Saturday, May 20, 2006

creature feature 2: electric boogaloo

Here's the leader of the gang of miscreants that seized Robilar's tower. She didn't last long after the bear-shaped druid got hs paws on her, but at least I got off a pair of lightning bolts.

Medium Monstrous Humanoid
Hit Dice: 9d8+11d6+28 (118 hp)
Initiative: +6
Speed: 30 ft. (6 squares), swim 30 ft.
Armor Class: 23 (+2 Dex, +11 natural), touch 12, flat-footed 21
Base Attack/Grapple: +14/+20
Attack: Claw +20 melee (1d4+6)
Full Attack: 2 claws +20 melee (1d4+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, weakness, mimicry
Special Qualities: Darkvision 90 ft., spell resistance 18
Saves: Fort +10, Ref +11, Will +16
Abilities: Str 23, Dex 14, Con 14, Int 13, Wis 17, Cha 12
Skills: Concentration +21, Craft or Knowledge (any one) +13, Hide +9, Listen +11, Spot +11 Swim +12, Spellcraft +5
Feats: Alertness, Blind-Fight, Combat Casting, Great Fortitude, Improved Initiative, Brew Potion, Spell Penetration (+2), Improved Spell Penetration (+2), Skill Focus (Concentration)
Environment: Temperate marshes
Organization: Unique
Challenge Rating: 15
Treasure: Standard
Alignment: 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.
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 11), invisibility, pass without trace, tongues, water breathing. Caster level 20th. 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 15 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.
Spells: 3/4/3/3 0th: create water, touch of fatigue, detect magic 1st: burning hands, command, protection from good, protection from law 2nd: see invisibility, scorching ray, web 3rd: bestow curse, lightning bolt (x2)
Equipment: Rod of Metamagic: Quicken, Lesser; Luckstone; Ring of Energy Resistance (Electricity 10)