Hashka, 1st-Level Warrior (3.5e Creature)

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The Hashka have warriors of their own!
Hashka, 1st-Level Warrior
Size/Type: Medium Monstrous Humanoid (Reptilian)
Hit Dice: 1d8+2 (6 hp)
Initiative: +2
Speed: 20 ft. in naga-fitted scale mail (4 squares); base speed 30 ft. (6 squares)
Armor Class: 16 (+4 armor, +2 Dex), touch 12, flat-footed 14
Base Attack/Grapple: +2/+4
Attack: Halberd +4 melee (1d10+3 piercing or slashing) or Bite +4 (1d6+3 plus poison)
Full Attack: Halberd +4 melee (1d10+3 piercing or slashing) and Bite -1 (1d6+1 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison
Special Qualities: Poison Resistance
Saves: Fort +2, Ref +2, Will +2
Abilities: Str 14, Dex 14, Con 14, Int 12, Wis 10, Cha 12
Skills: Balance +4, Climb +4, Intimidate +4, Listen +4, Spot +4, Search +4
Environment: Any
Organization: Squad (2–4), Platoon (11–20 plus 2 3rd-level sergeants and 1 leader of 3rd–6th level), or Company (30–100 plus 30% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, 3 7th-level captains)
Challenge Rating: 1/2
Alignment: Any
Advancement: By character class
Level Adjustment:

Leaping from roof to roof, the daring thief Castis endeavored to lose no speed to any obstacle; all the better to lose his pursuers who chased after him on the streets below, shouting orders and obscenities. As he vaults from the final rooftop, he spots his goal - a grate, leading into the nearby sewers. Such distraction, however, proves dire, as one foot slips upon the sandy landing, causing him to tumble over, his bag spilling the ill-gotten jewels he'd stolen just moments ago. As he starts to get to his feet, a blade rests at his eye-level, with the edge facing him. A tell-tale slithering proceeds several more blades appearing on all sides of himself. "...Alright." Castis says, his eyes narrow with displeasure as he beholds his subjugators, "You win, you snakes."

Hashka share some of the innate qualities of snakes, such as a +8 racial bonus on Balance and Climb checks. A Hashka can always choose to take 10 on a Climb check, even if rushed or threatened. Hashka use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher. A Hashka has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. A Hashka can always choose to take 10 on a Swim check, even if distracted or endangered. Hashka do not naturally have swim or climb speeds.


Hashka tend to use similar tactics to Humans, but are unable to use cavalry troops, given their inability to reliably use horses. Instead, they use terrain that benefits them, such as marshes, wooded areas, or desert regions in order to gain the upper-hand against cavalry forces.

Poison (Ex): A Hashka has a poisonous bite that deals initial and secondary damage of 1d6 to the creature's constitution. The save DC is equal to 10 plus 1/2 the Hashka's HD plus the Hashka’s constitution modifier.

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