Knight Otu
First Post
After so much heat, we should cool down a bit...
Haun
Small Aberration
Hit Dice: 1/2d8+2 (4 hp)
Initiative: +0
Speed: 15 ft., burrow 10 ft.
AC: 15 (+1 size, +4 armor)
Attacks: Bite +1 melee
Damage: Bite 1d4
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Affect vermin, focus, psionics, trip
Special Qualities: Inertial armor, vault
Saves: Fort +2, Ref +0, Will +4
Abilities: Str 10, Dex 11, Con 14, Int 15, Wis 14, Cha 15
Skills: Autohypnosis +5, Climb +3, Concentration +5, Hide +7, Jump +3, Knowledge (psionics) +5, Listen +5, Search +5, Spot +5, Stabilize Self +5
Feats: (2)Psionic Focus (psychokinesis, telepathy)
Climate/Terrain: Any cold
Organization: Swarm (2-5 and 0-1 haundar)
Challenge Rating: 2
Treasure: None
Alignment: Usually chaotic evil
Advancement: 1 - 3 HD (Small); or by character class
Hauns are psionic maggot-like parasites, riding the enormous haundar as fortresses.
A haun looks like a large, furry maggot with purple or black warts, the small, slimy face is fully devoid of hairs and sports two tiny black eyes and a maw full of barbed teeth. It appears bloated and the inner organs cause ripples and under its skin. Hauns communicate via snarls, hisses, hums, klicks and other noises, or via its mindlink ability.
Hauns gladly burrow their lairs into the fat of the haundar, an enormous snail, which does no notable damage to it. They control it with a mixture of their mindlink power, modified by a substance obtained from eggs of certain insectoid races, such as the sha’az, and its inflict pain power. Not every swarm controls a haundar, and the possession of one is a sign of great prestige.
Those swarms not possessing a haundar live in a network of ice tunnels. Sometimes, such a network is home to more than a swarm. Cherishing their freedom, they accept no rulers, and quarrels among them are highly common.
Combat
Hauns will usually try to overpower foes with their psionic powers, preferably with animated objects. Physically, the best a haun can hope for is to trip its opponent. If they know that
Affect Vermin (Ex): Hauns can use their mindlink on vermin as though these creatures had an Intelligence of 6. This is the result of certain substances found in the eggs of a few insectoid races.
Focus (Ex): The same substances that grant the haun the ability to affect haundars with their mindlink power also increase the power of their other psionic abilities. The save DC for telepathic powers, whether gained through race or class, are increased by +2 for a week after devouring such an egg. This bonus stacks with the Psionic Focus and Greater Psionic Focus feats.
Psionics: 3/day - animate objects*, aversion (worms), forced mindlink, inertial barrier, inflict pain, invisibility, mind probe, telekinesis. Manifester level 3rd, save DC 12 plus power level (or 14 for telepathic and psychokinetic powers).
*This power works as the spell of the same name. All other powers are as described in the Psionics Handbook.
Attack/Defense Modes: mind thrust/empty mind
Trip (Ex): A haun that hits with a baite attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the haun.
Inertial Armor (Su): As long as the haun still has at least one use of a psionic power, it receives a +4 armor bonus to AC. This power is always active.
Vault (Ex): Once every ten minutes, a haun can flatten itself and then release enough energy to catapult itself for- or upwards. This grants the haun a +10 circumstance bonus to Jump checks.A haun that uses its vaulting ability is not limited by its size in its jump.
Haundar
Huge Vermin
Hit Dice: 20d8+200 (290 hp)
Initiative: -2
Speed: 15 ft., fly 30 ft. (clumsy)
AC: 18 (-2 size, -2 Dex, +12 natural), touch 6, flat-footed 18
Attacks: Bite+21
Damage: Bite 2d8+12
Face/Reach: 20 ft. by 30 ft./10 ft.
Special Attacks: Spit acid
Special Qualities: Blindsight 30 ft., darkvision 60 ft., scent, vermin traits
Saves: Fort +22, Ref +4, Will +6
Abilities: Str 26, Dex 6, Con 31, Int \, Wis 11, Cha 1
Skills: Spot +10
Climate/Terrain: Cold mountains and hills
Organization: Solitary or infestation (1 an 2-5 haun)
Challenge Rating: 12
Treasure: None
Alignment: Always neutral
Advancement: 21 - 25 HD (Huge); 26 - 40 HD (Gargantuan); 41 - 60 HD (Colossal)
The haundar is an enormous ice slug covered by a flat shell. Capable of spitting acid, it is not only a fortress, but also a weapon for the hauns.
The greenish-white, 30 feet long body of a haundar is segmented to allow for slow movement. The parts not covered by the shell are furred. Large layers of fat keep the creature warm. They use two eyestalks and two pseudopods to find their way. Surprisingly, haundars are capable of gliding if the winds are not too strong.
Combat
The tactics of a haundar are unsurprisingly simple. It bites the nearest foe, or spits acid at a foe that is farther away.
Spit Acid (Ex): Once every 1d4 rounds, a haundar can spit acid at one opponent. This attack takes the form of a line which is 15 feet long, 5 feet high and 5 feet wide. Those caught in the line take 4d8 points of acid damage (Reflex save half DC 30).
Blindsight (Ex): Using non-visual means, mostly scent, a haundar can discern objects within 30 feet with this ability. The haundar usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight.
Scent (Ex): A haundar can detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Vermin Traits: Immune to mind-affecting effects
Edit: While we're at it, what is the Vurgens supposed to be? Some kind of Fey? (Don't you just love translations?
