC 13 Fortitude save or die from fright. Creatures with
immunity to fear effects are not affected by the sea hag’s evil eye. The
save DCs are Charisma-based.
Amphibious (Ex): Although sea hags are
aquatic, they can survive indefinitely on land.
Skills: A sea hag has
a +8 racial bonus on any Swim check to perform some special action or avoid a
hazard. It can always choose to take 10 on a Swim check, even if distracted or
endangered. It can use the run action while swimming, provided it swims in a
straight line.
HAG COVEY
From time to time, a trio of hags gathers as
a covey. Usually this foul triune includes one hag of each type, but this is not
always the case.
Combat
Hags in a covey rely on deception and their
boosted magical abilities in combat.
A covey of hags is 80% likely to be
guarded by 1d8 ogres and 1d4 evil giants who do their bidding. These minions are
often disguised with a veil spell to appear less threatening and sent
forth as spies. Such minions often (60%) carry magic stones known as hag eyes
(see below).
Spell-Like Abilities: 3/day—animate dead,
bestow curse (DC 17), control weather, dream, forcecage, mind blank,
mirage arcana (DC 18), polymorph, veil (DC 19), vision. Caster
level 9th. The save DCs are based on a Charisma score of 16. To use one of these
abilities (which requires a full-round action), all three hags must be within 10
feet of one another, and all must participate.
Once per month, a covey that
does not have a hag eye can create one from a gem worth at least 20 gp
(see below).
Hag Eye
A hag eye is a magic gem created by a
covey. It appears to be nothing more than a semiprecious stone, but a gem of
seeing or other such effect reveals it as a disembodied eye. Often, a hag
eye is worn as a ring, brooch, or other adornment. Any of the three hags who
created the hag eye can see through it whenever they wish, so long as it
is on the same plane of existence as the hag. A hag eye has hardness 5
and 10 hit points. Destroying a hag eye deals 1d10 points of damage to
each member of the covey and causes the one who sustained the greatest damage to
be blinded for 24 hours.
HALF-CELESTIAL
No
matter the form, half-celestials are always comely and delightful to the senses,
having golden skin, sparkling eyes, angelic wings, or some other sign of their
higher nature.
CREATING A HALF-CELESTIAL
“Half-celestial” is
an inherited template that can be added to any living, corporeal creature with
an Intelligence score of 4 or higher and nonevil alignment (referred to
hereafter as the base creature).
A half-celestial uses all the base
creature’s statistics and special abilities except as noted
here.
Size and Type: The creature’s type changes to outsider. Do
not recalculate the creature’s Hit Dice, base attack bonus, or saves. Size
is unchanged. Half-celestials are normally native outsiders.
Speed: A
half-celestial has feathered wings and can fly at twice the base
creature’s base land speed (good maneuverability). If the base creature
has a fly speed, use that instead.
Armor Class: Natural armor improves
by +1 (this stacks with any natural armor bonus the base creature
has).
Special Attacks: A half-celestial retains all the special
attacks of the base creature and also gains the following special abilities.
Daylight (Su): Half-celestials can use a daylight effect (as
the spell) at will.
Smite Evil (Su): Once per day a half-celestial can
make a normal melee attack to deal extra damage equal to its HD (maximum of +20)
against an evil foe.
Spell-Like Abilities: A half-celestial with an
Intelligence or Wisdom score of 8 or higher has two or more spell-like
abilities, depending on its Hit Dice, as indicated on the table below. The
abilities are cumulative
Unless otherwise noted, an ability is usable once
per day. Caster level equals the creature’s HD, and the save DC is
Charisma-based.
|
HD
|
Abilities
|
|
1–2
|
Protection from evil 3/day, bless
|
|
3–4
|
Aid, detect evil
|
|
5–6
|
Cure serious wounds, neutralize poison
|
|
7–8
|
Holy smite, remove disease
|
|
9–10
|
Dispel evil
|
|
11–12
|
Holy word
|
|
13–14
|
Holy aura 3/day, hallow
|
|
15–16
|
Mass charm monster
|
|
17–18
|
Summon monster IX (celestials only)
|
|
19–20
|
Resurrection
|
Special Qualities: A half-celestial has all the special qualities of
the base creature, plus the following special qualities.
—Darkvision
out to 60 feet.
—Immunity to disease.
—Resistance to acid 10,
cold 10, and electricity 10.
—Damage reduction: 5/magic (if HD 11 or
less) or 10/magic (if HD 12 or more).
—A half-celestial’s natural
weapons are treated as magic weapons for the purpose of overcoming damage
reduction.
—Spell resistance equal to creature’s HD + 10 (maximum
35).
— +4 racial bonus on Fortitude saves against
poison.
Abilities: Increase from the base creature as follows: Str +4,
Dex +2, Con +4, Int +2, Wis +4, Cha +4.
Skills: A half-celestial gains
skill points as an outsider and has skill points equal to (8 + Int modifier)
x(HD +3). Do not include Hit Dice from class levels in this
calculation—the half-celestial gains outsider skill points only for its
racial Hit Dice, and gains the normal amount of skill points for its class
levels. Treat skills from the base creature’s list as class skills, and
other skills as cross-class.
Challenge Rating: HD 5 or less, as base
creature +1; HD 6 to 10, as base creature +2; HD 11 or more, as base creature
+3.
Alignment: Always good (any).
Level Adjustment: Same as
base creature +4.
HALF-DRAGON
Half-dragon
creatures are always more formidable than others of their kind that do not have
dragon blood, and their appearance betrays their nature—scales, elongated
features, reptilian eyes, and exaggerated teeth and claws. Sometimes they have
wings.
CREATING A HALF-DRAGON
“Half-dragon” is an inherited
template that can be added to any living, corporeal creature (referred to
hereafter as the base creature).
