BOZ
Creature Cataloguer
OK, have a look at it now.
A DC 5 will save is close to the original 15% chance of failure. Alternatively, we could have it do a Charisma check to avoid falling into an argument.
Large Humanoid (THREE-HEAD)
Hit Dice: 3d8+6 (19 hp)
Initiative: -1
Speed: 20 ft. (4 squares)
Armor Class: 17 (-1 size, -1 Dex, +6 natural, +3 hide armor), touch 8, flat-footed 17
Base Attack/Grapple: +2/+9
Attack: 3 clubs +5 melee (1d8+3) or 3 slams +4 melee (1d6+3)
Full Attack: 3 clubs +5 melee (1d8+3) or 3 slams +4 melee (1d6+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Superior multiweapon fighting
Special Qualities: Multiple personalities, low-light vision
Saves: Fort +2, Ref +2, Will -1
Abilities: Str 16, Dex 9, Con 15, Int 8, Wis 9, Cha 12
Skills: Climb +5, Listen +4, Search +4, Spot +5
Feat: Power Attack, Weapon Focus (club)
Environment: Any land and underground
Organization: Solitary or clan (3-30)
Challenge Rating: 2
Treasure: Standard
Alignment: Any chaotic
Advancement: By character class
Level Adjustment: +3
THREE-HEADs are a bizarre humanoid race that is among the rarest of intelligent races. They are so rare, in fact, that most people believe their existence to be only legend. At first sight, many adventurers assume that THREE-HEADs are a race of three-headed ettins or trolls. THREE-HEADs each have three heads, three arms, and three legs. They have ashen skin, pale and sickly-looking, but otherwise THREE-HEADs resemble very homely humans. Adventurers who have actually seen these strange creatures claim that the middle head of an THREE-HEAD is a different sex from the other two. This is not true, however, and is in fact merely a side effect of the bizarre biology of these creatures. THREE-HEADs are very primi¬tive and clothe themselves in unfinished animal hides, weave bones and sticks into their hair, and utilize only the crudest of tools and weapons.
COMBAT
THREE-HEADs attack with savage brutality as if in an animalistic rage.
Superior Multiweapon Fighting (Ex): An THREE-HEAD fights with a club in each hand. Because each of its three heads controls an arm, the THREE-HEAD does not take a penalty on attack or damage rolls for attacking with three weapons.
Multiple Personalities (Ex): The three heads of an THREE-HEAD often disagree with one another. Due to this division of personalities, an THREE-HEAD must succeed on a DC 5 Will save to make a decision on anything, or it will fall into argument with itself. An THREE-HEAD engaged in an argument with itself suffers a -2 penalty to attacks rolls, AC, and Reflex saves. In a non-combat situation, another creature can coerce an THREE-HEAD into an argument with itself by making a successful opposed Charisma check.
Skills: An THREE-HEAD's three heads give it a +4 racial bonus on Listen, Search, and Spot checks.
A DC 5 will save is close to the original 15% chance of failure. Alternatively, we could have it do a Charisma check to avoid falling into an argument.
Large Humanoid (THREE-HEAD)
Hit Dice: 3d8+6 (19 hp)
Initiative: -1
Speed: 20 ft. (4 squares)
Armor Class: 17 (-1 size, -1 Dex, +6 natural, +3 hide armor), touch 8, flat-footed 17
Base Attack/Grapple: +2/+9
Attack: 3 clubs +5 melee (1d8+3) or 3 slams +4 melee (1d6+3)
Full Attack: 3 clubs +5 melee (1d8+3) or 3 slams +4 melee (1d6+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Superior multiweapon fighting
Special Qualities: Multiple personalities, low-light vision
Saves: Fort +2, Ref +2, Will -1
Abilities: Str 16, Dex 9, Con 15, Int 8, Wis 9, Cha 12
Skills: Climb +5, Listen +4, Search +4, Spot +5
Feat: Power Attack, Weapon Focus (club)
Environment: Any land and underground
Organization: Solitary or clan (3-30)
Challenge Rating: 2
Treasure: Standard
Alignment: Any chaotic
Advancement: By character class
Level Adjustment: +3
THREE-HEADs are a bizarre humanoid race that is among the rarest of intelligent races. They are so rare, in fact, that most people believe their existence to be only legend. At first sight, many adventurers assume that THREE-HEADs are a race of three-headed ettins or trolls. THREE-HEADs each have three heads, three arms, and three legs. They have ashen skin, pale and sickly-looking, but otherwise THREE-HEADs resemble very homely humans. Adventurers who have actually seen these strange creatures claim that the middle head of an THREE-HEAD is a different sex from the other two. This is not true, however, and is in fact merely a side effect of the bizarre biology of these creatures. THREE-HEADs are very primi¬tive and clothe themselves in unfinished animal hides, weave bones and sticks into their hair, and utilize only the crudest of tools and weapons.
COMBAT
THREE-HEADs attack with savage brutality as if in an animalistic rage.
Superior Multiweapon Fighting (Ex): An THREE-HEAD fights with a club in each hand. Because each of its three heads controls an arm, the THREE-HEAD does not take a penalty on attack or damage rolls for attacking with three weapons.
Multiple Personalities (Ex): The three heads of an THREE-HEAD often disagree with one another. Due to this division of personalities, an THREE-HEAD must succeed on a DC 5 Will save to make a decision on anything, or it will fall into argument with itself. An THREE-HEAD engaged in an argument with itself suffers a -2 penalty to attacks rolls, AC, and Reflex saves. In a non-combat situation, another creature can coerce an THREE-HEAD into an argument with itself by making a successful opposed Charisma check.
Skills: An THREE-HEAD's three heads give it a +4 racial bonus on Listen, Search, and Spot checks.