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<blockquote data-quote="Faolyn" data-source="post: 8715244" data-attributes="member: 6915329"><p>Now we have the <strong>hundar</strong>, which was spelled hendar in the Forgotten Realms MC Appendix, possibly to differentiate it from the slug-like haundar. It reminds me (in terms of appearance) of this one Cthulhu Mythos monster I can’t remember the name of. I can’t find my dead tree copy of the Malleus Monstrorum to look it up and it doesn’t seem to be in any of my Cthulhu-based pdfs. It was a wormy, horse-headed thing with one wing. Or maybe two wings, but the art only had one wing, IIRC. I don’t <em>think</em> I’m thinking of the shantaks.</p><p></p><p>Anyhoo. The hundar aren’t really Lovecraftian creatures. They’re just weird looking. And they’re not even remotely bat-like, except for their wings and echolocation.</p><p></p><p>To back to my mini-rant about wingspans and sizes, the hundar have a wingspan of 14-22 feet.</p><p></p><p>Since the art from the article was just a bat-like head in profile (and not even of a hammer-headed bat, which is very horse-like in appearance), here's their art from the FR MC Appendix:</p><p></p><p>[ATTACH=full]256116[/ATTACH]</p><p><span style="font-size: 15px">Artist: Tom Baxa</span></p><p></p><p><span style="color: rgb(65, 168, 95)"><strong><span style="font-size: 22px">Hundar</span></strong></span></p><p>Bats that do more than bite, Dragon Magazine #90</p><p>Created by Ed Greenwood</p><p></p><p>Sometimes called a “horse-bat,” hundar look very little like either creature. Hundar are nasty-tempered, territorial creatures that resemble tremendous segmented worms with batlike wings and horselike heads and a mane that runs to about midway down their length. Their slimy hide is an iridescent purple-black and their eyes are fiery red. When angered, which they frequently are, hundar snort vapor from their nostrils and emit deep, rumbling roars. Despite their bulbous shape and awkward inchworm movement on land, hundar are surprisingly graceful flyers and swimmers.</p><p></p><p><strong><em>Vain and Self-Important.</em></strong> Hundar are egotistical to a degree usually only matched by dragons. They fear almost nothing, viewing most creatures as being weaker then they are. They gladly eat humanoids, finding them superior in taste to “lesser” animals like livestock or wild game. They believe they deserve the best of everything. Although they are rarely willing to risk their lives, should they choose to attack, they fight to the death, as they can’t imagine that any creature smaller than it can pose a threat. Only a few very powerful creatures, such as dragons and aboleths, are enough to make a hundar second-guess its abilities.</p><p></p><p>Despite their vain natures, hundar rarely put much effort into making their lairs attractive to others. They live in dismal places—ruins, swamps, and moorland crags—and find their surroundings beautiful. In fact, the sheer presence of a hundar makes their surroundings even more dismal. Near a hundar’s lair, the rain and saturated ground seeps uncomfortably into even the most waterproof boots and clothing, clouds rarely part and it drizzles constantly, plants wilt, and water tastes oily and bad. And worse, zombies and other minor undead arise easily in the area. Hundars add to this effect by putting the arms, armor, and tools of their victims on display throughout their territory as both warning and declaration, not caring when they rot or rust away. Hundars are thought to live for hundreds of years, and the longer they remain in an area, the more unpleasant it gets.</p><p></p><p><strong><em>Fiercely Territorial.</em></strong> Hundar lead very solitary lives. They allow other hundar near them only while mating, an event that occurs no more often than every thirty years or so. They drive out most other carnivores from their territory, although they tolerate, even welcome, perytons and harpies. These creatures recognize and respect the hundar’s power and get scraps of its food and safety from attackers, and in return, the hundar gets servants and admirers.