Half-Fey
Large Fey — CR 4
- Hit Dice
- 4d6+4 (18 hp)
- Initiative
- +8
- Speed
- 50 ft, 50 ft., fly 100 ft. (good)
- Armor Class
- 16, touch 12, flat-footed 12
- Base Attack / Grapple
- +2/+10
- Attack
- Greatclub +7 melee (or heavy lance +7 melee), or mighty composite longbow +4 Str bonus) +5 ranged Full Attack: Greatclub +7 melee (or heavy lance +7 melee) and 2 hooves +7 melee, or mighty composite longbow +4 Str bonus) +5 ranged
- STR
- 18
- DEX
- 16
- CON
- 13
- INT
- 8
- WIS
- 15
- CHA
- 15
- Fort / Ref / Will
- +2 / +8 / +3
- Challenge Rating
- 4
- Alignment
- Always chaotic (any)
- Level Adjustment
- +4
Special Abilities
DR 5/ironSpell-like abilities
Feats
Half-Fey* (CR 4)
Large Fey
Alignment: Always chaotic (any)
Initiative: +8; Senses: Listen +9 and Spot +9
Hit Dice: 4d6+4 (18 hp); DR: 5/iron
Fort +2, Ref +8, Will +3 Speed: 50 ft., fly 100 ft. (good)
Space: 10 ft./10 ft.
Base Attack +2; Grapple +10
Attack: Greatclub +7 melee (or heavy lance +7 melee), or mighty composite longbow +4 Str bonus) +5 ranged
Full Attack: Greatclub +7 melee (or heavy lance +7 melee) and 2 hooves +7 melee, or mighty composite longbow +4 Str bonus) +5 ranged
Damage: Greatclub 1d10+4 (or heavy lance 1d8+4), hoof 1d6+4, or mighty composite longbow (+4 Str bonus) 1d8+4
Special Attacks/Actions: Spell-like abilities Abilities: Str 18, Dex 16, Con 13, Int 8, Wis 15, Cha 15
Special Qualities: Half-fey traits, (centaur)
Feats: Improved Initiative; Weapon Focus (hoof)
Skills: Hide +10, Listen +9, Move Silently +10, Spot +9, and Survival +9
Advancement: By character class
Level Adjustment: +4 Climate/Terrain: Temperate forest
Organization: Solitary
Treasure/Possessions: Standard
Description
Half-Fey* (CR 4)
Large Fey
Alignment: Always chaotic (any)
Initiative: +8; Senses: Listen +9 and Spot +9
Hit Dice: 4d6+4 (18 hp); DR: 5/iron
Fort +2, Ref +8, Will +3 Speed: 50 ft., fly 100 ft. (good)
Space: 10 ft./10 ft.
Base Attack +2; Grapple +10
Attack: Greatclub +7 melee (or heavy lance +7 melee), or mighty composite longbow +4 Str bonus) +5 ranged
Full Attack: Greatclub +7 melee (or heavy lance +7 melee) and 2 hooves +7 melee, or mighty composite longbow +4 Str bonus) +5 ranged
Damage: Greatclub 1d10+4 (or heavy lance 1d8+4), hoof 1d6+4, or mighty composite longbow (+4 Str bonus) 1d8+4
Special Attacks/Actions: Spell-like abilities Abilities: Str 18, Dex 16, Con 13, Int 8, Wis 15, Cha 15
Special Qualities: Half-fey traits, (centaur)
Feats: Improved Initiative; Weapon Focus (hoof)
Skills: Hide +10, Listen +9, Move Silently +10, Spot +9, and Survival +9
Advancement: By character class
Level Adjustment: +4 Climate/Terrain: Temperate forest
Organization: Solitary
Treasure/Possessions: Standard
Combat
Half-Fey* (CR 4)
Large Fey
Alignment: Always chaotic (any)
Initiative: +8; Senses: Listen +9 and Spot +9
Hit Dice: 4d6+4 (18 hp); DR: 5/iron
Fort +2, Ref +8, Will +3 Speed: 50 ft., fly 100 ft. (good)
Space: 10 ft./10 ft.
Base Attack +2; Grapple +10
Attack: Greatclub +7 melee (or heavy lance +7 melee), or mighty composite longbow +4 Str bonus) +5 ranged
Full Attack: Greatclub +7 melee (or heavy lance +7 melee) and 2 hooves +7 melee, or mighty composite longbow +4 Str bonus) +5 ranged
Damage: Greatclub 1d10+4 (or heavy lance 1d8+4), hoof 1d6+4, or mighty composite longbow (+4 Str bonus) 1d8+4
Special Attacks/Actions: Spell-like abilities Abilities: Str 18, Dex 16, Con 13, Int 8, Wis 15, Cha 15
Special Qualities: Half-fey traits, (centaur)
Feats: Improved Initiative; Weapon Focus (hoof)
Skills: Hide +10, Listen +9, Move Silently +10, Spot +9, and Survival +9
Advancement: By character class
Level Adjustment: +4 Climate/Terrain: Temperate forest
Organization: Solitary
Treasure/Possessions: Standard