A half-dragon uses all the base
creature’s statistics and special abilities except as noted
here.
Size and Type: The creature’s type changes to dragon. Size
is unchanged. Do not recalculate base attack bonus or saves.
Hit Dice:
Increase base creature’s racial HD by one die size, to a maximum of d12.
Do not increase class HD.
Speed: A half-dragon that is Large or larger
has wings and can fly at twice its base land speed (maximum 120 ft.) with
average maneuverability. A half-dragon that is Medium or smaller does not have
wings.
Armor Class: Natural armor improves by +4.
Attack: A
half-dragon has two claw attacks and a bite attack, and the claws are the
primary natural weapon. If the base creature can use weapons, the half-dragon
retains this ability. A half-dragon fighting without weapons uses a claw when
making an attack action. When it has a weapon, it usually uses the weapon
instead.
Full Attack: A half-dragon fighting without weapons uses both
claws and its bite when making a full attack. If armed with a weapon, it usually
uses the weapon as its primary attack and its bite as a natural secondary
attack. If it has a hand free, it uses a claw as an additional natural secondary
attack.
Damage: Half-dragons have bite and claw attacks. If the base
creature does not have these attack forms, use the damage values in the table
below. Otherwise, use the values below or the base creature’s damage
values, whichever are greater.
|
Size
|
Bite Damage
|
Claw Damage
|
|
Fine
|
1
|
—
|
|
Diminutive
|
1d2
|
1
|
|
Tiny
|
1d3
|
1d2
|
|
Small
|
1d4
|
1d3
|
|
Medium
|
1d6
|
1d4
|
|
Large
|
1d8
|
1d6
|
|
Huge
|
2d6
|
1d8
|
|
Gargantuan
|
3d6
|
2d6
|
|
Colossal
|
4d6
|
3d6
|
Special Attacks: A half-dragon retains all the special attacks of
the base creature and gains a breath weapon based on the dragon variety (see the
table below), usable once per day. A half-dragon’s breath weapon deals 6d8
points of damage. A successful Reflex save (DC 10 + 1/2 half-dragon’s
racial HD + half-dragon’s Con modifier) reduces damage by half.
|
Dragon Variety
|
Breath Weapon
|
|
Black
|
60-foot line of acid
|
|
Blue
|
60-foot ine of lightning
|
|
Green
|
30-foot cone of corrosive (acid) gas
|
|
Red
|
30-foot cone of fire
|
|
White
|
30-foot cone of cold
|
|
Brass
|
60-foot line of fire
|
|
Bronze
|
60-foot line of lightning
|
|
Copper
|
60-foot line of acid
|
|
Gold
|
30-foot cone of fire
|
|
Silver
|
30-foot cone of cold
|
Special Qualities: A half-dragon has all the special qualities of
the base creature, plus darkvision out to 60 feet and low-light vision. A
half-dragon has immunity to sleep and paralysis effects, and an
additional immunity based on its dragon variety.
|
Dragon Variety
|
Immunity
|
Dragon Variety
|
Immunity
|
|
Black
|
Acid
|
Brass
|
Fire
|
|
Blue
|
Electricity
|
Bronze
|
Electricity
|
|
Green
|
Acid
|
Copper
|
Acid
|
|
Red
|
Fire
|
Gold
|
Fire
|
|
White
|
Cold
|
Silver
|
Cold
|
Abilities: Increase from the base creature as follows: Str +8, Con
+2, Int +2, Cha +2.
Skills: A half-dragon gains skill points as a
dragon and has skill points equal to (6 + Int modifier) x(HD + 3). Do
not include Hit Dice from class levels in this calculation—the half-dragon
gains dragon skill points only for its racial Hit Dice, and gains the normal
amount of skill points for its class levels. Treat skills from the base
creature’s list as class skills, and other skills as
cross-class.
Environment: Same as either the base creature or the
dragon variety.
Challenge Rating: Same as the base creature + 2
(minimum 3).
Alignment: Same as the dragon variety.
Level
Adjustment: Same as base creature
+3.
HALF-FIEND
No matter its form, a half-fiend
is always hideous to behold, having dark scales, horns, glowing red eyes, bat
wings, a fetid odor, or some other obvious sign that it is tainted with
evil.
CREATING A HALF-FIEND
“Half-fiend” is an inherited
template that can be added to any living, corporeal creature with an
Intelligence score of 4 or more and nongood alignment (referred to hereafter as
the base creature).
A half-fiend uses all the base creature’s
statistics and special abilities except as noted here.
Size and Type:
The creature’s type changes to outsider. Do not recalculate Hit Dice,
base attack bonus, or saves. Size is unchanged. Half-fiends are normally native
outsiders.
Speed: A half-fiend has bat wings. Unless the base creature
has a better fly speed, the creature can fly at the base creature’s base
land speed (average maneuverability).
Armor Class: Natural armor
improves by +1 (this stacks with any natural armor bonus the base creature
has).
Attack: A half-fiend has two claw attacks and a bite attack, and
the claws are the primary natural weapon. If the base creature can use weapons,
the half-fiend retains this ability. A half-fiend fighting without weapons uses
a claw when making an attack action. When it has a weapon, it usually uses the
weapon instead.
Full Attack: A half-fiend fighting without weapons
uses both claws and its bite when making a full attack. If armed with a weapon,
it usually uses the weapon as its primary attack and its bite as a natural
secondary attack. If it has a hand free, it uses a claw as an additional natural
secondary attack.
