Ormyrr
Huge Monstrous Humanoid — CR 6
Ormyrr is a D&D 3.5 monster from —. CR 6, HD 7d8+21 (52 hp).
- Hit Dice
- 7d8+21 (52 hp)
- Initiative
- +2
- Speed
- land 20 ft, 20 ft., swim 40 ft.
- Base Attack / Grapple
- +7/+11
- Attack
- 4 claws +13 melee and bite +8 melee, or weapon +13/+8 melee and 3 light weapons +13 melee and bite +8 melee, or weapon +11/+6 melee and 3 weapons (at least one of which is not light) +11 melee and bite +8 melee, or 4 stones +5 ranged
- Full Attack
- 4 claws +13 melee and bite +8 melee, or weapon +13/+8 melee and 3 light weapons +13 melee and bite +8 melee, or weapon +11/+6 melee and 3 weapons (at least one of which is not light) +11 melee and bite +8 melee, or 4 stones +5 ranged
- STR
- 26
- DEX
- 15
- CON
- 16
- INT
- 11
- WIS
- 12
- CHA
- 13
- Fort / Ref / Will
- +5 / +7 / +6
- Challenge Rating
- 6
- Alignment
- Usually lawful neutral
- Organization
- Solitary, pair, or tribe (6-12)
- Treasure
- Standard
- Level Adjustment
- +6
Special Abilities
ConstrictImproved GrabEnhanced Multiweapon FightingWeapon Use
Feats
Description
Most often, ormyrrs fight with weapons rather than with their claws. The typical ormyrr possesses at least one magic weapon, usually with a +1 or +2 enhancement bonus, and fights with more than one weapon at once to take advantage of its enhanced multiweapon fighting special quality.
A preferred tactic among ormyrrs is to hide along a river bank and ambush enemies with a hail of hurled stones, sling stones, axes, and nets. If the situation looks promising, the ormyrrs close in with drawn weapons. If not, they simply slip into the river and swim away from danger.