Half-Fey

Large Fey — CR 4

Realmshelps (RH)3.5
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

AC: 16 (-1 size, +3 Dex, +2 natural, +2 large shield), touch 12, flat-footed 12
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

AC: 16 (-1 size, +3 Dex, +2 natural, +2 large shield), touch 12, flat-footed 12
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

AC: 16 (-1 size, +3 Dex, +2 natural, +2 large shield), touch 12, flat-footed 12
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