Monsters (H)
Sections:
.Hag
..Sea hag
..Annis
..Green hag
.Hag covey
...Hag eye
.Halfling
...Subraces
...Halfling characters
.Harpy
.Hell hound
.Hippogriff
...Training a hippogriff
.Hobgoblin
...Hobgoblin characters
.Homunculus
...Construction
.Howler
...Training a howler
.Hydra
...Magical beasts
..Lernaean hydra
..Pyrohydra
..Cryohydra
Tables:
.Hag
.Hydra
Monsters (H)
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.


Hag

Hag
Sea Hag Annis Green Hag
Type Large Monstrous Humanoid (Aquatic) Large Monstrous Humanoid Medium-Size Monstrous Humanoid
Hit Dice 3d8+3 (16 hp) 7d8+14 (45 hp) 9d8+9 (49 hp)
Initiative +1 (Dex) +1 (Dex) +1 (Dex)
Speed 30 ft., swim 40 ft. 40 ft. 30 ft., swim 30 ft.
AC 13 (-1 size, +1 Dex, +3 natural) 20 (-1 size, +1 Dex, +10 natural) 22 (+1 Dex, +11 natural)
Attacks 2 claws +6 melee 2 claws +13 melee, bite +8 melee 2 claws +13 melee
Damage Claw 1d4+4 Claw 1d6+7, bite 1d6+3 Claw 1d4+4
Face/Reach 5 ft. by 5 ft./10 ft. 5 ft. by 5 ft./10 ft. 5 ft. by 5 ft./5 ft.
Special Attacks Horrific appearance, evil eye Improved grab, rend 2d6+14, spell-like abilities Spell-like abilities, weakness, mimicry
Special Qualities SR 14, water breathing SR 19, steely skin SR 18, darkvision 90 ft.
Saves Fort +2, Ref +4, Will +4 Fort +4, Ref +6, Will +6 Fort +6, Ref +7, Will +7
Abilities Str 19, Dex 12, Con 12, Int 10, Wis 13, Cha 10 Str 25, Dex 12, Con 14, Int 13, Wis 13, Cha 10 Str 19, Dex 12, Con 12, Int 13, Wis 13, Cha 10
Skills Craft or Knowledge (any one) +4, Hide +3, Listen +9, Spot +9 Concentration +12, Hide +7, Listen +11, Spot +11 Concentration +13, Craft or Knowledge (any one) +5, Hide +11, Listen +11, Spot +11
Feats Alertness Combat Casting Alertness, Blind-Fight, Combat Casting, Great Fortitude Alertness, Blind-Fight,
Climate/Terrain Any aquatic Any land and underground Temperate and warm forest and marsh
Organization Solitary or covey (3 hags of any type plus 1-8 ogres and 1-4 evil giants) Solitary or covey (3 hags of any type plus 1-8 ogres and 1-4 evil giants) Solitary or covey (3 hags of any type plus 1-8 ogres and 1-4 evil giants)
Challenge Rating 4 or 12 (covey) 6 or 12 (covey) 5 or 12 (covey)
Treasure Standard Standard Standard
Alignment Always chaotic evil Always chaotic evil Always chaotic evil
Advancement By character class By character class By character class
Hags speak Giant and Common.

Sea hag

Annis

Green hag

Hag covey

Hag eye

Any of the three hags who created the hag eye can see through it whenever they wish, so long as it is on the same plane as the hag. Destroying a hag eye deals 1d10 points of damage to each member of the covey and blinds the one who sustained the greatest damage for 24 hours.

Halfling

Small Humanoid (Halfling)
Halflings speak Halfling and Common.

Halflings prefer to fight defensively, usually hiding and launching ranged attacks as the foe approaches.

Subraces

Halfling characters

A halfling's favored class is rogue.

Harpy

Medium-Size Monstrous Humanoid

When a harpy engages in battle, it prefers to use Flyby Attack and strike with a melee weapon.

Hell hound

Medium-Size Outsider (Evil, Fire, Lawful)
Hell hounds do not speak but understand Infernal.

Hell hounds are efficient hunters. A favorite pack tactic is to surround prey quietly, then attack with one or two hounds, driving it with their fiery breath toward the rest. If the prey doesn't run, the pack closes in. Hell hounds track fleeing prey relentlessly.

Hippogriff

Large Beast

Hippogriffs dive at their prey and strike with their taloned forelegs. When they cannot dive, they slash with claws and beak.

