|
Huge Aberration |
Hit Dice:
|
14d8+70 (133 hp) |
Initiative:
|
+1 |
Speed:
|
35 ft. in hide armor (7 squares); base speed 50 ft. |
Armor Class:
|
20 (-2 size, +1 Dex, +3 hide armor, +8 natural), touch 9, flat-footed 19 |
Base Attack/Grapple:
|
+10/+26 Attack:Morningstar +16 melee (3d6+8) or rock +9 ranged (2d6+8) |
Full Attack:
|
Morningstar +12/+7 melee (3d6+8), and 2 morningstars +12 melee (3d6+4), and bite +12 melee (2d8+4 plus poison); or rock +5 ranged (2d6+8), and 2 rocks +5 ranged (2d6+4) |
Space/Reach:
|
15 ft./15 ft. |
Special Attacks:
|
Poison
|
Special Qualities:
|
Darkvision 60 ft. |
Saves:
|
Fort +9, Ref +5, Will +10 |
Abilities:
|
Str 26, Dex 13, Con 21, Int 7, Wis 12, Cha 6 |
Skills:
|
Climb +9, Jump +18, Listen +7, Spot +7 |
Feats:
|
Alertness, Cleave, Multiweapon Fighting, Power Attack, Weapon Focus (bite) |
Environment:
|
Temperate hills |
Organization:
|
Solitary, gang (2-4), or tribe (7-12) |
Challenge Rating:
|
8 |
Treasure:
|
1/2 coins; double goods; standard items |
Alignment:
|
Often chaotic evil |
Advancement:
|
15-28 HD (Huge) |
Level Adjustment:
|
+5 |