Turathian Hunter (Herregor Supplement)

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Turathian Hunter
Size/Type: Large Outsider (Nether)
Hit Dice: 10d8+30 (70 hp)
Initiative: +8
Speed: 60 ft. (10 squares)
Armor Class: 21 (-1 Size, +4 Dex, +8 Dodge) DR 10 (+10 natural), touch 21, flat-footed 9
Base Attack/Grapple: +10/+22
Attack: bite +18 (2d6+12+venom)
Full Attack: bite +18 (2d6+12+venom), 2 claws +16 (1d10+8)
Space/Reach: 2x2 sq./2 sq.
Special Attacks: See Below
Special Qualities: Darkvision 60', Evasion, Scent, See Below
Saves: Fort +10, Ref +11, Will +9
Abilities: Str 26, Dex 18, Con 16, Int 10, Wis 14, Cha 16
Skills: Stealth +16, Climb +20, Acrobatics +16, Jump +20, Survival +15, Intimidate +16, Sense Motive +15, Swim +20
Feats: power attack, improved bull rush, improved grab, Improved Initiative, Improved Sunder
Environment: Any
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Evil
Advancement: Hit Dice
Level Adjustment: 11-20 HD


A dark shadow moves toward you, it seems to fly along the ground making no more sound than wind through the grass. It's shape is indistinct and monstrous, like a massive baboon made of liquid darkness. Two bilious green eyes peer at you from the void, looking into them you know the creature has come for you and that knowledge chills you to the bone.

Turathian hunters are creatures from the outer dark that are used to hunt the enemies of powerful Turathian Sorcerers. The summoning of one of these beasts is a terrible act, and it carries a heavy price, so it is reserved for only the most terrible of enemies.

Hunters exist only to hunt down and destroy their target. They travel only in darkness, but are amazingly fast for their size. They can cover 60 miles in a night, and fade out of existence at dawn only to return to the exact spot the following night. They use a combination of mundane tracking and supernatural skill to find their quarry, so magic or abilities that hide tracks can slow them down (but not shake them off the trail completely).

Combat[edit]

In combat the hunter attacks his target to the exclusion of any others unless others get in its way. Sometimes whole groups are its target, and it will kill each individual in turn beginning with the one it perceives to be the weakest. If the target is protected by body guards or allies, a favorite tactic of the beast is to use it's Hunter's Gaze to send the target fleeing, then use Hobbling Bite on the allies, then give chase to the fleeing victim leaving the target's allies hobbling along behind them.

It can speak many languages, but never parleys with a victim.

It possesses the following special abilities in addition to those described above:

  • Venomous bite (ex): The hunter's bite drips venomous black slime sapping the strength and coordination in it's target's muscles. It deals 2d4 dexterity damage initially and 2d4 strength as secondary damage. The save DC is 18.
  • Hunter's Gaze (su): The target of the hunter is instantly aware that the nightmare beast has come for them the second it meets the monster's gaze. The target must make a will save (DC 18) or flee in terror as long as the beast is in sight and for 1d6 rounds thereafter, a successful save leaves the target shaken for the duration of the encounter.
  • Hobbling Bite (ex): The hunter may make a Hobbling Bite as a full round action. It bites the target on the leg and gives it a vicious shake, mangling the limb. Until the victim receives a successful DC 18 healing check, or magical healing equal to the damage dealt, it is considered Hobbled. It's movement speed is halved and it takes a -4 penalty to dodge defense.

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