Mortif

Medium Outsider (Native) — CR 1

Realmshelps (RH)Updated 3.5

Mortif is a D&D 3.5 monster from RH. CR 1, HD 1d8 (4 hp).

Hit Dice
1d8 (4 hp)
Initiative
+0
Speed
30 ft, 30 ft. (20 ft. in chainmail)
Armor Class
17, touch 10, flat-footed 17
Base Attack / Grapple
+1/+1
Attack
Short sword +2 melee or light crossbow +1 ranged Full Attack: Short sword +2 melee or light crossbow +1 ranged
STR
13
DEX
11
CON
10
INT
10
WIS
11
CHA
12
Fort / Ref / Will
+2 / +0 / +0
Challenge Rating
1
Alignment
Usually neutral (any)
Level Adjustment
+1

Special Abilities

Chill touch

Mortif* (CR 1/2)

Medium Outsider (Native)
Alignment: Usually neutral (any)
Initiative: +0; Senses: darkvision 60 ft.
Languages: Common

AC: 17 (+5 chainmail, +2 heavy shield) touch 10, flat-footed 17
Hit Dice: 1d8 (4 hp)
Fort +2, Ref +0, Will +0 Speed: 30 ft. (20 ft. in chainmail)
Space: 5 ft./5 ft.
Base Attack +1; Grapple +1
Attack: Short sword +2 melee or light crossbow +1 ranged
Full Attack: Short sword +2 melee or light crossbow +1 ranged
Damage: Short sword 1d6/19-20, light crossbow 1d8/19-20
Special Attacks/Actions: Chill touch Abilities: Str 13, Dex 11, Con 10, Int 10, Wis 11, Cha 12
Special Qualities: resistance to cold 5 and electricity 5
Feats: Dodge
Skills: Intimidate +7, Move Silently -5, and Ride +4
Advancement: By character class
Level Adjustment: +1 Climate/Terrain: Temperate plains
Organization: Solitary, pair, or team (2-4)
Treasure/Possessions: Standard

Description

Mortif* (CR 1/2)

Medium Outsider (Native)
Alignment: Usually neutral (any)
Initiative: +0; Senses: darkvision 60 ft.
Languages: Common

AC: 17 (+5 chainmail, +2 heavy shield) touch 10, flat-footed 17
Hit Dice: 1d8 (4 hp)
Fort +2, Ref +0, Will +0 Speed: 30 ft. (20 ft. in chainmail)
Space: 5 ft./5 ft.
Base Attack +1; Grapple +1
Attack: Short sword +2 melee or light crossbow +1 ranged
Full Attack: Short sword +2 melee or light crossbow +1 ranged
Damage: Short sword 1d6/19-20, light crossbow 1d8/19-20
Special Attacks/Actions: Chill touch Abilities: Str 13, Dex 11, Con 10, Int 10, Wis 11, Cha 12
Special Qualities: resistance to cold 5 and electricity 5
Feats: Dodge
Skills: Intimidate +7, Move Silently -5, and Ride +4
Advancement: By character class
Level Adjustment: +1 Climate/Terrain: Temperate plains
Organization: Solitary, pair, or team (2-4)
Treasure/Possessions: Standard

Combat

Mortif* (CR 1/2)

Medium Outsider (Native)
Alignment: Usually neutral (any)
Initiative: +0; Senses: darkvision 60 ft.
Languages: Common

AC: 17 (+5 chainmail, +2 heavy shield) touch 10, flat-footed 17
Hit Dice: 1d8 (4 hp)
Fort +2, Ref +0, Will +0 Speed: 30 ft. (20 ft. in chainmail)
Space: 5 ft./5 ft.
Base Attack +1; Grapple +1
Attack: Short sword +2 melee or light crossbow +1 ranged
Full Attack: Short sword +2 melee or light crossbow +1 ranged
Damage: Short sword 1d6/19-20, light crossbow 1d8/19-20
Special Attacks/Actions: Chill touch Abilities: Str 13, Dex 11, Con 10, Int 10, Wis 11, Cha 12
Special Qualities: resistance to cold 5 and electricity 5
Feats: Dodge
Skills: Intimidate +7, Move Silently -5, and Ride +4
Advancement: By character class
Level Adjustment: +1 Climate/Terrain: Temperate plains
Organization: Solitary, pair, or team (2-4)
Treasure/Possessions: Standard