</p><p></p><p><strong><em>Strange Origins.</em></strong> Hundar have an unusual allergy to silver; it’s harmfully corrosive to them in a way rarely seen outside of supernatural creatures such as devils and lycanthropes. While some people believe that hundars are actually extraplanar in origin, there is no evidence to support that.</p><p></p><p><strong><span style="font-size: 18px">Legends and Lore</span></strong></p><p>With an Arcana or History check, the characters can learn the following:</p><p></p><p><strong>DC 10.</strong> Also called "bat-horses," hundar are notoriously bad-tempered and incredibly vain. It's possible to flatter one in order to trick it, but a hundar that suspects false flattery will turn violent and vengeful.</p><p></p><p><strong>DC 15.</strong> A hundar’s territory is usually bare of large animals and people, as they greedily eat any humanoid they come across and chase or kill any rival predators.</p><p></p><p><strong>DC 20.</strong> Hundar are vulnerable to both cold and silver. Cold causes their moist skin to crack and bleed while silver poisons them.</p><p></p><p><strong><span style="font-size: 18px">Hundar Encounters</span></strong></p><p><strong><em>Terrain:</em></strong> Grassland, Lake, Ruins, Swamp</p><p></p><p><strong>CR 5-10</strong> Hundar; hundar with 1-2 harpies or 1 peryton</p><p><strong><em>Treasure:</em></strong> 220 gp, 700 ep, tarnished bronze bowl inscribed with geometric patterns (75 gp); 2 <em>potions of poison, pipes of the sewers.</em></p><p></p><p><strong>CR 11-16</strong> Hundar; hundar with 3-4 harpies and 1-2 perytons; hundar with 1-2 zombie hordes.</p><p><strong><em>Treasure:</em></strong> 200 pp, 1,120 gp, mitral band (250 gp), 3 jets (100 gp each), <em>+1 helmet</em> embossed with the insignia of a famed company of soldiers, <em>death’s essence pendant.</em></p><p></p><p><strong><span style="font-size: 18px">Signs</span></strong></p><p>1. A strange lack of major predators aside from harpies and perytons.</p><p>2. A trail of crushed, slightly slimy grass.</p><p>3. A post to which is tied the rusted and decayed remains of clothing, armor, and weapons.</p><p>4. With a DC 13 Perception check, a recently-dug and re-covered pit. Uncovering the pit reveals a cache of tarnished silver coins and objects.</p><p></p><p><strong><span style="font-size: 18px">Behavior</span></strong></p><p>1. Gazing lovingly at its own reflection in a mirror or still pond.</p><p>2. Attacks on sight.</p><p>3. Messily devouring its prey.</p><p>4. Preaching to an audience of minions about how great it is.</p><p>5. In an aerial battle with young black dragon.</p><p>6. Demands surrender and tribute.</p><p></p><p><strong><span style="font-size: 18px">Names</span></strong></p><p>Arleth, Bliss, Beauty, Joravaran, Naiardhan, Taddashree</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 26px">Hundar</span></span></strong></p><p><strong>Large monstrosity</strong></p><p>Challenge 8 (3,900 XP)</p><p><strong>AC</strong> 16 (natural armor)</p><p><strong>HP</strong> 133 (14d10+56; bloodied 67)</p><p><strong>Speed</strong> 30 ft., fly 50 ft., swim 40 ft.</p><p></p><p><strong>STR</strong> 19 (+4) <strong>DEX</strong> 14 (+2) <strong>CON</strong> 18 (+4)</p><p><strong>INT</strong> 10 (+0) <strong>WIS</strong> 12 (+1) <strong>CHA</strong> 14 (+2)</p><p></p><p><strong>Proficiency</strong> +3</p><p><strong>Maneuver DC</strong> 15</p><p><strong>Skills</strong> Perception +4</p><p><strong>Saving Throws</strong> Con +7, Cha +5</p><p><strong>Damage Vulnerabilities</strong> bludgeoning, piercing, and slashing from silvered weapons</p><p><strong>Damage Resistances</strong> acid, fire</p><p><strong>Senses</strong> blindsight 120 ft., passive Perception</p><p><strong>Languages</strong> Common</p><p><strong><em>Cold Vulnerability. </em></strong>If the hundar takes cold damage, then until the end of its next turn, it has disadvantage on attack rolls and saving throws and its speeds are reduced by 20 feet.