Damage: Half-fiends have bite and claw attacks. If
the base creature does not have these attack forms, use the damage values in the
table below. Otherwise, use the values below or the base creature’s damage
values, whichever are greater.
|
Size
|
Bite Damage
|
Claw Damage
|
|
Fine
|
1
|
—
|
|
Diminutive
|
1d2
|
1
|
|
Tiny
|
1d3
|
1d2
|
|
Small
|
1d4
|
1d3
|
|
Medium
|
1d6
|
1d4
|
|
Large
|
1d8
|
1d6
|
|
Huge
|
2d6
|
1d8
|
|
Gargantuan
|
3d6
|
2d6
|
|
Colossal
|
4d6
|
3d6
|
Special Attacks: A half-fiend retains all the special attacks of the
base creature and gains the following special attack.
Smite Good (Su):
Once per day the creature can make a normal melee attack to deal extra
damage equal to its HD (maximum of +20) against a good foe.
Spell-Like
Abilities: A half-fiend with an Intelligence or Wisdom score of 8 or higher has
spell-like abilities depending on its Hit Dice, as indicated on the table below.
The abilities are cumulative. Unless otherwise noted, an ability is
usable once per day. Caster level equals the creature’s HD, and the save
DC is Charisma-based.
|
HD
|
Abilities
|
|
1–2
|
Darkness 3/day
|
|
3–4
|
Desecrate
|
|
5–6
|
Unholy blight
|
|
7–8
|
Poison 3/day
|
|
9–10
|
Contagion
|
|
11–12
|
Blasphemy
|
|
13–14
|
Unholy aura 3/day, unhallow
|
|
15–16
|
Horrid wilting
|
|
17–18
|
Summon monster IX (fiends only)
|
|
19–20
|
Destruction
|
Special Qualities: A half-fiend has all the special qualities of the
base creature, plus the following special qualities.
—Darkvision out to
60 feet.
—Immunity to poison.
—Resistance to acid 10, cold 10,
electricity 10, and fire 10.
—Damage reduction: 5/magic (if HD 11 or
less) or 10/magic (if HD 12 or more).
—A half-fiend’s natural
weapons are treated as magic weapons for the purpose of overcoming damage
reduction.
—Spell resistance equal to creature’s HD + 10 (maximum
35).
Abilities: Increase from the base creature as follows: Str +4,
Dex +4, Con +2, Int +4, Cha +2.
Skills: A half-fiend gains skill
points as an outsider and has skill points equal to (8 + Int modifier) x
(HD + 3). Do not include Hit Dice from class levels in this
calculation—the half-fiend gains outsider skill points only for its racial
Hit Dice, and gains the normal amount of skill points for its class levels.
Treat skills from the base creature’s list as class skills, and other
skills as cross-class.
Challenge Rating: HD 4 or less, as base
creature +1; HD 5 to 10, as base creature +2; HD 11 or more, as base creature
+3.
Alignment: Always evil (any).
Level Adjustment:
+4.
HALFLING
|
|
Halfling, 1st-Level Warrior
|
|
|
Small Humanoid (Halfling)
|
|
Hit Dice:
|
1d8+1 (5 hp)
|
|
Initiative:
|
+1
|
|
Speed:
|
20 ft. (4 squares)
|
|
Armor Class:
|
16 (+1 size, +1 Dex, +3 studded leather, +1 light shield), touch 12,
flat-footed 15
|
|
Base Attack/Grapple:
|
+1/–3
|
|
Attack:
|
Longsword +3 melee (1d6/19–20) or light crossbow +3 ranged
(1d6/19–20)
|
|
Full Attack:
|
Longsword +3 melee (1d6/19–20) or light crossbow +3 ranged
(1d6/19–20)
|
|
Space/Reach:
|
5 ft./5 ft.
|
|
Special Attacks:
|
Halfling traits
|
|
Special Qualities:
|
Halfling traits
|
|
Saves:
|
Fort +4, Ref +2, Will +0
|
|
Abilities:
|
Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 8
|
|
Skills:
|
Climb +2, Hide +4, Jump –4, Listen +3, Move Silently +1
|
|
Feats:
|
Weapon Focus (longsword)
|
|
Environment:
|
Warm plains (Deep halfling: Warm hills) (Tallfellow: Temperate
forests)
|
|
Organization:
|
Company (2–4), squad (11–20 plus 2 3rd-level sergeants and 1
leader of 3rd–6th level), or band (30–100 plus 100% noncombatants
plus 1 3rd-level sergeant per 20 adults, 5 5th-level lieutenants, 3 7th-level
captains, 6–10 dogs, and 2–5 riding dogs)
|
|
Challenge Rating:
|
1/2
|
|
Treasure:
|
Standard
|
|
Alignment:
|
Usually neutral
|
|
Advancement:
|
By character class
|
|
Level Adjustment:
|
+0
|
Halflings stand about 3 feet tall and usually weigh between 30 and 35
pounds. They have brown or black eyes. Halfling men often have long sideburns,
but beards are rare among them and mustaches almost unseen. Halflings prefer
simple, comfortable, and practical clothes. Unlike members of most races, they
prefer actual comfort to shows of wealth. Halflings reach adulthood in their
early twenties and generally live into the middle of their second century.
Halflings speak Halfling and Common.
Most halflings encountered outside their
home are warriors; the information in the statistics block is for one of 1st
level.
COMBAT
Halflings prefer to fight defensively, usually hiding and
launching ranged attacks as the foe approaches. Their tactics are very much like
those of elves but place more emphasis on cover and concealment and less on
mobility.
Halfling Traits (Ex): Halflings possess the following racial
traits.
— +2 Dexterity, –2 Strength.
—Small size. +1
bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks,
–4 penalty on grapple checks, lifting and carrying limits 3/4 those of
Medium characters.
—A halfling’s base land speed is 20
feet.
— +2 racial bonus on Climb, Jump, and Move Silently
checks.
— +1 racial bonus on all saving throws.
