Hellnahk (3.5e Monster)
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|Hellnahk Scourge||Hellnahk Beguiler||Hellnahk Brute|
|Size/Type:||Small Monstrous Humanoid (Goblinoid)||Medium Monstrous Humanoid (Goblinoid)||Medium Monstrous Humanoid (Goblinoid)|
|Hit Dice:||3d8 (14 hp)||5d8+15 (38 hp)||5d8+23 (46 hp)|
|Speed:||40 ft., Climb 20 ft.||30 ft., Climb 15 ft.||20 feet, Climb 10 ft.|
|Armor Class:||17 (+3 Dexterity, +1 Size, +2 Natural, +1 Armor), touch 14, flat-footed 13||16 (+2 Dex, +3 Natural, +1 Armor), touch 12, flat-footed 14||16 (+1 Dex, +4 Natural, +1 Armor), touch 11, flat-footed 15|
|Attack:||+8 Javelin Ranged (1d4+6 Piercing 20/x2) or +7 Melee Touch Flame Touch (1d6+3 Fire 20/x2) or +7 Flame Launch Ranged Touch (1d6+3 Fire 20/x2)||+7 Melee Touch Flame Touch (1d6+5 Fire 20/x2) or +7 Flame Launch Ranged Touch (1d6+5 Fire 20/x2)||+9 Melee Greatclub (2d8+6 + Bludgeon 20/x2) +9 Melee Touch Flame Touch (1d6+5 Fire 20/x2) or +6 Flame Launch Ranged Touch (1d6+5 Fire 20/x2)|
|Space/Reach:||5 ft./5 ft.||5 ft./5 ft.||5 ft./5 ft.|
|Special Attacks:||Create Fire, Frenzy||Beguile (DC 18), Create Fire||Bludgeon, Create Fire|
|Special Qualities:||Darkvision 120 ft., Cold and Fire Resistance 10, DR 3/Cold Iron, Twitch Dodge||Darkvision 120 ft., Cold and Fire Resistance 10, DR 3/Magic and Cold Iron||Darkvision 120 ft., Cold and Fire Resistance 10, DR 3/Cold Iron, Powerful Build|
|Saves:||Fort , Ref , Will||Fort , Ref , Will||Fort , Ref , Will|
|Abilities:||Str 10, Dex 16, Con 10, Int 8, Wis 8, Cha 8||Str 10, Dex 14, Con 16, Int 14, Wis 15, Cha 18||Str 18, Dex 12, Con 16, Int 8, Wis 8, Cha 8|
|Skills:||Climb +11, Hide +7, Listen +3, Move Silently +7, Search +3, Spot +3, Survival +6||Climb +11, Bluff +8, Knowledge (Religion) +7, Sense Motive +7||Climb +14, Intimidate +10, Listen +2, Spot +2, Search +2|
|Feats:||DodgeB, Weapon FinesseB, Spear Chucker, Improved Initiative||Iron Will B, Weapon Finesse, Improved Initiative, Ability Focus (Beguile)||Born ToughB, Power Attack, Improved Grapple|
|Environment:||Mountainous Area||Mountainous Area||Mountainous Area|
|Organization:||Hunting Party (3-12 Hellnahk Scourge), Village (20-200 Hellnahk Scourge, 3-15 Hellnahk Brute, 2-5 Hellnahk Beguiler)||As Scourge||As Scourge|
|Treasure:||Tattered Leather, 10-20 Small JavelinJavelins||Greatclub||Tattered Leather, Greatclub|
|Alignment:||Usually Chaotic Evil||Usually Chaotic Evil||Usually Chaotic Evil|
|Advancement:||By Class Level||By Class Level||By Class Level|
The Hellnahks are the result of mixed breeding between goblin and fiends, resulting in what appears to be the standard 'red devil'. They are red skinned with small scales, possess long and elaborated horns, which are brittle and thus tend to break and regrow as they age, and a long whipy tail. They are exemplified in the Hellnahk Scourge, who are barely taller than goblins, wiry and wicked fast. All hellnahks are naturally capable of producing fire from their hand and breath.
Hellnahk Beguilers are always female and tend to be sleeker and are cone-like looking compared to the scourges, they are quite a bit taller as well. They are feared for their ability to mold the mind of others and thus are often leader, or the power behind the throne of a powerful brute.
Hellnahk Brutes are always male and look like oversized scourges and stand at about 6 feet tall, they are much bulkier than a human of similar height. They tend to be harmed with a variety of weapons depending on their rank, but they usually start with a greatclub. They are considered slow and lumbering and are usually the ones carrying the loot back to hellnahk village.
The Hellnahk often live in mountains, where their climb speed allow them to build village in hard to reach area where they can freely raid. They tend to be very chaotic as a society, with multiple different hellnahks in the same village claiming leadership. They take prisoners and slave since they are naturally lazy and dislike doing manual labor. As raider they are extremely capable if lead by anyone with a brain.
Unless well-organized, the Hellnahk fighting force will be chaotic and synchronized. Still their natural advantages can lead them to simbly win, weapons ahve a hard time piercing their hides and their ability to fire small balls of fire can easily lead to a village being burnt to the ground.
Bludgeon (Ex): A creature struck by a Hellnahk Brute's greatclub (or similar two-handed bludgeoning weapon) take an extra 1d6 non-lethal damage and must make a DC 17 Fortitude save or be Staggered for 1 round.
Create Fire (Su): Every hellnahk can replicate the effect of produce flame at-will as a move action. At their option their touch and flame may burn but cause no wound, allowing them to deal non-lethal damage with it.
Frenzy (Ex): After being damage or taking damage, an hellnahk scourge fall under the effect of hast until the end of it turn, while under the effect of frenzy it's actions are limited as if it was raging as a Barbarian. If a hellnahk scourge frenzy three rounds in a row, it become Fatigued for 1 round. An hellnahk scourge cannot frenzy while fatigued or exhausted.