</p><p><strong><em>Echolocation. </em></strong>The hundar can’t use its blindsight while deafened.</p><p><strong><em>Limited Amphibiousness. </em></strong>The hundar can breathe air and water, but needs to be submerged in water at least once a day for 1 minute to avoid suffocating.</p><p><strong><em>Silver Allergy.</em></strong> If a hundar touches an object made of silver, it takes 3 (1d6) poison damage. If the hundar takes damage from a silvered weapon, it must make a DC 15 Constitution saving throw or be poisoned for 1 minute.</p><p></p><p><strong><u>Actions</u></strong></p><p><strong><em>Bite. </em></strong><em>Melee Weapon Attack:</em> +7 to hit, reach 10 ft., one target. <em>Hit: </em>15 (2d10+4) piercing damage.</p><p><strong><em>Slam. </em></strong><em>Melee Weapon Attack:</em> +7 to hit, reach 5 ft., one target. <em>Hit: </em>13 (2d8+4) bludgeoning damage. If the target is a creature and the hundar moves at least 30 feet towards it before the attack, the target takes an extra 10 (3d6) bludgeoning damage and must make a DC 15 Strength saving throw, falling prone on a failure.</p><p><strong><em>Tail. </em></strong><em>Melee Weapon Attack:</em> +7 to hit, reach 15 ft., one target. <em>Hit: </em>13 (2d8+4) bludgeoning damage. Instead of dealing bludgeoning damage, the hundar can grapple the target (escape DC 15), and a Medium or smaller creature grappled in this way is restrained. Until this grapple ends, the hundar can’t use its tail on another creature, and it makes bite attacks with advantage against the grappled target.</p><p></p><p><strong><u>Bonus Actions</u></strong></p><p><strong><em>Opportune Bite.</em></strong> The hundar makes a bite attack against a prone creature.</p><p></p><p><strong><u>Reactions</u></strong></p><p><strong><em>Tail Swipe (1/Day).</em></strong> If a creature within 5 feet hits the hundar with a melee attack, the attacker is battered by the hundar’s tail. The attacker must make a DC 15 Strength saving throw. On a failure, it takes 9 (2d4+4) bludgeoning damage and is pushed 10 feet from the hundar and knocked prone.</p><p> If the hundar is grappling a creature in its tail when it makes this attack, the grappled creature must also make a DC 15 Strength saving throw. It takes 9 (2d4+4) bludgeoning damage on a failed save or half as much damage on a successful one.</p><p></p><p><strong><span style="font-size: 18px">Combat</span></strong></p><p>Hundar attack by trying to take their opponent out of their preferred element: they slam into aerial foes to knock them out of the sky, grab a land-based creature and pull them underwater to drown them, or pull an aquatic foe out of water and deposit them on land. They do not retreat, even when badly wounded.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 8715244, member: 6915329"] Now we have the [B]hundar[/B], which was spelled hendar in the Forgotten Realms MC Appendix, possibly to differentiate it from the slug-like haundar. It reminds me (in terms of appearance) of this one Cthulhu Mythos monster I can’t remember the name of. I can’t find my dead tree copy of the Malleus Monstrorum to look it up and it doesn’t seem to be in any of my Cthulhu-based pdfs. It was a wormy, horse-headed thing with one wing. Or maybe two wings, but the art only had one wing, IIRC. I don’t [I]think[/I] I’m thinking of the shantaks. Anyhoo. The hundar aren’t really Lovecraftian creatures. They’re just weird looking. And they’re not even remotely bat-like, except for their wings and echolocation. To back to my mini-rant about wingspans and sizes, the hundar have a wingspan of 14-22 feet. Since the art from the article was just a bat-like head in profile (and not even of a hammer-headed bat, which is very horse-like in appearance), here's their art from the FR MC Appendix: [ATTACH type="full" alt="1659469922452.png"]256116[/ATTACH] [SIZE=4]Artist: Tom Baxa[/SIZE] [COLOR=rgb(65, 168, 95)][B][SIZE=6]Hundar[/SIZE][/B][/COLOR] Bats that do more than bite, Dragon Magazine #90 Created by Ed Greenwood Sometimes called a “horse-bat,” hundar look very little like either creature. Hundar are nasty-tempered, territorial creatures that resemble tremendous segmented worms with batlike wings and horselike heads and a mane that runs to about midway down their length. Their slimy hide is an iridescent purple-black and their eyes are fiery red. When angered, which they frequently are, hundar snort vapor from their nostrils and emit deep, rumbling roars. Despite their bulbous shape and awkward inchworm movement on land, hundar are surprisingly graceful flyers and swimmers. [B][I]Vain and Self-Important.