)
Haun
Small Aberration
Hit Dice: 1/2d8+2 (4 hp)
Initiative: +0
Speed: 15 ft., burrow 10 ft.
AC: 15 (+1 size, +4 armor)
Attacks: Bite +1 melee
Damage: Bite 1d4
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Affect vermin, focus, psionics, trip
Special Qualities: Inertial armor, vault
Saves: Fort +2, Ref +0, Will +4
Abilities: Str 10, Dex 11, Con 14, Int 15, Wis 14, Cha 15
Skills: Autohypnosis +5, Climb +3, Concentration +5, Hide +7, Jump +3, Knowledge (psionics) +5, Listen +5, Search +5, Spot +5, Stabilize Self +5
Feats: (2)Psionic Focus (psychokinesis, telepathy)
Climate/Terrain: Any cold
Organization: Swarm (2-5 and 0-1 haundar)
Challenge Rating: 2
Treasure: None
Alignment: Usually chaotic evil
Advancement: 1 - 3 HD (Small); or by character class
Hauns are psionic maggot-like parasites, riding the enormous haundar as fortresses.
A haun looks like a large, furry maggot with purple or black warts, the small, slimy face is fully devoid of hairs and sports two tiny black eyes and a maw full of barbed teeth. It appears bloated and the inner organs cause ripples and under its skin. Hauns communicate via snarls, hisses, hums, klicks and other noises, or via its mindlink ability.
Hauns gladly burrow their lairs into the fat of the haundar, an enormous snail, which does no notable damage to it. They control it with a mixture of their mindlink power, modified by a substance obtained from eggs of certain insectoid races, such as the sha’az, and its inflict pain power. Not every swarm controls a haundar, and the possession of one is a sign of great prestige.
Those swarms not possessing a haundar live in a network of ice tunnels. Sometimes, such a network is home to more than a swarm. Cherishing their freedom, they accept no rulers, and quarrels among them are highly common.
Combat
Hauns will usually try to overpower foes with their psionic powers, preferably with animated objects. Physically, the best a haun can hope for is to trip its opponent. If they know that
Affect Vermin (Ex): Hauns can use their mindlink on vermin as though these creatures had an Intelligence of 6. This is the result of certain substances found in the eggs of a few insectoid races.
Focus (Ex): The same substances that grant the haun the ability to affect haundars with their mindlink power also increase the power of their other psionic abilities. The save DC for telepathic powers, whether gained through race or class, are increased by +2 for a week after devouring such an egg. This bonus stacks with the Psionic Focus and Greater Psionic Focus feats.
Psionics: 3/day - animate objects*, aversion (worms), forced mindlink, inertial barrier, inflict pain, invisibility, mind probe, telekinesis. Manifester level 3rd, save DC 12 plus power level (or 14 for telepathic and psychokinetic powers).
*This power works as the spell of the same name. All other powers are as described in the Psionics Handbook.
Attack/Defense Modes: mind thrust/empty mind
Trip (Ex): A haun that hits with a baite attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the haun.
Inertial Armor (Su): As long as the haun still has at least one use of a psionic power, it receives a +4 armor bonus to AC. This power is always active.
Vault (Ex): Once every ten minutes, a haun can flatten itself and then release enough energy to catapult itself for- or upwards. This grants the haun a +10 circumstance bonus to Jump checks.A haun that uses its vaulting ability is not limited by its size in its jump.
Haundar
Huge Vermin
Hit Dice: 20d8+200 (290 hp)
Initiative: -2
Speed: 15 ft., fly 30 ft. (clumsy)
AC: 18 (-2 size, -2 Dex, +12 natural), touch 6, flat-footed 18
Attacks: Bite+21
Damage: Bite 2d8+12
Face/Reach: 20 ft. by 30 ft./10 ft.
Special Attacks: Spit acid
Special Qualities: Blindsight 30 ft., darkvision 60 ft., scent, vermin traits
Saves: Fort +22, Ref +4, Will +6
Abilities: Str 26, Dex 6, Con 31, Int \, Wis 11, Cha 1
Skills: Spot +10
Climate/Terrain: Cold mountains and hills
Organization: Solitary or infestation (1 an 2-5 haun)
Challenge Rating: 12
Treasure: None
Alignment: Always neutral
Advancement: 21 - 25 HD (Huge); 26 - 40 HD (Gargantuan); 41 - 60 HD (Colossal)
The haundar is an enormous ice slug covered by a flat shell. Capable of spitting acid, it is not only a fortress, but also a weapon for the hauns.
The greenish-white, 30 feet long body of a haundar is segmented to allow for slow movement. The parts not covered by the shell are furred. Large layers of fat keep the creature warm. They use two eyestalks and two pseudopods to find their way. Surprisingly, haundars are capable of gliding if the winds are not too strong.
Combat
The tactics of a haundar are unsurprisingly simple. It bites the nearest foe, or spits acid at a foe that is farther away.
Spit Acid (Ex): Once every 1d4 rounds, a haundar can spit acid at one opponent. This attack takes the form of a line which is 15 feet long, 5 feet high and 5 feet wide. Those caught in the line take 4d8 points of acid damage (Reflex save half DC 30).
Blindsight (Ex): Using non-visual means, mostly scent, a haundar can discern objects within 30 feet with this ability. The haundar usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight.
Scent (Ex): A haundar can detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Vermin Traits: Immune to mind-affecting effects
Edit: While we're at it, what is the Vurgens supposed to be? Some kind of Fey? (Don't you just love translations?

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