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Chief Hastur "The Spear" (Merlock) in Dungeons & Dragons 3.5

Chief Hastur "The Spear" (Merlock) - CR: 4
SpeciesMerlock
SubspeciesHumanoid
SizeMedium
TypeHumanoid
Hit Dice5d8+6 (46hp)
Speed25 ft., swim 60 ft.
AbilitiesStr 10, Dex 20, Con, 14, Int 8, Wis 12, Cha 9
Special QualitiesPsychic Immunity, Darkvision 60 ft
EnvironmentAny
TreasureStandard
AlignmentUsually neutral
Skills
Spot +2, Search +2, Move Silent +4, Hide +4, Survival +2, Sleight of Hand +7
Feats
Alertness, Quick Draw, Weapon finesse, Improved Initiative, Weapon Focus (Dagger), Weapon Specialization (Dagger)
Combat
Initiative+9
Armor Class (AC)15 (+5 Dex), 15 Touch, 10 Flat footed
Base Attack+7/+6
Attack1 Fishing Spear (1d6), +2 Dagger (1d4)
Full Attack1 Fishing Spear (1d6+3), +1 Dagger (1d4+2)+ 5 poison DC 15 (Paralyzed)
Space/Reach5 ft./5 ft.
SavesFort 6, Ref 5, Will 2
Description
Humanoids that are said to have been mutated with mind ripper heads fusing into there bodies. These creatures are noted for being semi intelligent cavemen who enjoy the taste of mind flayer flesh but are immune to all psionics thus forcing the creatures to forever stay in a "caveman" like intelligence. Noted to reproduce at high volumes but to lack any true constitution the creatures make a great cannon fodder or semi intelligent guard dog.

Dagger made from fish bones and a puffer fish spikes set as a serrated edge on the main bone blade.



Paralyzed - every start of turn they get another Fort save
A paralyzed character is frozen in place and unable to move or act. A paralyzed character has effective Dexterity and Strength scores of 0 and is helpless, but can take purely mental actions. A winged creature flying in the air at the time that it becomes paralyzed cannot flap its wings and falls. A paralyzed swimmer can’t swim and may drown. A creature can move through a space occupied by a paralyzed creature—ally or not. Each square occupied by a paralyzed creature, however, counts as 2 squares.

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