Devon
First Post
Giffhusk (Giff Skinhusk)
Large Undead
Hit Dice: 4d12 (26 hp)
Initiative: +0
Speed: 20 ft
AC: 19 (-1 size, +2 natural, +8 giff full plate)
Attacks: Slam +9 melee; or head butt +9 melee
Damage: Slam 1d3+7 and level drain; or head butt 1d6+7 and level drain
Face/Reach: 5 ft./5 ft
Special Attacks: Level drain, filled core
Special Qualities: SR 13, darkvision 60 ft, undead, turn resistance +5, immunities
Saves: Fort +0, Ref +0, Will +0
Abilities: Str 24, Dex 10, Con --, Int 3, Wis 10, Cha 10
Skills: Listen +4, Spot +4, Move Silently +8
Feats: Power Attack
Climate/Terrain: Any land and underground
Organization: Solitary, pair, or platoon (2?20)
Challenge Rating: 4
Treasure: Standard
Alignment: Always neutral
Advancement: By character class
The giffs, a race of powerfully muscled, hippopotamus-like humanoid mercenaries, are occasionally captured and used for twisted necromantic experiments. One of these experiments, dubbed "giffhusk," involves flaying and animating the dense, armored, spell-resistant skin of these tough warriors, filling the insides with vile chemicals, and slapping them back in their tarnished and bloody armor for a tour of everlasting duty.
The giffhusk looks nearly identical to the original giff, a 9-foot tall hippo-like humanoid with short and stocky legs and arms, a broad chest, and a flat head reminiscent of a hippopotamus. Its features are slightly distorted, however, by its transition to undeath, with prominent stitches where the flayed skin was sewn together prior to animation. A giffhusk can range in color from a pallid blackish gray, to a pale gray, or even a sickly olive gold, and the tattoos it may have worn in life are still barely visible -- it takes natural or magical daylight, however, to immediately tell a giffhusk from a giff. Giffhusks cannot talk or make any vocal sounds whatsoever.
Combat
A giffhusk attacks using any of the various weapons at its disposal. If unarmed, it will charge at an opponent, butting with its head.
Level Drain (Su): The giffhusk can inflict 2 negative levels with a successful melee touch attack, as well as with its slam and head butt attacks.
Filled Core (Ex): The hollow shell of a giffhusk can be filled with one of several various caustic substances that damage those who strike it (acid, alchemist's fire, etc.). Each successful attack with a slashing or piercing weapon that damages the giffhusk also inflicts 1d6 points of damage of the appropriate type on the attacker (no save). If the giffhusk is reduced to 0 hit points and destroyed, it erupts in a 10-foot radius burst (centered on the giffhusk), inflicting 1d6 points of damage per Hit Die to all creatures within that area. A Reflex save (DC 20) halves this damage.
Special note: Giffhusks that are filled with other substances, such as inhaled or contact poison, disease spores, green slime, yellow mold, sleeping powder, and the like do not inflict the incidental damage above when damaged with slashing or piercing weapons. Rather, they erupt in a 20-foot radius when destroyed. All within the area of effect must make the appropriate saves versus the substance at hand.
Undead (Ex): Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Immunities (Ex): The giffhusk is immune to fire, acid, cold, and bludgeoning weapons of all types (even magical). If the bludgeoning weapon has a secondary effect damage effect (such as sonic energy, lawful, chaotic, good, evil, etc.), damage from the secondary effect is applied normally.
Skills: Giffhusks, being light and hollow, gain a +8 enhancement bonus on Move Silently checks.
Large Undead
Hit Dice: 4d12 (26 hp)
Initiative: +0
Speed: 20 ft
AC: 19 (-1 size, +2 natural, +8 giff full plate)
Attacks: Slam +9 melee; or head butt +9 melee
Damage: Slam 1d3+7 and level drain; or head butt 1d6+7 and level drain
Face/Reach: 5 ft./5 ft
Special Attacks: Level drain, filled core
Special Qualities: SR 13, darkvision 60 ft, undead, turn resistance +5, immunities
Saves: Fort +0, Ref +0, Will +0
Abilities: Str 24, Dex 10, Con --, Int 3, Wis 10, Cha 10
Skills: Listen +4, Spot +4, Move Silently +8
Feats: Power Attack
Climate/Terrain: Any land and underground
Organization: Solitary, pair, or platoon (2?20)
Challenge Rating: 4
Treasure: Standard
Alignment: Always neutral
Advancement: By character class
The giffs, a race of powerfully muscled, hippopotamus-like humanoid mercenaries, are occasionally captured and used for twisted necromantic experiments. One of these experiments, dubbed "giffhusk," involves flaying and animating the dense, armored, spell-resistant skin of these tough warriors, filling the insides with vile chemicals, and slapping them back in their tarnished and bloody armor for a tour of everlasting duty.
The giffhusk looks nearly identical to the original giff, a 9-foot tall hippo-like humanoid with short and stocky legs and arms, a broad chest, and a flat head reminiscent of a hippopotamus. Its features are slightly distorted, however, by its transition to undeath, with prominent stitches where the flayed skin was sewn together prior to animation. A giffhusk can range in color from a pallid blackish gray, to a pale gray, or even a sickly olive gold, and the tattoos it may have worn in life are still barely visible -- it takes natural or magical daylight, however, to immediately tell a giffhusk from a giff. Giffhusks cannot talk or make any vocal sounds whatsoever.
Combat
A giffhusk attacks using any of the various weapons at its disposal. If unarmed, it will charge at an opponent, butting with its head.
Level Drain (Su): The giffhusk can inflict 2 negative levels with a successful melee touch attack, as well as with its slam and head butt attacks.
Filled Core (Ex): The hollow shell of a giffhusk can be filled with one of several various caustic substances that damage those who strike it (acid, alchemist's fire, etc.). Each successful attack with a slashing or piercing weapon that damages the giffhusk also inflicts 1d6 points of damage of the appropriate type on the attacker (no save). If the giffhusk is reduced to 0 hit points and destroyed, it erupts in a 10-foot radius burst (centered on the giffhusk), inflicting 1d6 points of damage per Hit Die to all creatures within that area. A Reflex save (DC 20) halves this damage.
Special note: Giffhusks that are filled with other substances, such as inhaled or contact poison, disease spores, green slime, yellow mold, sleeping powder, and the like do not inflict the incidental damage above when damaged with slashing or piercing weapons. Rather, they erupt in a 20-foot radius when destroyed. All within the area of effect must make the appropriate saves versus the substance at hand.
Undead (Ex): Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Immunities (Ex): The giffhusk is immune to fire, acid, cold, and bludgeoning weapons of all types (even magical). If the bludgeoning weapon has a secondary effect damage effect (such as sonic energy, lawful, chaotic, good, evil, etc.), damage from the secondary effect is applied normally.
Skills: Giffhusks, being light and hollow, gain a +8 enhancement bonus on Move Silently checks.