|
Small Aberration (Air) |
Hit Dice:
|
9d8 (40 hp) |
Initiative:
|
+13 |
Speed:
|
Fly 50 ft. (perfect) (10 squares) |
Armor Class:
|
29 (+1 size, +9 Dex, +9 deflection), touch 29, flat-footed 20 |
Base Attack/Grapple:
|
+6/-3 |
Attack:
|
Shock +16 melee touch (2d8 electricity) |
Full Attack:
|
Shock +16 melee touch (2d8 electricity) |
Space/Reach:
|
5 ft./5 ft. |
Special Attacks:
|
- |
Special Qualities:
|
Darkvision 60 ft., immunity to magic, natural invisibility |
Saves:
|
Fort +3, Ref +12, Will +9 |
Abilities:
|
Str 1, Dex 29, Con 10, Int 15, Wis 16, Cha 12 |
Skills:
|
Bluff +13, Diplomacy +3, Disguise +1 (+3 acting), Intimidate +3, Listen +17, Search +14, Spot +17, Survival +3 (+5 following tracks) |
Feats:
|
Alertness, Blind-Fight, Dodge, Improved Initiative, Weapon FinesseB |
Environment:
|
Temperate marshes |
Organization:
|
Solitary, pair, or string (3-4) |
Challenge Rating:
|
6 |
Treasure:
|
1/10 coins; 50% goods; 50% items |
Alignment:
|
Usually chaotic evil |
Advancement:
|
10-18 HD (Small) |
Level Adjustment:
|
- |