— +2 morale
bonus on saving throws against fear. This bonus stacks with the halfling’s
+1 bonus on saving throws in general.
— +1 racial bonus on attack
rolls with thrown weapons and
slings.
— +2 racial bonus on Listen
checks.
—Automatic Languages: Common, Halfling. Bonus Languages:
Dwarven, Elven, Gnome, Goblin, Orc.
—Favored Class: Rogue.
The
halfling warrior presented here had the following ability scores before racial
adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha
8.
SUBRACES
The information above is for the lightfoot halfling, the
most common halfling variety. There are two other major halfling subraces, which
differ from lightfoot halflings as follows.
Tallfellow
Tallfellows are somewhat rare among halfling folk. Tallfellows are 4 feet
tall or more and weigh between 30 and 35 pounds. They generally speak Elven in
addition to Common and Halfling.
Tallfellow Traits (Ex): These traits
are in addition to the lightfoot halfling traits, except where noted.
—
+2 racial bonus on Search, Spot, and Listen checks. Like an elf, a tallfellow
who merely passes within 5 feet of a secret or concealed door is entitled to a
Search check as though actively looking for it. This trait replaces the
lightfoot’s +2 bonus on Listen checks.
—Tallfellows are less
athletic than lightfoot halflings and do not have a racial bonus on Climb, Jump,
and Move Silently checks.
Deep Halfling
These halflings are shorter and stockier than the more common
lightfeet.
Deep halflings are about 2-1/2 tall and weigh between 30 and 35
pounds. Deep halflings speak Dwarven fluently.
Deep Halfling Traits
(Ex): These traits are in addition to the lightfoot halfling traits, except
where noted.
—Darkvision out to 60 feet.
—Stonecunning: Like
dwarves, deep halflings have a +2 racial bonus on checks to notice unusual
stonework. Something that isn’t stone but that is disguised as stone also
counts as unusual stonework. A deep halfling who merely comes within 10 feet of
unusual stonework can make a check as though actively searching and can use the
Search skill to find stonework traps as a rogue can. A deep halfling can also
intuit depth, sensing the approximate distance underground as naturally as a
human can sense which way is up.
— +2 racial bonus on Appraise checks
and Craft checks that are related to stone or metal.
—Deep halflings
are less athletic than lightfoot halflings and do not have a racial bonus on
Climb, Jump, and Move Silently
checks.
HARPY
|
|
Medium Monstrous Humanoid
|
|
Hit Dice:
|
7d8 (31 hp)
|
|
Initiative:
|
+2
|
|
Speed:
|
20 ft. (4 squares), fly 80 ft. (average)
|
|
Armor Class:
|
13 (+2 Dex, +1 natural), touch 12, flat-footed 11
|
|
Base Attack/Grapple:
|
+7/+7
|
|
Attack:
|
Club +7 melee (1d6)
|
|
Full Attack:
|
Club +7/+2 melee (1d6) and 2 claws +2 melee (1d3)
|
|
Space/Reach:
|
5 ft./5 ft.
|
|
Special Attacks:
|
Captivating song
|
|
Special Qualities:
|
Darkvision 60 ft.
|
|
Saves:
|
Fort +2, Ref +7, Will +6
|
|
Abilities:
|
Str 10, Dex 15, Con 10, Int 7, Wis 12, Cha 17
|
|
Skills:
|
Bluff +11, Intimidate +7, Listen +7, Perform (oratory) +5, Spot
+3
|
|
Feats:
|
Dodge, Flyby Attack, Persuasive
|
|
Environment:
|
Temperate marshes
|
|
Organization:
|
Solitary, pair, or flight (7–12)
|
|
Challenge Rating:
|
4
|
|
Treasure:
|
Standard
|
|
Alignment:
|
Usually chaotic evil
|
|
Advancement:
|
By character class
|
|
Level Adjustment:
|
+3
|
Harpies like to entrance hapless travelers with their magical songs and
lead them to unspeakable torments. Only when a harpy has finished playing with
its new “toys” will it release them from suffering by killing and
consuming them.
COMBAT
When a harpy engages in battle, it prefers to use
Flyby Attack and strike with a melee weapon.
Captivating Song (Su):
The most insidious ability of the harpy is its song. When a harpy sings, all
creatures (other than harpies) within a 300-foot spread must succeed on a DC 16
Will save or become captivated. This is a sonic mind-affecting charm effect. A
creature that successfully saves cannot be affected again by the same
harpy’s song for 24 hours. The save DC is Charisma-based.
A captivated
victim walks toward the harpy, taking the most direct route available. If the
path leads into a dangerous area (through flame, off a cliff, or the like), that
creature gets a second saving throw. Captivated creatures can take no actions
other than to defend themselves. (Thus, a fighter cannot run away or attack but
takes no defensive penalties.) A victim within 5 feet of the harpy stands there
and offers no resistance to the monster’s attacks. The effect continues
for as long as the harpy sings and for 1 round thereafter. A bard’s
countersong ability allows the captivated creature to attempt a new Will
save.
Skills: Harpies have a +4 racial bonus on Bluff and Listen
checks.