Training a hippogriff

Training a hippogriff as an aerial mount requires a successful Handle Animal check (DC 21 for a young creature, or DC 28 for an adult) and that the creature be willing. Hippogriffs mature at the same rate as horses. Trainers can reduce the DC by 5 and the rearing time by one-half by using a magic bridle enchanted for this purpose.
Hippogriff eggs are worth 2,000 gp apiece on the open market, while young are worth 3,000 gp each. Professional trainers charge 1,000 gp to rear or train a hippogriff. Riding a trained hippogriff requires an exotic saddle. A hippogriff can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds at a Ride check.
Carrying Capacity: A light load for a hippogriff is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds.

Hobgoblin

Medium-Size Humanoid (Goblinoid)
Hobgoblins speak Goblin and Common.

These creatures have a strong grasp of strategy and tactics and are capable of carrying out sophisticated battle plans. Under the leadership of a skilled strategist or tactician, their discipline can prove a deciding factor. Hobgoblins hate elves and attack them first, in preference to other opponents.

Hobgoblin characters

A hobgoblin's favored class is fighter. Hobgoblin clerics can choose two of the following domains: Evil, Destruction, and Trickery.

Homunculus

Tiny Construct

Homunculi land on their victims and bite with their venomous fangs.

Construction

A homunculus costs 100 gp to create, including 20 gp for the body. This cost includes all the materials and spell components that are consumed by or become a permanent part of the creation.
Creating the body requires a Craft (sculpture or masonry) check (DC of 12).
After the body is sculpted, it is animated through an extended magical ritual that requires a 7th-level character with the Craft Wondrous Item feat. This ritual requires a week to complete: The creator must labor for at least 8 hours each day in a specially prepared laboratory or workroom, similar to an alchemist's laboratory and costing 500 gp to establish. If the creator is personally constructing the creature's body, the building and ritual can be performed together.
A character not actively working on the ritual must rest and can perform no other activities except eating, sleeping, or talking. If he or she misses a day, the process fails, and the ritual must be started anew; any gp spent on the failed ritual is lost (but not XP). The previously crafted body can be reused, as can the laboratory.
Completing the ritual requires casting arcane eye, mirror image, and mending on the final day of the ritual and drains 25 XP from the creator. He or she must cast the spells personally, but they can come from outside sources, such as scrolls.

Howler

Large Outsider (Chaotic, Evil)

Howlers attack in groups, for they are cowardly and cruel. They prefer to charge into combat, race out, and then charge in again.

Training a howler

Small and Medium-size infernal creatures such as quasits, abyssal orcs, or even succubi sometimes use howlers as mounts or pack animals. They are particularly useful underground. Larger and more powerful demons use them like hunting dogs.
Training a howler requires a successful Handle Animal check (DC 23 for a young creature, or DC 30 for an adult) and that the creature be willing. Trainers can reduce the DC by 5 and the rearing time by one-half by using a magic harness enchanted for the purpose. Riding a howler requires an exotic saddle. A howler can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds at a Ride check.
Carrying Capacity: A light load for a howler is up to 460 pounds; a medium load, 461-920 pounds; and a heavy load, 921-1,380 pounds. A howler can drag 6,900 pounds.

