Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
WoW Monsters
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Pants" data-source="post: 3368296" data-attributes="member: 8849"><p><strong><a href="http://upload.wikimedia.org/wikipedia/en/e/e4/Warcraft_Hakkar.jpg" target="_blank">HAKKAR, THE SOULFLAYER</a></strong></p><p><strong>Huge Outsider (Chaotic, Evil, Extraplanar)</strong></p><p><strong>Hit Dice</strong>: 38d8+684 (988 hp)</p><p><strong>Initiative</strong>: +10</p><p><strong>Speed</strong>: 50 ft. (10 squares), fly 60 ft. (good)</p><p><strong>Armor Class</strong>: 58 (-2 size, +6 Dex, +33 natural, +11 profane), touch 25, flat-footed 52</p><p><strong>Base Attack/Grapple</strong>: +38/+60</p><p><strong>Attack</strong>: Claw +56 melee (3d6+19/15-20/x3)</p><p><strong>Full Attack</strong>: 2 claws +56 melee (3d6+19/15-20/x3) and bite +53 melee (2d8+12 plus energy drain) and tail slap +53 melee (1d10+12)</p><p><strong>Space/Reach</strong>: 15 ft./15 ft.</p><p><strong>Special Attacks</strong>: Augmented critical, constrict 2d10+14, corrupt blood, energy drain, gaze of the blood god, improved grab, siphon life, spell-like abilities</p><p><strong>Special Qualities</strong>: Damage reduction 20/epic and good, darkvision 120 ft., immunity to acid, death effects, energy drain, mind-affecting effects, polymorph, partial divinity, resist cold 10, electricity 10, fire 10, sonic 10, spell resistance 44, true seeing</p><p><strong>Saves</strong>: Fort +50, Ref +38, Will +39</p><p><strong>Abilities</strong>: Str 39, Dex 22, Con 47, Int 31, Wis 24, Cha 32</p><p><strong>Skills</strong>: Appraise +51, Bluff +52, Concentration +59, Decipher Script +51, Diplomacy +60, Intimidate +56, Jump +63, Knowledge (arcane) +51, Knowledge (history) +51, Knowledge (religion) +51, Knowledge (the planes) +51, Listen +48, Move Silently +47, Search +51, Sense Motive +48, Spellcraft +55 (+59 checks to decipher scrolls), Spot +48, Survival +7 (+11 on other planes or when following tracks), Use Magic Device +52 (+56 involving scrolls)</p><p><strong>Feats</strong>: Awesome Blow, Cleave, Devastating Critical (claw), Dire Charge, Great Cleave, Improved Bull Rush, Improved Critical (claw), Improved Initiative, Multiattack, Overwhelming Critical (claw), Power Attack, Weapon Focus (claw)</p><p><strong>Environment</strong>: Zul'Gurub</p><p><strong>Languages</strong>: Speaks Abyssal, Common, Giant, Infernal</p><p><strong>Organization</strong>: Solitary</p><p><strong>Challenge Rating</strong>: 31</p><p><strong>Alignment</strong>: Chaotic evil</p><p><strong>Advancement</strong>: -</p><p></p><p><em>A terror beyond reasoning rises up before you, its body a horrid amalgamation of serpent and bird. Its body is long and serpentine, with scales the color of glittering rubies. A pair of teal, feathered wings adorns its back. Its head, semi-humanoid with an elongated, serpent-like maw filled with razor sharp canines, sits atop its body. A vibrant blue crest of plumage runs from the middle of its head all the way down its back. A purplish gem sits encased in a ‘cage’ of jagged rib bones within the center of its chest.</em></p><p></p><p>Hakkar is the horrid Blood God of the ancient Troll Gurubashi Empire. Known collectively as the Blood God, the Soulflayer, and the Faceless One, Hakkar was once part of the primitive pantheon of gods worshipped by the trolls until the Gurubashi Empire was shattered in a terrible war.</p><p></p><p><strong>COMBAT</strong></p><p></p><p>As a semi-divine being, Hakkar will know when intruders enter his sanctum and will quickly send his minions to deal with any transgressors. Should any fools attack Hakkar directly, he lashes out with his awesome powers. He relishes melee combat above all else and relies upon his physical might before falling back on his spell-like abilities. Hakkar fights with an enraged zeal and if overmatched, he roars with anger and lashes out with his most powerful abilities, hoping to destroy anything within reach.</p><p></p><p>Hakkar's natural weapons are treated as epic weapons and chaotic and evil aligned for the purpose of overcoming damage reduction.