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Medium Outsider (Native, Water) |
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Hit Dice:
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3d8+3 (16 hp) |
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Initiative:
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+0 |
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Speed:
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5 ft. (1 square), swim 40 ft. |
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Armor Class:
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16 (+6 natural), touch 10, flat-footed 16 |
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Base Attack/Grapple:
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+3/+4 |
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Attack:
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Trident +4 melee (1d8+1) or heavy crossbow +3 ranged (1d10/19-20) |
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Full Attack:
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Trident +4 melee (1d8+1) or heavy crossbow +3 ranged (1d10/19-20) |
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Space/Reach:
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5 ft./5 ft. |
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Special Attacks:
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Spell-like abilities
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Special Qualities:
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Darkvision 60 ft. |
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Saves:
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Fort +4, Ref +3, Will +4 |
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Abilities:
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Str 12, Dex 10, Con 12, Int 13, Wis 13, Cha 11 |
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Skills:
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Craft (any one) +7, Diplomacy +2, Hide +6, Listen +7, Move Silently +6, Ride +6, Search +7, Sense Motive +7, Spot +7, Survival +7 (+9 following tracks), Swim +9 |
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Feats:
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Mounted Combat, Ride-By Attack |
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Environment:
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Temperate aquatic |
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Organization:
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Company (2-5), squad (6-11), or band (20-80) |
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Challenge Rating:
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2 |
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Treasure:
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Standard |
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Alignment:
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Usually neutral good |
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Advancement:
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4-9 HD (Medium) |
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Level Adjustment:
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+2 |