Darkhood (3.5e Monster)

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Darkhood
Size/Type: Small Fey
Hit Dice: 6d6+6 (27 hp)
Initiative: +5
Speed: 30 ft, climb 15 ft
Armor Class: 16 (+5 dex, +1 size), touch 16, flat-footed 11
Base Attack/Grapple: +6/+9
Attack: Handaxe +11 melee (1d6+7, 20/x3) or Shuriken +11 ranged (1d2+7, 20/x2) or Greatsword +7 melee (2d6+10, 19-20/x2)
Full Attack: Handaxe +11/+6 melee (1d6+7, 20/x3) and Shuriken +11/+6 ranged (1d2+7, 20/x2) and Greatsword +7/+1 melee (2d6+10, 19-20/x2)
Space/Reach: 5 ft/5 ft
Special Attacks: Berserk, Deceptive Strength, Poisebreak
Special Qualities: Catfall, Darkvision 60 ft, Evasion, Low-Light Vision, Light Sensitivity, Murderous Training
Saves: Fort +3, Ref +10, Will +6
Abilities: Str 13, Dex 21, Con 13, Int 7, Wis 13, Cha 9
Skills: Balance +14, Climb +15, Hide +18, Move Silently +14, Tumble +14
Feats: Weapon Finesse, Power Attack, Attack on the Run (melee)
Environment: Ruins, Plane of Shadow
Organization: Solitary, Pair, or Riot (3-12)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: By character class
Level Adjustment:


Out of the shadows from the ceiling dropped an emaciated gray humanoid wearing an executioner's hood, and wielding a rusty axe. It screamed as it started hacking you to pieces!

Horrible fey possibly related to the terrible redcap, these malicious murderous midgets are lurkers of dark and abandoned places. When left alone they barely move or act, calmly hanging in hidden places. When light pours in, or strangers move about, they grow agitated and violent. They are ambush predators, dropping from hidden spots and attacking for massive damage in large groups. While weak themselves, they are dangerous in number due to the fact that every hit throws their targets off balance to the point where they become vulnerable to even the weakest opponent.

Darkhoods are intelligent, but rarely speak. When agitated, they forgo speaking for screaming in blind rage. It is said that they wear the hood to protect them from the sun, but others claim it is a hood to hide their hideous monstrous faces. They speak Sylvan and Infernal, stand about 3 ft tall, and weigh 50 lbs.

Combat

Darkhoods leap from ambush to attack, and attack in groups of other darkhoods or other monsters. They never stay still, often jumping in and out of combat switching between throwing shurikens and their melee weapon. Most use handaxes, but some choose to wield greatswords instead.

Berserk (Ex): As a free action the darkhood may double the number of attacks they get in a round as they go into a murderous rage. While berserk they get a +8 bonus on any effect which would interrupt their actions, such as being tripped or stunned. This tires them out, and they are unable to take attacks in the subsequent round.

Catfall (Ex): Darkhoods ignore up to 60 ft of falling for the purpose of fall damage.

Deceptive Strength (Ex): Darkhoods can wield weapons one size larger than themselves as if they had Powerful Build, though they do not count as one size larger for any other purpose. What they do have instead is artificial strength for the purpose of skill checks, ability checks, and damage. They treat their Strength as 12 higher (+6 modifier) than normal for these purposes.

Evasion (Ex): Darkhoods have evasion as a rogue.

Light Sensitivity (Ex): Darkhoods are dazzled in bright sunlight or within the radius of a daylight spell. It's said if they lose their hoods this becomes Light Blindness. Abrupt exposure to bright light (such as sunlight or a daylight spell) or the removal of the hood in normal light blinds unhooded darkhoods for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.

Murderous Training: Due to their violent behaviors, darkhoods have full BAB for their racial HD and proficiency in all simple, martial, and listed weapons above.

Poisebreak (Ex): For every hit a darkhood makes against an opponent, they decrease that opponent's AC by -2 for 1 round. This penalty stacks to a maximum of -20, and multiple darkhoods attacking the same target can quickly become a problem.

Skills: +8 racial bonus on Climb checks. A darkhood can always choose to take 10 on Climb checks, even if rushed or threatened. A darkhood can use its Dexterity modifier instead of its Strength modifier for Climb checks (but in this case its effective Strength is still higher).


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Eiji-kun's Homebrew (5605 Articles)
Eiji-kunv
AlignmentUsually Chaotic Evil +
Challenge Rating4 +
EnvironmentRuins, Plane of Shadow +
Identifier3.5e Monster +
Level Adjustment+
RatingUndiscussed +
SizeSmall +
TitleDarkhood +
TypeFey +