</p><p></p><p><strong>Augmented Critical (Su)</strong>: Hakkar's claws threaten a critical hit on an 18-20 and deal x3 damage on a successful critical hit. Additionally, Hakkar's claws are treated as if they possessed the vorpal special quality.</p><p></p><p><strong>Constrict (Ex)</strong>: Hakkar automatically deals 2d10+14 points of damage on a successful grapple check.</p><p></p><p><strong>Corrupt Blood (Su)</strong>: The area around Hakkar is continually enshrouded in deathly, corrupting forces. Any creature within 60 ft. of Hakkar takes 3d6 points of unholy damage every round. Creatures that take this damage must also succeed on a DC 40 Fort save or becomes nauseated for 1d6 rounds. Creatures without blood (undead, constructs, some oozes, etc.) are immune to this ability. The save DC is Charisma-based.</p><p></p><p><strong>Energy Drain (Su)</strong>: A creature struck by Hakkar's bite attack gains 2 negative levels. For each negative level inflicted, Hakkar gains 5 temporary hp. The DC to remove the negative levels is 40. The save DC is Charisma-based.</p><p></p><p><strong>Gaze of the Blood God (Su)</strong>: Hakkar's gaze can crush the will of even the stoutest of heart. The range on this gaze attack is 30 ft. Unlike normal gaze attacks, Hakkar must focus his gaze on a single creature within range (a free action). That creature must succeed on a DC 40 Will save or be affected as if by a confusion spell (caster level 28th). This affect lasts for 1d6+3 rounds. The creature must be able to see Hakkar for the gaze to have any affect. Once Hakkar uses his gaze attack, he must wait 4 rounds before using it again. The save DC is Charisma-based.</p><p></p><p><strong>Improved Grab (Ex)</strong>: If Hakkar hits an opponent with his tail slap attack, he can attempt to start a grapple as a free action without provoking attacks of opportunity. If he wins the grapple check, he establishes a hold and can then constrict and siphon life.</p><p></p><p><strong>Partial Divinity (Ex)</strong>: Despite the fact that Hakkar is no longer a true deity, he still has some of qualities inherent to the truly divine. Hakkar possesses all the immunities of a rank 1 deity, he receives maximum hit points per Hit Die, and he receives a profane bonus to his Armor Class and saving throws equal to his Charisma modifier. He can also telepathically communicate with any of his worshippers within 1 mile.</p><p></p><p><strong>Siphon Life (Su)</strong>: If Hakkar constricts a creature, he can draw siphon off his life source, adding it to his own. Any creature that takes damage from Hakkar's constrict attack must succeed on a DC 47 Fort save or take 2d6 points of Constitution drain. For each point of Con drain that Hakkar inflicts, he heals 10 points of damage. If Hakkar deals Con damage to a creature currently under the effects of a poison, he automatically takes 10d6 points of damage. The save DC is Constitution-based.</p><p></p><p><strong>Spell-Like Abilities</strong>: At will – <em>acid cloud, analyze dweomer, blasphemy </em>(DC 28), <em>detect good, detect magic, dream, feeblemind</em> (DC 26), <em>greater dispel magic, greater magic fang*, greater teleport</em> (self plus 100 pounds of objects only), <em>nightmare</em> (DC 26), <em>soul scry</em> (DC 31), <em>symbol of persuasion</em> (DC 27), <em>unhallow, unholy aura</em> (DC 29); 3/day – <em>eclipse, ruin</em> (DC 31), <em>superb dispelling, symbol of insanity</em> (DC 29), <em>symbol of death</em> (DC 29); 1/day – <em>greater ruin</em> (DC 31), <em>imprisonment</em> (DC 30); 1/week – <em>wish</em>. Caster level 28th. The save DC's are Charisma-based.</p><p></p><p><strong>True Seeing (Su)</strong>: Hakkar is under the continuous effect of a true seeing spell (caster level 28th).</p><p></p><p><strong>HISTORY</strong></p><p>The history of the Blood God is a long and violent one. During the years after the Great Sundering the troll empires were beset by plagues and famines. The Gurubashi trolls seeking a way to help their people, called for aid from ancient, powerful forces. They summoned forth the divine avatar of one of their gods, the bloodthirsty and vile Hakkar.