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Hoyrall

Hoyrall CR 1/2

Chitinous pale ridges and plates cover this insectile, four-armed creature. Twitching antennae sprout from its skull just behind red jewels that sit above a split maw filled with wavering tongues.

XP 200
Hoyrall warrior 1
CE Small aberration humanoid (hoyrall)
Init +2; Senses darkvision 60 ft., carrion sense; Perception +2

DEFENSE

AC 18, touch 13, flat-footed 16 (+4 armor, +2 Dex, +1 natural, +1 size)
hp 5 (1d10)
Fort +1, Ref +2, Will +2; +2 vs. mind-affecting effects, poisons
Weaknesses light blindness

OFFENSE

Speed 30 ft., climb 20 ft.
Melee dagger +0 or –2/–2 or –2/–2/–21 or –2/–2/–2/–22 (1d3–1, Crit 19–20/x2)
Ranged dagger +2 or +0/+0 or +0/+0/+01 or +0/+0/+0/+02 (1d3–1, Crit 19–20/x2, Range 10 ft.) 1at –3 to AC, CMB, CMD, and Reflex saves 2at –6 to AC, CMB, CMD, and Reflex saves
Special Attacks toxic blood 1/day

TACTICS

Before Combat Hoyrall hide in wait, sometimes climbing above their targets to wait on crags and outcroppings that grant them advantageous defensive positions.

During Combat Hoyrall begin by throwing a slew of daggers, doing so a second time before engaging (having only 4 daggers remaining).

Morale Hoyrall fight to the death.

STATISTICS

Str 9, Dex 15, Con 9, Int 8, Wis 14, Cha 6
Base Atk +1; CMB –1; CMD 11
Feats Two-Weapon Fighting
Skills Stealth +7
Languages Hoyrall
SQ stonecunning

SPECIAL ABILITIES

Multi-Armed (Ex)

Hoyrall have four arms and can wield multiple weapons. Only one hand is their primary hand, and all others are off hands. They can also use these hands for other purposes that require free hands (such as casting spells or wielding more than two weapons). When using more than two arms during combat, the hoyrall take a -3 penalty to AC, CMB, CMD, and Reflex saves for every additional arm they use (up to a maximum of -6) until the beginning of their next turn as they focus more on offense rather than defense. Hoyrall still cannot cast two spells with somatic components at one time.

Toxic Blood (Ex)

A number of times per day equal to their Constitution modifier (minimum 1), a Hoyrall can envenom one of their weapons as a swift action.

Paralytic Venom—Injury; save—Fort DC 10 + the 1/2 user’s Hit Dice + the user’s Constitution modifier; frequency—1/round for 6 rounds; effect—1d2 Dex; cure—1 save.

ECOLOGY

Environment underground
Organization solitary, pair, hive party (4–16), war party (20–50)
Treasure standard (daggers [12], hide)

Hoyrall once posed a great threat to the world, but their militaries mysteriously fell apart and they long ago turned in on themselves, resorting to savagery (and even cannibalism) that has dominated their culture to this day.

Hoyrall are typically 2 and 1/2 ft. tall and weigh about 60 pounds.

Section 15: Copyright Notice

Aventyr Bestiary © 2017 AAW GAMES LLC Authors Mike Myler, Jonathan G. Nelson Developers, Michael Allen, Curtis Baum, Wolfgang Baur, Brian Berg, Adam Daigle, Jeffrey Gomez, Joshua Gullion, Jacob Kellogg, Jared Jeanquart, Juan Lucha, Justin Andrew Mason, Jonathan McAnulty, Michael McCarthy, Raven Mimura, Brian Wiborg Monster, Will Myers, Mike Myler, Jason Nelson, Jonathan G. Nelson, Owen K.C. Stephens, Colin Stricklin, Cory Vickruck, Stephen Yeardley Jonathan G. Nelson