Harssaf
Medium Monstrous Humanoid (Fire) — CR 5
Harssaf is a D&D 3.5 monster from —. CR 5, HD 6d8+18 (45 hp).
- Hit Dice
- 6d8+18 (45 hp)
- Initiative
- +3
- Speed
- land 30 ft, 30 ft., burrow 10 ft.
- Base Attack / Grapple
- +6/+8
- Attack
- Kukri +10 melee
- Full Attack
- Kukri +8/+3 melee and kukri +8 melee
- STR
- 14
- DEX
- 16
- CON
- 16
- INT
- 11
- WIS
- 11
- CHA
- 13
- Fort / Ref / Will
- +5 / +10 / +5
- Challenge Rating
- 5
- Alignment
- Usually lawful evil
- Organization
- Solitary, squad (2-5 plus 1 3rd-level sergeant), or band (30-60 plus 50% noncombatants plus 1 3rd-level sergeant per 10 adults, 3 5th-level lieutenants, 3 7th-level captains, and 1 9th-level chieftain)
- Treasure
- Standard
- Level Adjustment
- +4
- Spell Resistance
- 17
Special Abilities
Flaming AuraSand PulseSand Form
Feats
Description
Creatures that do not rely on eyes to see (such as grimlocks) are unaffected by the blindness but can still take damage from the sand pulse. Harssafs are immune to the sand pulses of other harssafs.
A harssaf prefers to ambush its opponents, hiding among the dunes near the desert edge in sand form or just beneath the sands and using its blindsense to determine when potential targets wander by. Once engaged in melee, a harssaf ignites its weapons and closes to melee, wielding its twin kukris with deadly efficiency. Most clans of harssafs include monks that specialize in the arts of grappling, and one of these can frequently be found as part of a raiding party. These individuals have the unenviable job of subduing spellcasters, especially those that exhibit any signs of casting cold magic.
Fire Subtype
A creature with the fire subtype has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.