HELL HOUND
|
|
Medium Outsider (Evil, Extraplanar, Fire, Lawful)
|
|
Hit Dice:
|
4d8+4 (22 hp)
|
|
Initiative:
|
+5
|
|
Speed:
|
40 ft. (8 squares)
|
|
Armor Class:
|
16 (+1 Dex, +5 natural), touch 11, flat-footed 15
|
|
Base Attack/Grapple:
|
+4/+5
|
|
Attack:
|
Bite +5 melee (1d8+1 plus 1d6 fire)
|
|
Full Attack:
|
Bite +5 melee (1d8+1 plus 1d6 fire)
|
|
Space/Reach:
|
5 ft./5 ft.
|
|
Special Attacks:
|
Breath weapon, fiery bite
|
|
Special Qualities:
|
Darkvision 60 ft., immunity to fire, scent, vulnerability to cold
|
|
Saves:
|
Fort +5, Ref +5, Will +4
|
|
Abilities:
|
Str 13, Dex 13, Con 13, Int 6, Wis 10, Cha 6
|
|
Skills:
|
Hide +13, Jump +12, Listen +7, Move Silently +13, Spot +7, Survival
+7*
|
|
Feats:
|
Improved Initiative, Run, TrackB
|
|
Environment:
|
A lawful evil-aligned plane
|
|
Organization:
|
Solitary, pair, or pack (5–12)
|
|
Challenge Rating:
|
3
|
|
Treasure:
|
None
|
|
Alignment:
|
Always lawful evil
|
|
Advancement:
|
5–8 HD (Medium); 9–12 HD (Large)
|
|
Level Adjustment:
|
+3 (cohort)
|
A typical hell hound stands 4-1/2 feet high at the shoulder and weighs 120
pounds.
Hell hounds do not speak but understand Infernal.
COMBAT
Hell
hounds are efficient hunters. A favorite pack tactic is to surround prey
quietly, then attack with one or two hounds, driving it toward the rest with
their fiery breath. If the prey doesn’t run, the pack closes in. Hell
hounds track fleeing prey relentlessly.
A hell hound’s natural weapons,
as well as any weapons it wields, are treated as evil-aligned
and
lawful-aligned for the purpose of overcoming damage reduction.
Breath
Weapon (Su): 10-foot cone, once every 2d4 rounds, damage 2d6 fire, Reflex DC
13 half. The save DC is Constitution-based.
Fiery Bite (Su): A hell
hound deals an extra 1d6 points of fire damage every time it bites an opponent,
as if its bite were a flaming weapon.
Skills: Hell hounds have a +5
racial bonus on Hide and Move Silently checks.
*They also receive a +8 racial
bonus on Survival checks when tracking by scent, due to their keen sense of
smell.
HIPPOGRIFF
|
|
Large Magical Beast
|
|
Hit Dice:
|
3d10+9 (25 hp)
|
|
Initiative:
|
+2
|
|
Speed:
|
50 ft. (10 squares), fly 100 ft. (average)
|
|
Armor Class:
|
15 (–1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
|
|
Base Attack/Grapple:
|
+3/+11
|
|
Attack:
|
Claw +6 melee (1d4+4)
|
|
Full Attack:
|
2 claws +6 melee (1d4+4) and bite +1 melee (1d8+2)
|
|
Space/Reach:
|
10 ft./5 ft.
|
|
Special Attacks:
|
—
|
|
Special Qualities:
|
Darkvision 60 ft., low-light vision, scent
|
|
Saves:
|
Fort +6, Ref +5, Will +2
|
|
Abilities:
|
Str 18, Dex 15, Con 16, Int 2, Wis 13, Cha 8
|
|
Skills:
|
Listen +4, Spot +8
|
|
Feats:
|
Dodge, Wingover
|
|
Environment:
|
Temperate hills
|
|
Organization:
|
Solitary, pair, or flight (7–12)
|
|
Challenge Rating:
|
2
|
|
Treasure:
|
None
|
|
Alignment:
|
Always neutral
|
|
Advancement:
|
4–6 HD (Large); 7–9 HD (Huge)
|
|
Level Adjustment:
|
—
|
Hippogriffs are aggressive flying creatures that combine features of horses
and giant eagles. Voracious omnivores, hippogriffs will hunt humanoids as
readily as any other meal. A typical hippogriff is 9 feet long, has a wingspan
of 20 feet, and weighs 1,000 pounds.
COMBAT
Hippogriffs dive at their prey
and strike with their clawed forelegs. When they cannot dive, they slash with
claws and beak. Mated pairs and flights of these creatures attack in concert,
diving repeatedly to drive away or kill intruders. Hippogriffs fight to the
death to defend their nests and their hatchlings, which are prized as aerial
mounts and fetch a handsome price in many civilized areas.
Skills:
Hippogriffs have a +4 racial bonus on Spot checks.
TRAINING A HIPPOGRIFF
A
hippogriff requires training before it can bear a rider in combat.
Training a
hippogriff requires six weeks of work and a DC 25 Handle Animal check. Riding a
hippogriff requires an exotic saddle. A hippogriff can fight while carrying a
rider, but the rider cannot also attack unless he or she succeeds on a Ride
check.
Hippogriff eggs are worth 2,000 gp apiece on the open market, while
young are worth 3,000 gp each. Professional trainers charge 1,000 gp to rear or
train a hippogriff.
Carrying Capacity: A light load for a hippogriff
is up to 300 pounds; a medium load, 301–600 pounds; and a heavy load,
601–900 pounds.