Hydra

Hydra
Five-Headed Six-Headed Seven-Headed Eight-Headed Nine-Headed Ten-Headed Eleven-Headed Twelve-Headed
Type Huge Beast Huge Beast Huge Beast Huge Beast Huge Beast Huge Beast Huge Beast Huge Beast
Hit Dice 5d10+25 (52 hp) 6d10+30 (63 hp) 7d10+35 (73 hp) 8d10+40 (84 hp) 9d10+45 (94 hp) 10d10+50 (105 hp) 11d10+55 (115 hp) 12d10+60 (126 hp)
Initiative +1 (Dex) +1 (Dex) +1 (Dex) +1 (Dex) +1 (Dex) +1 (Dex) +1 (Dex) +1 (Dex)
Speed 20 ft., swim 10 ft. 20 ft., swim 10 ft. 20 ft., swim 10 ft. 20 ft., swim 20 ft. 20 ft., swim 20 ft. 20 ft., swim 20 ft. 20 ft., swim 20 ft. 20 ft., swim 20 ft.
AC 15 (-2 size, +1 Dex, +6 natural) 15 (-2 size, +1 Dex, +6 natural) 15 (-2 size, +1 Dex, +6 natural) 15 (-2 size, +1 Dex, +6 natural) 15 (-2 size, +1 Dex, +6 natural) 15 (-2 size, +1 Dex, +6 natural) 15 (-2 size, +1 Dex, +6 natural) 15 (-2 size, +1 Dex, +6 natural)
Attacks 5 bites +4 melee 6 bites +5 melee 7 bites +7 melee 8 bites +8 melee 9 bites +9 melee 10 bites +10 melee 11 bites +12 melee 12 bites +13 melee
Damage Bite 1d10+3 Bite 1d10+3 Bite 1d10+4 Bite 1d10+4 Bite 1d10+5 Bite 1d10+5 Bite 1d10+6 Bite 1d10+6
Face/Reach 20 ft. by 20 ft./10 ft. 20 ft. by 20 ft./10 ft. 20 ft. by 20 ft./10 ft. 20 ft. by 20 ft./10 ft. 20 ft. by 20 ft./10 ft. 20 ft. by 20 ft./10 ft. 20 ft. by 20 ft./10 ft. 20 ft. by 20 ft./10 ft.
Special Qualities Scent Scent Scent Scent Scent Scent Scent Scent
Saves Fort +9, Ref +5, Will +1 Fort +10, Ref +6, Will +2 Fort +10, Ref +6, Will +2 Fort +11, Ref +7, Will +2 Fort +11, Ref +7, Will +3 Fort +12, Ref +8, Will +3 Fort +12, Ref +8, Will +3 Fort +13, Ref +9, Will +4
Abilities Str 17, Dex 12, Con 20, Int 3, Wis 10, Cha 9 Str 17, Dex 12, Con 20, Int 3, Wis 10, Cha 9 Str 19, Dex 12, Con 20, Int 3, Wis 10, Cha 9 Str 19, Dex 12, Con 20, Int 2, Wis 10, Cha 9 Str 21, Dex 12, Con 20, Int 2, Wis 10, Cha 9 Str 21, Dex 12, Con 20, Int 2, Wis 10, Cha 9 Str 23, Dex 12, Con 20, Int 2, Wis 10, Cha 9 Str 23, Dex 12, Con 20, Int 2, Wis 10, Cha 9
Skills Listen +5, Spot +6 Listen +6, Spot +6 Listen +6, Spot +7 Listen +7, Spot +7 Listen +7, Spot +8 Listen +8, Spot +8 Listen +8, Spot +9 Listen +9, Spot +9
Feats Combat Reflexes Combat Reflexes Combat Reflexes Combat Reflexes Combat Reflexes Combat Reflexes Combat Reflexes Combat Reflexes

Magical beasts

Three special kinds of hydras-the Lernaean hydra, the pyrohydra, and the cryohydra-are magical beasts rather than beasts. They have all the same characteristics and statistics blocks that ordinary hydras have, and in addition they possess special abilities.

Hydras can attack with all their heads at no penalty, even if they move or charge during the round.
A hydra can be killed either by severing all its heads or by slaying its body. To sever a head, an opponent must hit the monster's neck with a slashing weapon and deal damage equal to the hydra's original hit point total, divided by its original number of heads, in one blow. (The player says where the attack is aimed just before making the attack roll.) For example, if a five-headed hydra has 52 hp, a single blow dealing 10 or more points of damage severs a head (52 / 5 = 10.4, rounded down to 10). Any excess damage is lost. A severed head dies, and a natural reflex seals the neck shut to prevent further blood loss. The hydra can no longer attack with the severed head but suffers no other penalties. A severed head regrows in about a month.

Lernaean hydra

The only way to slay a Lernaean hydra normally is to sever all its heads. However, each time a head is severed, two new heads spring from the stump in 1d4 rounds. A Lernaean hydra can never have more than twice its original number of heads at any one time, and any extra heads it gains beyond its original number wither and die within a day.
To prevent a severed head from growing back into two, at least 5 points of fire or acid damage must be dealt to the stump (AC 19) before the new heads appear.
Spells such as disintegrate, finger of death, and slay living kill a Lernaean hydra outright if they succeed. If the spell deals damage on a successful save, that damage is directed against one of the hydra's heads.

Pyrohydra

These reddish hydras can breathe jets of fire 10 feet high, 10 feet wide, and 20 feet long. All heads breathe once every 1d4 rounds. Each jet deals 3d6 damage per head. A successful Reflex save halves the damage. The save DC is 10 + 1/2 hydra's original number of heads + the hydra's Constitution modifier.
A pyrohydra may also be of the Lernaean form.

Cryohydra

These purplish hydras can breathe jets of frost 10 feet high, 10 feet wide, and 20 feet long. All heads breathe once every 1d4 rounds. Each jet deals 3d6 damage per head. A successful Reflex save halves the damage. The save DC is 10 + 1/2 hydra's original number of heads + the hydra's Constitution modifier.
A cryohydra may also be of the Lernaean form.