Grave Hunter (3.5e Creature)

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Grave Hunter
Size/Type: Large Outsider (Chaotic, Extraplanar, Evil, Tanar’ri)
Hit Dice: 12d8+132 (186 hp)
Initiative: +3 (+3 Dex)
Speed: 40 ft., Fly 30 ft. (Poor)
Armor Class: 21 (-1 Size, +1 Dex, +11 natural), touch 10, flat-footed 20
Base Attack/Grapple: +12/+20
Attack: Bite +22 (2d6+12 plus Poison)
Full Attack: Bite +22 (2d6+12 plus Poison) and 2 claws +17 (1d6+8)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities, Poison
Special Qualities: Damage reduction 10/good and bludgeoning, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 21, telepathy 100 ft.
Saves: Fort +13, Ref +11, Will +13
Abilities: Str 19, Dex 16, Con 21, Int 14, Wis 17, Cha 22
Skills: Concentration +17, Craft (alchemy) +14, Knowledge (acrana) +14, Knowledge (religion) +14, Knowledge (the planes) +14, Listen +15, Search +15, Sense Motive +15, Spellcraft +16, Spot +15
Feats: Ability Focus (Poison), Improved Natural Attack (Bite), Iron Will, Wingover
Environment: Mabar, the Endless Night
Organization: Solitary, troupe (1 grave hunter, any number of undead), or grave troupe (3 grave hunters, any number of undead)
Challenge Rating: 13
Treasure: Standard
Alignment: Always Chaotic Evil
Advancement: By character class
Level Adjustment: +10
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More information...

A large skeletal humanoid with large bat wings is in front of you, it seams to give off the chill of undeath.

Grave Hunters look like skeletal humanoids with big bat wings springing from their spine. Even though they are alive despite their appearance they are obsessed with undeath and necromancy. They would rather study death, undeath, and the undead to find newer ways to make undead. They commonly capture mortals to conduct experiments on them so they can find better ways to do what they do best make better undead. They have increased the power of any necromancer that has summoned them.

Combat[edit]

A Grave Hunter would rather fight at a distance then up close. They would rather send there undead troops them on their own.

Spell-Like abilities (Sp): At will-Chill of the Void (3.5e Spell) (DC 20), Command Undead (DC 18), False Life, greater teleport (self plus 50 pounds of objects only), Wall of Bones(see OA or CA); 3/day—Animate Dead, Deathwatch, Pain(see OA or CA) (DC 20), Create Undead; 1/day—Create Greater Undead. Caster level 12th. The Save DCs are Charisma-based.

Poison (Ex): Injury, Fortitude DC 23, initial damage 2d8 Con and 2d4 Charisma, secondary damage 3d6 Con. The save DC is Constitution-based and includes the +2 bonus from the Ability Focus feat.

Summon Tanar’ri (Sp): Once per day, a Grave Hunter can attempt to summon another Grave Hunter with a 40% chance of Success.

Unholy Power (Su): A grave hunter adds its Charisma modifier as a luck bonus to its melee attack and damage roles.

Unholy Toughness (Ex): A grave hunter gains a bonus to its hit points equal to its Charisma modifier X its Hit Dice.

Skills: Grave Hunters have a +6 racial bonus on Listen and Spot checks.



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