HOBGOBLIN
|
|
Hobgoblin, 1st-Level Warrior
|
|
|
Medium Humanoid (Goblinoid)
|
|
Hit Dice:
|
1d8+2 (6 hp)
|
|
Initiative:
|
+1
|
|
Speed:
|
30 ft. (6 squares)
|
|
Armor Class:
|
15 (+1 Dex, +3 studded leather, +1 light shield), touch 11, flat-footed
14
|
|
Base Attack/Grapple:
|
+1/+2
|
|
Attack:
|
Longsword +2 melee (1d8+1/19–20) or javelin +2 ranged
(1d6+1)
|
|
Full Attack:
|
Longsword +2 melee (1d8+1/19–20) or javelin +2 ranged
(1d6+1)
|
|
Space/Reach:
|
5 ft./5 ft.
|
|
Special Attacks:
|
—
|
|
Special Qualities:
|
Darkvision 60 ft.
|
|
Saves:
|
Fort +4, Ref +1, Will –1
|
|
Abilities:
|
Str 13, Dex 13, Con 14, Int 10, Wis 9, Cha 8
|
|
Skills:
|
Hide +3, Listen +2, Move Silently +3, Spot +2
|
|
Feats:
|
Alertness
|
|
Environment:
|
Warm hills
|
|
Organization:
|
Gang (4–9), band (10–100 plus 50% noncombatants plus 1
3rd-level sergeant per 20 adults and 1 leader of 4th–6th level), warband
(10–24), or tribe (30–300 plus 50% noncombatants plus 1 3rd-level
sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of
6th–8th level, 2–4 dire wolves, and 1–4 ogres or 1–2
trolls)
|
|
Challenge Rating:
|
1/2
|
|
Treasure:
|
Standard
|
|
Alignment:
|
Usually lawful evil
|
|
Advancement:
|
By character class
|
|
Level Adjustment:
|
+1
|
Hobgoblins are larger cousins of goblins. Hobgoblins’ hair color
ranges from dark reddish-brown to dark gray. They have dark orange or red-orange
skin. Large males have blue or red noses. Hobgoblins’ eyes are yellowish
or dark brown, while their teeth are yellow. Their garments tend to be brightly
colored, often blood red with black-tinted leather. Their weaponry is kept
polished and in good repair. Hobgoblins speak Goblin and Common. Most hobgoblins
encountered outside their homes are warriors; the information in the statistics
block is for one of 1st level.
COMBAT
These creatures have a strong grasp
of strategy and tactics and are capable of carrying out sophisticated battle
plans. Under the leadership of a skilled strategist or tactician, their
discipline can prove a deciding factor. Hobgoblins hate elves and attack them
first, in preference to other opponents.
Skills: Hobgoblins have a +4
racial bonus on Move Silently checks.
The hobgoblin warrior presented here
had the following ability scores before racial adjustments: Str 13, Dex 11, Con
12, Int 10, Wis 9, Cha 8.
HOBGOBLIN CHARACTERS
Hobgoblin characters
possess the following racial traits.
— +2 Dexterity, +2
Constitution.
—A hobgoblin’s base land speed is 30
feet.
—Darkvision out to 60 feet.
— +4 racial bonus on Move
Silently checks.
—Automatic Languages: Common, Goblin. Bonus Languages:
Draconic, Dwarven, Infernal, Giant, Orc.
—Favored Class:
Fighter.
—Level adjustment
+1.
HOMUNCULUS
|
|
Tiny Construct
|
|
Hit Dice:
|
2d10 (11 hp)
|
|
Initiative:
|
+2
|
|
Speed:
|
20 ft. (4 squares), fly 50 ft. (good)
|
|
Armor Class:
|
14 (+2 Dex, +2 size), touch 14, flat-footed 12
|
|
Base Attack/Grapple:
|
+1/–8
|
|
Attack:
|
Bite +2 melee (1d4–1 plus poison)
|
|
Full Attack:
|
Bite +2 melee (1d4–1 plus poison)
|
|
Space/Reach:
|
2-1/2 ft./0 ft.
|
|
Special Attacks:
|
Poison
|
|
Special Qualities:
|
Construct traits, darkvision 60 ft., low-light vision
|
|
Saves:
|
Fort +0, Ref +4, Will +1
|
|
Abilities:
|
Str 8, Dex 15, Con —, Int 10, Wis 12, Cha 7
|
|
Skills:
|
Hide +14, Listen +4, Spot +4
|
|
Feats:
|
Lightning Reflexes
|
|
Environment:
|
Any
|
|
Organization:
|
Solitary
|
|
Challenge Rating:
|
1
|
|
Treasure:
|
None
|
|
Alignment:
|
Any (same as creator)
|
|
Advancement:
|
3–6 HD (Tiny)
|
|
Level Adjustment:
|
—
|
A homunculus is a miniature servant created by a wizard. These creatures
are weak combatants but make effective spies, messengers, and scouts. A
homunculus’s creator determines its precise features. Homunculi are little
more than tools designed to carry out assigned tasks. They are extensions of
their creators, sharing the same alignment and basic nature. A homunculus cannot
speak, but the process of creating one links it telepathically with its
creator.
It knows what its master knows and can convey to him or her
everything it sees and hears, out to a distance of 1,500 feet. A homunculus
never travels beyond this range willingly, though it can be removed forcibly. If
this occurs, the creature does everything in its power to regain contact with
its master. An attack that destroys a homunculus deals 2d10 points of damage to
its master.
If the creature’s master is slain, the homunculus also
dies, and its body swiftly melts away into a pool of
ichor.
COMBAT
Homunculi land on their victims and bite with their venomous
fangs.
Poison (Ex): Injury, Fortitude DC 13, initial damage sleep for
1 minute, secondary damage sleep for another 5d6 minutes. The save DC is
Constitution-based and includes a +2 racial bonus.
CONSTRUCTION
A
homunculus is shaped from a mixture of clay, ashes, mandrake root, spring water,
and one pint of the creator’s own blood. The materials cost 50 gp. The
creature’s master may assemble the body or hire someone else to do the
job. Creating the body requires a DC 12 Craft (sculpting) check or a DC 12 Craft
(pottery) check.
After the body is sculpted, it is animated through an
extended magical ritual that requires a specially prepared laboratory or
workroom, similar to an alchemist’s laboratory and costing 500 gp to
establish. If the creator is personally constructing the creature’s body,
the building and ritual can be performed together.
A homunculus with more
than 2 Hit Dice can be created, but each additional Hit Die adds +2,000 gp to
the cost to create.
