Humaba
In some places throughout Telgaia, notably in the darkest, most decrepit copses of cedar forests, foul creatures from the infernal realm of Phlegmereth squeeze through the demiplanar wards around Ancerra and take up residence in these remote woodlands. Humabas resemble hulking minotaurs with faces uncannily close to human ones. Their bodies are usually oozing with diseased pustules, running sores, and black, infected cuts, but these ailments seem not to concern the creatures. Humabas love nothing more than challenging folk who stumble into their realms. First they torment the unlucky souls, and show them how powerless they really are; then, the Humaba finally devours its victims.
Humaba | |||||
|---|---|---|---|---|---|
| Monster Level: 8 | |||||
| Large. Abominable Monstrosity Fiend | |||||
| STR | DEX | END | AWR | INT | CHA |
| 4 | 0 | 3 | 2 | 0 | 3 |
| Ref: 10 | Fort: 11 | Ant: 12 | Log: 10 | Will: 13 | |
| Armor Rating 13 | Resist Fire 2, Toxic 2 Corrosive 2 | ||||
| Hit Points 60 | Senses Low-Light Vision 30 ft | ||||
| Speed 40 ft | Traits Mythic, Regen 2 | ||||
| Skills (STR) Athletics +4, Sprinting +4; (END) Distance Running +4 | |||||
| Features | |||||
| Bull Rush. If the Humaba moved at least 10 ft towards a hostile creature that is Large or smaller before making a Gore attack, and hits with the attack, the Humaba deals 4 (1d8) additional fire damage.
Pustules. When the Humaba is first Bloodied after Taking a Rest, and when it dies, its pustules explode in fluid. It makes a special attack: +3 vs REF of each creature within 10 ft of it. Hit: 9 (2d8) toxic damage. | |||||
| Actions | |||||
The Humaba can MOVE and take TWO of the following actions, or the take the same action twice. | |||||
| Move. The Humaba can move up to its speed.
Claw. Reach 10 ft Natural Weapon. +4 vs AR. Hit: 8 (1d8+4) sharp. Challenge. Ranged (30 ft) Natural Weapon. +3 vs LOG. Hit: The target is Taunted by the Humaba until the end of its next turn. | |||||
OR the Humaba can MOVE and take ONE of the following actions. | |||||
| Gore. Reach 5 ft Natural Weapon. +4 vs REF. Hit: 13 (2d8+4) sharp, and the target falls Prone if it is Large or smaller.
Sneer (Recharge 6). Ranged (30 ft) Natural Weapon. +3 vs WILL. Hit: The target is Broken until the end of its next turn. | |||||