[/I][/B] Hundar are egotistical to a degree usually only matched by dragons. They fear almost nothing, viewing most creatures as being weaker then they are. They gladly eat humanoids, finding them superior in taste to “lesser” animals like livestock or wild game. They believe they deserve the best of everything. Although they are rarely willing to risk their lives, should they choose to attack, they fight to the death, as they can’t imagine that any creature smaller than it can pose a threat. Only a few very powerful creatures, such as dragons and aboleths, are enough to make a hundar second-guess its abilities. Despite their vain natures, hundar rarely put much effort into making their lairs attractive to others. They live in dismal places—ruins, swamps, and moorland crags—and find their surroundings beautiful. In fact, the sheer presence of a hundar makes their surroundings even more dismal. Near a hundar’s lair, the rain and saturated ground seeps uncomfortably into even the most waterproof boots and clothing, clouds rarely part and it drizzles constantly, plants wilt, and water tastes oily and bad. And worse, zombies and other minor undead arise easily in the area. Hundars add to this effect by putting the arms, armor, and tools of their victims on display throughout their territory as both warning and declaration, not caring when they rot or rust away. Hundars are thought to live for hundreds of years, and the longer they remain in an area, the more unpleasant it gets. [B][I]Fiercely Territorial.[/I][/B] Hundar lead very solitary lives. They allow other hundar near them only while mating, an event that occurs no more often than every thirty years or so. They drive out most other carnivores from their territory, although they tolerate, even welcome, perytons and harpies. These creatures recognize and respect the hundar’s power and get scraps of its food and safety from attackers, and in return, the hundar gets servants and admirers. [B][I]Strange Origins.[/I][/B] Hundar have an unusual allergy to silver; it’s harmfully corrosive to them in a way rarely seen outside of supernatural creatures such as devils and lycanthropes. While some people believe that hundars are actually extraplanar in origin, there is no evidence to support that. [B][SIZE=5]Legends and Lore[/SIZE][/B] With an Arcana or History check, the characters can learn the following: [B]DC 10.[/B] Also called "bat-horses," hundar are notoriously bad-tempered and incredibly vain. It's possible to flatter one in order to trick it, but a hundar that suspects false flattery will turn violent and vengeful. [B]DC 15.[/B] A hundar’s territory is usually bare of large animals and people, as they greedily eat any humanoid they come across and chase or kill any rival predators. [B]DC 20.[/B] Hundar are vulnerable to both cold and silver. Cold causes their moist skin to crack and bleed while silver poisons them. [B][SIZE=5]Hundar Encounters[/SIZE] [I]Terrain:[/I][/B] Grassland, Lake, Ruins, Swamp [B]CR 5-10[/B] Hundar; hundar with 1-2 harpies or 1 peryton [B][I]Treasure:[/I][/B] 220 gp, 700 ep, tarnished bronze bowl inscribed with geometric patterns (75 gp); 2 [I]potions of poison, pipes of the sewers.[/I] [B]CR 11-16[/B] Hundar; hundar with 3-4 harpies and 1-2 perytons; hundar with 1-2 zombie hordes. [B][I]Treasure:[/I][/B] 200 pp, 1,120 gp, mitral band (250 gp), 3 jets (100 gp each), [I]+1 helmet[/I] embossed with the insignia of a famed company of soldiers, [I]death’s essence pendant.