Craft Construct, arcane eye, mirror image, mending,
caster must be at least 4th level; Price — (never sold); Cost 1,050 gp
+ 78 XP.
HOWLER
|
|
Large Outsider (Chaotic, Evil, Extraplanar)
|
|
Hit Dice:
|
6d8+12 (39 hp)
|
|
Initiative:
|
+7
|
|
Speed:
|
60 ft. (12 squares)
|
|
Armor Class:
|
17 (–1 size, +3 Dex, +5 natural), touch 12, flat-footed 14
|
|
Base Attack/Grapple:
|
+6/+15
|
|
Attack:
|
Bite +10 melee (2d8+5)
|
|
Full Attack:
|
Bite +10 melee (2d8+5) and 1d4 quills +5 melee (1d6+2)
|
|
Space/Reach:
|
10 ft./5 ft.
|
|
Special Attacks:
|
Quills, howl
|
|
Special Qualities:
|
Darkvision 60 ft.
|
|
Saves:
|
Fort +7, Ref +8, Will +7
|
|
Abilities:
|
Str 21, Dex 17, Con 15, Int 6, Wis 14, Cha 8
|
|
Skills:
|
Climb +14, Hide +8, Listen +13, Move Silently +12, Search +7, Spot +13,
Survival +2 (+4 following tracks)
|
|
Feats:
|
Alertness, Combat Reflexes, Improved Initiative
|
|
Environment:
|
A chaotic-aligned plane
|
|
Organization:
|
Solitary, gang (2–4), or pack (6–10)
|
|
Challenge Rating:
|
3
|
|
Treasure:
|
None
|
|
Alignment:
|
Always chaotic evil
|
|
Advancement:
|
7–9 HD (Large); 11–18 HD (Huge)
|
|
Level Adjustment:
|
+3 (cohort)
|
Howlers live on planes where chaos and evil hold sway. A howler is about 8
feet long and weighs about 2,000 pounds. Although they are surprisingly
intelligent, howlers do not speak—they only howl. If there is a language
within the howls, as some have suggested, even spells cannot decipher it.
Howlers understand Abyssal.
COMBAT
Howlers attack in groups, for they are
cowardly and cruel. They prefer to charge into combat, race out, and then charge
in again. A howler’s natural weapons, as well as any weapons it wields,
are treated as chaotic-aligned and evil-aligned for the purpose of overcoming
damage reduction.
Quills (Ex): A howler’s neck bristles with
long quills. While biting, the creature thrashes about, striking with 1d4 of
them. An opponent hit by a howler’s quill attack must succeed on a DC 16
Reflex save or have the quill break off in his or her flesh. Lodged quills
impose a –1 penalty on attacks, saves, and checks per quill. The save DC
is Dexterity-based.
A quill can be removed safely with a DC 20 Heal check;
otherwise, removing a quill deals an extra 1d6 points of damage.
Howl
(Ex): All beings other than outsiders that hear the creature’s howling
for an hour or longer are subject to its effect, though it does not help the
howler in combat. Anyone within hearing range of a howler for a full hour must
succeed on a DC 12 Will save or take 1 point of Wisdom damage. The save DC is
Charisma-based. The save must be repeated for each hour of exposure. This is a
sonic mind-affecting effect.
TRAINING A HOWLER
Although intelligent, a
howler requires training before it can bear a rider in combat. To be trained, a
howler must have a friendly attitude toward the trainer (this can be achieved
through a successful Diplomacy check). Training a friendly howler requires six
weeks of work and a DC 25 Handle Animal check. Riding a howler requires an
exotic saddle. A howler can fight while carrying a rider, but the rider cannot
also attack unless he or she succeeds on a Ride check.
Carrying
Capacity: A light load for a howler is up to 460 pounds; a medium load,
461–920 pounds; and a heavy load, 921–1,380 pounds. A howler can
drag 6,900 pounds.
HYDRA
|
|
Five-Headed Hydra
|
Six-Headed Hydra
|
Seven-Headed Hydra
|
|
|
Huge Magical Beast
|
Huge Magical Beast
|
Huge Magical Beast
|
|
Hit Dice:
|
5d10+28 (55 hp)
|
6d10+33 (66 hp)
|
7d10+38 (77 hp)
|
|
Initiative:
|
+1
|
+1
|
+1
|
|
Speed:
|
20 ft. (4 squares), swim 20 ft.
|
20 ft. (4 squares), swim 20 ft.
|
20 ft. (4 squares), swim 20 ft.
|
|
Armor Class:
|
15 (–2 size, +1 Dex, +6 natural), touch 9, flat-footed 14
|
16 (–2 size, +1 Dex, +7 natural), touch 9, flat-footed 15
|
17 (–2 size, +1 Dex, +8 natural), touch 9, flat-footed 16
|
|
Base Attack/Grapple:
|
+5/+16
|
+6/+17
|
+7/+19
|
|
Attack:
|
5 bites +6 melee (1d10+3)
|
6 bites +8 melee (1d10+3)
|
7 bites +10 melee (1d10+4)
|
|
Full Attack:
|
5 bites +6 melee (1d10+3)
|
6 bites +8 melee (1d10+3)
|
7 bites +10 melee (1d10+4)
|
|
Space/Reach:
|
15 ft./10 ft.
|
15 ft./10 ft.
|
15 ft./10 ft.