</p><p></p><p>Hakkar granted the Gurubashi untold wisdom and under his rule the borders of the Gurubashi Empire greatly expanded. Unfortunately, Hakkar demanded daily sacrifices as payment for his aid. He wished to gain full access to the physical world and so that he could devour the blood of all mortal creatures.</p><p></p><p>The Gurubashi, after finally realizing the true horror that they had unleashed upon their people, rebelled against Hakkar and his priests, the Atal’Ai. The great war that followed shattered the Gurubashi Empire although the trolls succeeded in banishing Hakkar and driving off or slaying his priests.</p><p></p><p>The remaining Atal’Ai fled north into the mires of the Swamp of Sorrows where they built a temple with which they could use to summon Hakkar physically into this world. The green dragonflight, learning of the priest’s plans, descended upon the temple and destroyed it. The temple sank beneath the swamp, along with the surviving Atal’Ai. </p><p></p><p>To this day, the temple is still protected by green dragons and dragonspawn, though the Atal’Ai have remained in hiding deep within the sunken temple performing blasphemous rites to their dark god. The Prophet Jammal’an leads his people in a desperate play for immortality. He hopes to summon the Avatar of Hakkar which will in turn grant him immortality.</p><p></p><p>Unbeknownst to him, in the Gurubashi Capital of Zul’Gurub, Hakkar has begun to enter the physical world. In order to finally quell the rising of the Blood God, the remaining trolls have sent their high priests to confront and destroy him. Each priest was a powerful champion of the Primal Gods – Bat, Panther, Snake, Tiger, and Spider – but, unfortunately, Hakkar corrupted and enslaved them. Now they serve Hakkar, siphoning off their power in an effort to allow him full access to the physical world. </p><p></p><p>Although he was gravely weakened when the trolls first banished him, he is slowly gaining back the power he once had. He draws energy from every sacrifice granted to him and from the High Priests that he corrupted.</p><p></p><p></p><p>He's one of my favorites in the game, hope you enjoy him as much as I did dying fighting him in World of Warcraft. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Note: I uploaded a .doc file that has Hakkar statted out using the new statblock.</p></blockquote><p></p>
[QUOTE="Pants, post: 3368296, member: 8849"] [b][url=http://upload.wikimedia.org/wikipedia/en/e/e4/Warcraft_Hakkar.jpg]HAKKAR, THE SOULFLAYER[/url][/b] [b]Huge Outsider (Chaotic, Evil, Extraplanar)[/b] [b]Hit Dice[/b]: 38d8+684 (988 hp) [b]Initiative[/b]: +10 [b]Speed[/b]: 50 ft. (10 squares), fly 60 ft. (good) [b]Armor Class[/b]: 58 (-2 size, +6 Dex, +33 natural, +11 profane), touch 25, flat-footed 52 [b]Base Attack/Grapple[/b]: +38/+60 [b]Attack[/b]: Claw +56 melee (3d6+19/15-20/x3) [b]Full Attack[/b]: 2 claws +56 melee (3d6+19/15-20/x3) and bite +53 melee (2d8+12 plus energy drain) and tail slap +53 melee (1d10+12) [b]Space/Reach[/b]: 15 ft./15 ft. [b]Special Attacks[/b]: Augmented critical, constrict 2d10+14, corrupt blood, energy drain, gaze of the blood god, improved grab, siphon life, spell-like abilities [b]Special Qualities[/b]: Damage reduction 20/epic and good, darkvision 120 ft., immunity to acid, death effects, energy drain, mind-affecting effects, polymorph, partial divinity, resist cold 10, electricity 10, fire 10, sonic 10, spell resistance 44, true seeing [b]Saves[/b]: Fort +50, Ref +38, Will +39 [b]Abilities[/b]: Str 39, Dex 22, Con 47, Int 31, Wis 24, Cha 32 [b]Skills[/b]: Appraise +51, Bluff +52, Concentration +59, Decipher Script +51, Diplomacy +60, Intimidate +56, Jump +63, Knowledge (arcane) +51, Knowledge (history) +51, Knowledge (religion) +51, Knowledge (the planes) +51, Listen +48, Move Silently +47, Search +51, Sense Motive +48, Spellcraft +55 (+59 checks to decipher scrolls), Spot +48, Survival +7 (+11 on other planes or when following tracks), Use Magic Device +52 (+56 involving scrolls) [b]Feats[/b]: Awesome Blow, Cleave, Devastating Critical (claw), Dire Charge, Great Cleave, Improved Bull Rush, Improved Critical (claw), Improved Initiative, Multiattack, Overwhelming Critical (claw), Power Attack, Weapon Focus (claw) [b]Environment[/b]: Zul'Gurub [b]Languages[/b]: Speaks Abyssal, Common, Giant, Infernal [b]Organization[/b]: Solitary [b]Challenge Rating[/b]: 31 [b]Alignment[/b]: Chaotic evil [b]Advancement[/b]: - [i]A terror beyond reasoning rises up before you, its body a horrid amalgamation of serpent and bird. Its body is long and serpentine, with scales the color of glittering rubies. A pair of teal, feathered wings adorns its back. Its head, semi-humanoid with an elongated, serpent-like maw filled with razor sharp canines, sits atop its body. A vibrant blue crest of plumage runs from the middle of its head all the way down its back. A purplish gem sits encased in a ‘cage’ of jagged rib bones within the center of its chest.[/i] Hakkar is the horrid Blood God of the ancient Troll Gurubashi Empire. Known collectively as the Blood God, the Soulflayer, and the Faceless One, Hakkar was once part of the primitive pantheon of gods worshipped by the trolls until the Gurubashi Empire was shattered in a terrible war. [b]COMBAT[/b] As a semi-divine being, Hakkar will know when intruders enter his sanctum and will quickly send his minions to deal with any transgressors. Should any fools attack Hakkar directly, he lashes out with his awesome powers. He relishes melee combat above all else and relies upon his physical might before falling back on his spell-like abilities. Hakkar fights with an enraged zeal and if overmatched, he roars with anger and lashes out with his most powerful abilities, hoping to destroy anything within reach. Hakkar's natural weapons are treated as epic weapons and chaotic and evil aligned for the purpose of overcoming damage reduction. [b]Augmented Critical (Su)[/b]: Hakkar's claws threaten a critical hit on an 18-20 and deal x3 damage on a successful critical hit. Additionally, Hakkar's claws are treated as if they possessed the vorpal special quality. [b]Constrict (Ex)[/b]: Hakkar automatically deals 2d10+14 points of damage on a successful grapple check. [b]Corrupt Blood (Su)[/b]: The area around Hakkar is continually enshrouded in deathly, corrupting forces. Any creature within 60 ft. of Hakkar takes 3d6 points of unholy damage every round. Creatures that take this damage must also succeed on a DC 40 Fort save or becomes nauseated for 1d6 rounds. Creatures without blood (undead, constructs, some oozes, etc.) are immune to this ability. The save DC is Charisma-based. [b]Energy Drain (Su)[/b]: A creature struck by Hakkar's bite attack gains 2 negative levels. For each negative level inflicted, Hakkar gains 5 temporary hp. The DC to remove the negative levels is 40. The save DC is Charisma-based. [b]Gaze of the Blood God (Su)[/b]: Hakkar's gaze can crush the will of even the stoutest of heart. The range on this gaze attack is 30 ft. Unlike normal gaze attacks, Hakkar must focus his gaze on a single creature within range (a free action). That creature must succeed on a DC 40 Will save or be affected as if by a confusion spell (caster level 28th). This affect lasts for 1d6+3 rounds. The creature must be able to see Hakkar for the gaze to have any affect. Once Hakkar uses his gaze attack, he must wait 4 rounds before using it again. The save DC is Charisma-based. [B]Improved Grab (Ex)[/B]: If Hakkar hits an opponent with his tail slap attack, he can attempt to start a grapple as a free action without provoking attacks of opportunity. If he wins the grapple check, he establishes a hold and can then constrict and siphon life. [B]Partial Divinity (Ex)[/B]: Despite the fact that Hakkar is no longer a true deity, he still has some of qualities inherent to the truly divine. Hakkar possesses all the immunities of a rank 1 deity, he receives maximum hit points per Hit Die, and he receives