[/I] [B][SIZE=5]Signs[/SIZE][/B] 1. A strange lack of major predators aside from harpies and perytons. 2. A trail of crushed, slightly slimy grass. 3. A post to which is tied the rusted and decayed remains of clothing, armor, and weapons. 4. With a DC 13 Perception check, a recently-dug and re-covered pit. Uncovering the pit reveals a cache of tarnished silver coins and objects. [B][SIZE=5]Behavior[/SIZE][/B] 1. Gazing lovingly at its own reflection in a mirror or still pond. 2. Attacks on sight. 3. Messily devouring its prey. 4. Preaching to an audience of minions about how great it is. 5. In an aerial battle with young black dragon. 6. Demands surrender and tribute. [B][SIZE=5]Names[/SIZE][/B] Arleth, Bliss, Beauty, Joravaran, Naiardhan, Taddashree [B][COLOR=rgb(65, 168, 95)][SIZE=7]Hundar[/SIZE][/COLOR] Large monstrosity[/B] Challenge 8 (3,900 XP) [B]AC[/B] 16 (natural armor) [B]HP[/B] 133 (14d10+56; bloodied 67) [B]Speed[/B] 30 ft., fly 50 ft., swim 40 ft. [B]STR[/B] 19 (+4) [B]DEX[/B] 14 (+2) [B]CON[/B] 18 (+4) [B]INT[/B] 10 (+0) [B]WIS[/B] 12 (+1) [B]CHA[/B] 14 (+2) [B]Proficiency[/B] +3 [B]Maneuver DC[/B] 15 [B]Skills[/B] Perception +4 [B]Saving Throws[/B] Con +7, Cha +5 [B]Damage Vulnerabilities[/B] bludgeoning, piercing, and slashing from silvered weapons [B]Damage Resistances[/B] acid, fire [B]Senses[/B] blindsight 120 ft., passive Perception [B]Languages[/B] Common [B][I]Cold Vulnerability. [/I][/B]If the hundar takes cold damage, then until the end of its next turn, it has disadvantage on attack rolls and saving throws and its speeds are reduced by 20 feet. [B][I]Echolocation. [/I][/B]The hundar can’t use its blindsight while deafened. [B][I]Limited Amphibiousness. [/I][/B]The hundar can breathe air and water, but needs to be submerged in water at least once a day for 1 minute to avoid suffocating. [B][I]Silver Allergy.[/I][/B] If a hundar touches an object made of silver, it takes 3 (1d6) poison damage. If the hundar takes damage from a silvered weapon, it must make a DC 15 Constitution saving throw or be poisoned for 1 minute. [B][U]Actions[/U] [I]Bite. [/I][/B][I]Melee Weapon Attack:[/I] +7 to hit, reach 10 ft., one target. [I]Hit: [/I]15 (2d10+4) piercing damage. [B][I]Slam. [/I][/B][I]Melee Weapon Attack:[/I] +7 to hit, reach 5 ft., one target. [I]Hit: [/I]13 (2d8+4) bludgeoning damage. If the target is a creature and the hundar moves at least 30 feet towards it before the attack, the target takes an extra 10 (3d6) bludgeoning damage and must make a DC 15 Strength saving throw, falling prone on a failure. [B][I]Tail. [/I][/B][I]Melee Weapon Attack:[/I] +7 to hit, reach 15 ft., one target. [I]Hit: [/I]13 (2d8+4) bludgeoning damage. Instead of dealing bludgeoning damage, the hundar can grapple the target (escape DC 15), and a Medium or smaller creature grappled in this way is restrained. Until this grapple ends, the hundar can’t use its tail on another creature, and it makes bite attacks with advantage against the grappled target. [B][U]Bonus Actions[/U] [I]Opportune Bite.[/I][/B] The hundar makes a bite attack against a prone creature. [B][U]Reactions[/U] [I]Tail Swipe (1/Day).[/I][/B] If a creature within 5 feet hits the hundar with a melee attack, the attacker is battered by the hundar’s tail. The attacker must make a DC 15 Strength saving throw. On a failure, it takes 9 (2d4+4) bludgeoning damage and is pushed 10 feet from the hundar and knocked prone. If the hundar is grappling a creature in its tail when it makes this attack, the grappled creature must also make a DC 15 Strength saving throw. It takes 9 (2d4+4) bludgeoning damage on a failed save or half as much damage on a successful one. [B][SIZE=5]Combat[/SIZE][/B] Hundar attack by trying to take their opponent out of their preferred element: they slam into aerial foes to knock them out of the sky, grab a land-based creature and pull them underwater to drown them, or pull an aquatic foe out of water and deposit them on land. They do not retreat, even when badly wounded. [/QUOTE]
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