|
|
Special Attacks:
|
—
|
—
|
—
|
|
Special Qualities:
|
Darkvision 60 ft., fast healing 15, low-light vision, scent
|
Darkvision 60 ft., fast healing 16, low-light vision, scent
|
Darkvision 60 ft., fast healing 17, low-light vision, scent
|
|
Saves:
|
Fort +9, Ref +5, Will +3
|
Fort +10, Ref +6, Will +4
|
Fort +10, Ref +6, Will +4
|
|
Abilities:
|
Str 17, Dex 12, Con 20, Int 2, Wis 10, Cha 9
|
Str 17, Dex 12, Con 20, Int 2, Wis 10, Cha 9
|
Str 19, Dex 12, Con 20, Int 2, Wis 10, Cha 9
|
|
Skills:
|
Listen +6, Spot +6, Swim +11
|
Listen +6, Spot +7, Swim +11
|
Listen +7, Spot +7, Swim +12
|
|
Feats:
|
Combat ReflexesB, Iron Will, Toughness
|
Combat ReflexesB, Iron Will, Toughness, Weapon Focus
(bite)
|
Combat ReflexesB , Iron Will, Toughness,
Weapon Focus (bite)
|
|
Environment:
|
Temperate marshes (Pyro: Warm marshes) (Cryo: Cold
marshes)
|
Temperate marshes (Pyro: Warm marshes) (Cryo: Cold
marshes)
|
Temperate marshes (Pyro: Warm marshes) (Cryo: Cold
marshes)
|
|
Organization:
|
Solitary
|
Solitary
|
Solitary
|
|
Challenge Rating:
|
4 (normal); 6 (pyro- or cryo-)
|
5 (normal); 7 (pyro- or cryo-)
|
6 (normal); 8 (pyro- or cryo-)
|
|
Treasure:
|
1/10 coins; 50% goods; 50% items
|
1/10 coins; 50% goods; 50% items
|
1/10 coins; 50% goods; 50% items
|
|
Alignment:
|
Usually neutral
|
Usually neutral
|
Usually neutral
|
|
Advancement:
|
—
|
—
|
—
|
|
Level Adjustment:
|
—
|
—
|
—
|
|
|
Eight-Headed Hydra
|
Nine-Headed Hydra
|
Ten-Headed Hydra
|
|
|
Huge Magical Beast
|
Huge Magical Beast
|
Huge Magical Beast
|
|
Hit Dice:
|
8d10+43 (87 hp)
|
9d10+48 (97 hp)
|
10d10+53 (108 hp)
|
|
Initiative:
|
+1
|
+1
|
+1
|
|
Speed:
|
20 ft. (4 squares), swim 20 ft.
|
20 ft. (4 squares), swim 20 ft.
|
20 ft. (4 squares), swim 20 ft.
|
|
Armor Class:
|
18 (–2 size, +1 Dex, +9 natural), touch 9, flat-footed 17
|
19 (–2 size, +1 Dex, +10 natural), touch 9, flat-footed 18
|
20 (–2 size, +1 Dex, +11 natural), touch 9, flat-footed 19
|
|
Base Attack/Grapple:
|
+8/+20
|
+9/+22
|
+10/+23
|
|
Attack:
|
8 bites +11 melee (1d10+4)
|
9 bites +13 melee (1d10+5)
|
10 bites +14 melee (1d10+5)
|
|
Full Attack:
|
8 bites +11 melee (1d10+4)
|
9 bites +13 melee (1d10+5)
|
10 bites +14 melee (1d10+5)
|
|
Space/Reach:
|
15 ft./10 ft.
|
15 ft./10 ft.
|
15 ft./10 ft.
|
|
Special Attacks:
|
—
|
—
|
—
|
|
Special Qualities:
|
Darkvision 60 ft., fast healing 18, low-light vision, scent
|
Darkvision 60 ft., fast healing 19, low-light vision, scent
|
Darkvision 60 ft., fast healing 20, low-light vision, scent
|
|
Saves:
|
Fort +11, Ref +7, Will +4
|
Fort +11, Ref +7, Will +5
|
Fort +12, Ref +8, Will +3
|
|
Abilities:
|
Str 19, Dex 12, Con 20, Int 2, Wis 10, Cha 9
|
Str 21, Dex 12, Con 20, Int 2, Wis 10, Cha 9
|
Str 21, Dex 12, Con 20, Int 2, Wis 10, Cha 9
|
|
Skills:
|
Listen +7, Spot +8, Swim +12
|
Listen +8, Spot +8, Swim +13
|
Listen +8, Spot +9, Swim +13
|
|
Feats:
|
Combat ReflexesB , Iron Will, Toughness,
Weapon Focus (bite)
|
Blind-Fight, Combat ReflexesB, Iron Will, Toughness, Weapon
Focus (bite)
|
Blind-Fight, Combat ReflexesB, Iron Will, Toughness, Weapon
Focus (bite)
|
|
Environment:
|
Temperate marshes (Pyro: Warm marshes) (Cryo: Cold
marshes)
|
Temperate marshes (Pyro: Warm marshes) (Cryo: Cold
marshes)
|
Temperate marshes (Pyro: Warm marshes) (Cryo: Cold
marshes)
|
|
Organization:
|
Solitary
|
Solitary
|
Solitary
|
|
Challenge Rating:
|
7 (normal); 9 (pyro- or cryo-)
|
8 (normal); 10 (pyro- or cryo-)
|
9 (normal); 11 (pyro- or cryo-)
|
|
Treasure:
|
1/10 coins; 50% goods; 50% items
|
1/10 coins; 50% goods; 50% items
|
1/10 coins; 50% goods; 50% items
|
|
Alignment:
|
Usually neutral
|
Usually neutral
|
Usually neutral
|
|
Advancement:
|
—
|
—
|
—
|
|
Level Adjustment:
|
—
|
—
|
—
|
|
|
Eleven-Headed Hydra
|
Twelve-Headed Hydra
|
|
|
Huge Magical Beast
|
Huge Magical Beast
|
|
Hit Dice:
|
11d10+58 (118 hp)
|
12d10+63 (129 hp)
|