a profane bonus to his Armor Class and saving throws equal to his Charisma modifier. He can also telepathically communicate with any of his worshippers within 1 mile. [B]Siphon Life (Su)[/B]: If Hakkar constricts a creature, he can draw siphon off his life source, adding it to his own. Any creature that takes damage from Hakkar's constrict attack must succeed on a DC 47 Fort save or take 2d6 points of Constitution drain. For each point of Con drain that Hakkar inflicts, he heals 10 points of damage. If Hakkar deals Con damage to a creature currently under the effects of a poison, he automatically takes 10d6 points of damage. The save DC is Constitution-based. [b]Spell-Like Abilities[/b]: At will – [i]acid cloud, analyze dweomer, blasphemy [/i](DC 28), [i]detect good, detect magic, dream, feeblemind[/i] (DC 26), [i]greater dispel magic, greater magic fang*, greater teleport[/i] (self plus 100 pounds of objects only), [i]nightmare[/i] (DC 26), [i]soul scry[/i] (DC 31), [i]symbol of persuasion[/i] (DC 27), [i]unhallow, unholy aura[/i] (DC 29); 3/day – [i]eclipse, ruin[/i] (DC 31), [i]superb dispelling, symbol of insanity[/i] (DC 29), [i]symbol of death[/i] (DC 29); 1/day – [i]greater ruin[/i] (DC 31), [i]imprisonment[/i] (DC 30); 1/week – [i]wish[/i]. Caster level 28th. The save DC's are Charisma-based. [b]True Seeing (Su)[/b]: Hakkar is under the continuous effect of a true seeing spell (caster level 28th). [b]HISTORY[/b] The history of the Blood God is a long and violent one. During the years after the Great Sundering the troll empires were beset by plagues and famines. The Gurubashi trolls seeking a way to help their people, called for aid from ancient, powerful forces. They summoned forth the divine avatar of one of their gods, the bloodthirsty and vile Hakkar. Hakkar granted the Gurubashi untold wisdom and under his rule the borders of the Gurubashi Empire greatly expanded. Unfortunately, Hakkar demanded daily sacrifices as payment for his aid. He wished to gain full access to the physical world and so that he could devour the blood of all mortal creatures. The Gurubashi, after finally realizing the true horror that they had unleashed upon their people, rebelled against Hakkar and his priests, the Atal’Ai. The great war that followed shattered the Gurubashi Empire although the trolls succeeded in banishing Hakkar and driving off or slaying his priests. The remaining Atal’Ai fled north into the mires of the Swamp of Sorrows where they built a temple with which they could use to summon Hakkar physically into this world. The green dragonflight, learning of the priest’s plans, descended upon the temple and destroyed it. The temple sank beneath the swamp, along with the surviving Atal’Ai. To this day, the temple is still protected by green dragons and dragonspawn, though the Atal’Ai have remained in hiding deep within the sunken temple performing blasphemous rites to their dark god. The Prophet Jammal’an leads his people in a desperate play for immortality. He hopes to summon the Avatar of Hakkar which will in turn grant him immortality. Unbeknownst to him, in the Gurubashi Capital of Zul’Gurub, Hakkar has begun to enter the physical world. In order to finally quell the rising of the Blood God, the remaining trolls have sent their high priests to confront and destroy him. Each priest was a powerful champion of the Primal Gods – Bat, Panther, Snake, Tiger, and Spider – but, unfortunately, Hakkar corrupted and enslaved them. Now they serve Hakkar, siphoning off their power in an effort to allow him full access to the physical world. Although he was gravely weakened when the trolls first banished him, he is slowly gaining back the power he once had. He draws energy from every sacrifice granted to him and from the High Priests that he corrupted. He's one of my favorites in the game, hope you enjoy him as much as I did dying fighting him in World of Warcraft. :) Note: I uploaded a .doc file that has Hakkar statted out using the new statblock. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
WoW Monsters
Top