Animut (3.5e Monster)
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Animut
Animut | |
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Size/Type: | Medium Construct (Extraplanar, Lawful) |
Hit Dice: | 17d10+20 (118 hp) |
Initiative: | 6 |
Speed: | 20 ft. in full plate (4 squares); base speed 30 ft. |
Armor Class: | 30, touch 12, flat-footed 28 |
Base Attack/Grapple: | +12/+22 |
Attack: | +3 axiomatic greatsword +26 (2d6+18+2d6 if target is chaotic/17-20) |
Full Attack: | +3 axiomatic greatsword +26/+21/+16/+11 (2d6+18+2d6 if target is chaotic/17-20) |
Space/Reach: | 5 ft./5 ft. |
Special Attacks: | Spell-like abilities |
Special Qualities: | Construct traits, damage reduction 10/chaotic, darkvision 60 ft., fast healing 5, low-light vision, spell resistance 27, true seeing |
Saves: | Fort +6, Ref +7, Will +11 |
Abilities: | Str 30, Dex 15, Con --, Int 13, Wis 20, Cha 18 |
Skills: | Spot +25, Listen +25, Sense Motive +25 |
Feats: | Improved Initiative, Power Attack, Cleave, Great Cleave, Weapon Focus (greatsword), Improved Critical. |
Environment: | Any lawful-aligned plane |
Organization: | Solitary |
Challenge Rating: | 16 |
Treasure: | None |
Alignment: | Always lawful neutral |
Advancement: | 17-25 HD (Medium); 26-40 HD (Large) |
Level Adjustment: | - |
Animuts are inevitables who defend the sanctity of the mortal soul.
Those who steal or trap the souls of others are the usual targets of the animut. Messing with the font of life can also get you targeted by an animut. Buying someone's soul isn't enough to earn an animut's ire, assuming the one selling their soul is genuinely willing.
True Seeing (Su): Animuts have a continuous true seeing ability, as the spell (caster level 17th).
Spell-Like Abilities: At will— gate (planar travel only), detect lifeforce; 1/day—banishment, dictum; 1/week— time stop. Caster level 17th. The save DCs are Charisma-based.
Plane of Life | |
This piece of homebrew is part of the Plane of Life sourcebook, a collection of content about positive energy. |
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