Aspect of Hextor(new monster)
Large Outsider (Evil, Extraplanar, Lawful) Hit Dice: 12d8+60 (114 hp) Initiative: +3 Speed: 40 ft. (8 squares) Armor Class: 22 (-1 size, +3 Dex, +5 natural, +5 +1 scale mail), touch 12, flat-footed 19 Base Attack/Grapple: +12/+22 Attack: +1 flail +18 melee (2d6+6) Full Attack: +1 flail +14/+9/+4 melee (2d6+6), +1 longsword +14 melee (2d6+3/19-20), +1 battleaxe +14 melee (2d6+3/¥3), +1 heavy mace +14 melee (2d6+3), +1 heavy pick +14 melee (1d8+3/¥4), +1 scimitar +14 melee (1d8+3/18-20) Space/Reach: 10 ft./10 ft. Special Attacks: -- Special Qualities: Damage reduction 5/epic, darkvision 60 ft. Saves: Fort +13, Ref +11, Will +11 Abilities: Str 22, Dex 17, Con 20, Int 17, Wis 17, Cha 18 Skills: Climb +18, Craft (weaponsmithing) +18, Diplomacy +8, Handle Animal +19, Jump +22, Knowledge (arcana) +18, Knowledge (history) +18, Knowledge (nobility and royalty) +18, Knowledge (religion) +18, Listen +18, Ride +5, Sense Motive +18, Spot +18 Feats: Blind-Fight, Cleave, Combat Reflexes, Multiweapon Fighting, Power Attack Environment: Infernal Battlefield of Acheron Organization: Solitary Challenge Rating: 11 Treasure: None Alignment: Always lawful evil Advancement: --
This 12-foot-tall humanoid has gray skin, tusks, and six arms. Each arm brandishes a different weapon, and the thing's body is covered by iron scale mail decorated with numerous skulls.
An aspect of Hextor does what Hextor does -- it conquers. An aspect of Hextor speaks Common, Draconic, and Infernal.
Combat
An aspect of Hextor loves to do battle, especially against the forces of good. It willingly provokes attacks of opportunity if that's what's needed to position itself for the maximum use of its many melee attacks.
An aspect of Hextor'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.
Nothic (new monster)
Medium Aberration Hit Dice: 5d8+20 (42 hp) Initiative: +5 Speed: 30 ft. (6 squares) AC: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14 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: Flesh-rotting gaze Special Qualities: Darkvision 120 ft., see invisibility Saves: Fort +5, Ref +2, Will +7 Abilities: Str 18, Dex 12, Con 19, Int 9, Wis 13, Cha 8 Skills: Spot +13 Feats: Improved Initiative, Iron Will Environment: Underground Organization: Solitary Challenge Rating: 3 Treasure: Standard Alignment: Usually chaotic evil Advancement: 6-8 HD (Medium); 9-15 HD (Large) Level Adjustment: +3
This hunched creature has a single huge eye that dominates its entire face. Its body is bloated and misshapen, and its limbs are wiry but strong. Its arms end in claws that reach the ground as it moves in an awkward hop.
Nothics are twisted aberrations that live in deep subterranean caves and ruins, feasting on the flesh of any living creature they can catch.
Nothics speak Undercommon in hoarse, wheezing voices.
Combat
A nothic's claws are weak, and it is not exceptionally fast. Since it's perfectly happy eating carrion, it relies on its gaze to disable victims before moving in for a meal.
Flesh-Rotting Gaze (Su): Deals 1d6 damage, 30 feet, Will DC 16 negates. The save DC is Constitution-based.
See Invisibility (Su): A nothic can see invisible and ethereal creatures as though constantly under the effect of a see invisibility spell.
Skills: Nothics have a +4 racial bonus on Spot checks.
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