Excerpts 09/06/2003


Miniatures Handbook
By Jonathan Tweet and Bruce R. Cordell



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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