type: creature
source: Alien Archive 3

Found 108 matches

Ferrofluid Ooze CR: 2 XP: 600 N Medium ooze Init.: +2 Senses: blindsight (magnetism) 60 ft., sightless Perception: +7 HP: 25 EAC: 13 KAC: 15 Fort: +6 Ref: +2 Will: -1 Speed: 20 ft., climb 20 ft. (magnetic surfaces only) Melee: pseudopod +10 (1d6+6 B) Ranged: None Offensive Abilities: magnetic leap (attach) Str: +4 Dex: +2 Con: +1 Wis: +0 Int:Cha: +0 Skills: Stealth +12
Flayer Leech CR: 4 XP: 1,200 N Tiny vermin Init.: +4 Senses: darkvision 60 ft. Perception: +10 HP: 50 EAC: 16 KAC: 18 Fort: +8 Ref: +6 Will: +3 Speed: 30 ft., burrow 20 ft. Melee: attach +12 or bite +12 (1d6+7 P plus drink marrow; critical bleed 1d4) Ranged: None Offensive Abilities: mandible dance, mindless Str: +3 Dex: +5 Con: +2 Wis: +0 Int:Cha: +0 Skills: Athletics +10, Stealth +15
Flayer Leech Effigy CR: 15 XP: 51,200 N Medium monstrous humanoid Init.: +7 Senses: darkvision 60 ft. Perception: +26 HP: 275 EAC: 29 KAC: 31 Fort: +19 Ref: +19 Will: +15; +2 vs. mind-affecting effects Speed: 40 ft. Melee: wrist proboscis +29 (8d6+24 P plus drink marrow) Ranged: white star plasma pistol (3d8 E & F; critical burn 2d8) Offensive Abilities: rapid strikes, warp bones Str: +9 Dex: +7 Con: +5 Wis: +0 Int: +0 Cha: +0 Skills: Bluff +26, Disguise +31, Stealth +26 Languages: Common, Dwarven Gear: diamond carbon skin (green force field [25 HP]), white star plasma pistol with 1 ultra-capacity battery (100 charges)
Formian Queen CR: 17 XP: 102,400 LN Large monstrous humanoid Init.: -3 ((+1 with hive mind) Senses: blindsense (scent, vibration) 60 ft., darkvision 60 ft. Perception: +34 (+38 with hive mind) HP: 290 EAC: 30 KAC: 31 Fort: +17 Ref: +15 Will: +22 Speed: 5 ft. Melee: claw +28 (8d6+15 S) Ranged: banshee sonic pistol +26 (4d8+17 So; critical deafen [DC 24]) Offensive Abilities: possess formian, telepathic feedback Str: -2 Dex: -3 Con: +8 Wis: +4 Int: +5 Cha: +11 Skills: Diplomacy +34, Intimidate +34, Life Science +29, Mysticism +29, Physical Science +29 Languages: Castrovelian, Common, Terran; telepathy 200 ft. Gear: banshee sonic pistol with 1 super-capacity battery (80 charges)
Guardian Robot CR: 5 XP: 1,600 N Medium construct (technological) Init.: +5 Senses: darkvision 60 ft., low-light vision, sense through (vision) 60 ft. Perception: +14 HP: 70 EAC: 17 KAC: 19 Fort: +5 Ref: +5 Will: +2 Speed: 30 ft. Melee: slam +12 (1d6+8 B nonlethal; critical knockdown) Ranged: nyfiber net +15 (entangle) or sentry shield projector +15 (shield 1d4) or voltaic anchor pistol +15 (1d6+5 E nonlethal; critical bind) or flash grenade I +15 (explode [5 ft., blinded 1d4 rounds, DC 15]) or smoke grenade +15 (explode [20 ft., smoke cloud 1 minute, DC 15]) Offensive Abilities: None Str: +3 Dex: +5 Con:Wis: +2 Int: +1 Cha: +1 Skills: Acrobatics +11, Intimidate +11, Medicine +11 Languages: Common Gear: nyfiber net, sentry shield projector with 1 high-capacity battery (40 charges), voltaic anchor pistol with 1 high-capacity battery (40 charges), flash grenades I (2), smoke grenades (2), mk 2 serum of healing, mk 1 serums of healing (2), advanced medkit
Hanakan Attendant CR: 1 XP: 400 — — — Init.: +1 Senses: darkvision 60 ft., low-light vision Perception: +10 HP: 13 EAC: 11 KAC: 12 Fort: +3 Ref: +3 Will: +4 Speed: 40 ft.; climb 20 ft. Melee: survival knife +3 (1d4+1 S) Ranged: None Offensive Abilities: None Str: +0 Dex: +1 Con: +1 Wis: +4 Int: +0 Cha: +2 Skills: Medicine +5, Mysticism +10, Sense Motive +10 Languages: Common, Akan Gear: survival knife
Hobkins Gremlin CR: 1/2 XP: 200 NE Small fey Init.: +3 Senses: low-light vision Perception: +4 HP: 11 EAC: 9 KAC: 10 Fort: +2 Ref: +2 Will: +3 Speed: 30 ft. Melee: bite +1 (1d4–1 P) or claw +1 (1d4–1 S) Ranged: None Offensive Abilities: None Str: -1 Dex: +3 Con: +0 Wis: +1 Int: +1 Cha: +2 Skills: Acrobatics +4, Intimidate +9, Stealth +9 Languages: Aklo, Common
Hobkins Gremlin Malefactor CR: 4 XP: 1,200 NE Small fey Init.: +5 Senses: darkvision 60 ft. Perception: +10 HP: 43 EAC: 15 KAC: 16 Fort: +5 Ref: +5 Will: +7 Speed: 30 ft. Melee: bite +7 (1d4+3 P) or claw +7 (1d4+3 S) Ranged: None Offensive Abilities: None Str: -1 Dex: +5 Con: +0 Wis: +3 Int: +1 Cha: +1 Skills: Computers +10, Engineering +10, Intimidate +15, Stealth +15 Languages: Aklo, Common; limited telepathy 60 ft.
Hortinarch CR: 11 XP: 12,800 — — — Init.: +5 Senses: low-light vision Perception: +20 HP: 155 RP: 5 EAC: 23 KAC: 24 Fort: +12 Ref: +10 Will: +14; +2 vs. mind-affecting, paralysis, poison, polymorph, sleep, stunned Speed: 30 ft. Melee: advanced living staff +17 (4d6+13 B; critical bind) Ranged: advanced rotating pistol +19 (4d4+11 P) Offensive Abilities: None Str: +2 Dex: +5 Con: +2 Wis: +3 Int: +8 Cha: +0 Skills: Computers +25, Mysticism +20, Physical Science +25 Languages: Azlanti, Common, Hortaa Gear: kasatha microcord IV, advanced living staff with 2 batteries (20 charges each), advanced rotating pistol with 16 small arm rounds
Hortus CR: 2 XP: 600 NG Medium plant Init.: +0 Senses: low-light vision Perception: +7 HP: 25 RP: 3 EAC: 13 KAC: 15 Fort: +6 Ref: +4 Will: +1; +2 vs. mind-affecting, paralysis, poison, polymorph, sleep, stunned Speed: 30 ft. Melee: tactical pike +10 (1d8+4 P) Ranged: tactical semi-auto pistol +7 (1d6+2 P) Offensive Abilities: None Str: +2 Dex: +0 Con: +4 Wis: +1 Int: +1 Cha: +0 Skills: Engineering +7, Medicine +7, Physical Science +12 Languages: Azlanti, Common, Hortaa Gear: graphite carbon skin, tactical pike, tactical semi-auto pistol with 18 small arm rounds