Quaggoth

Medium Monstrous Humanoid — CR 3

()Updated 3.5

Quaggoth is a D&D 3.5 monster from —. CR 3, HD 3d8+6 (19 hp).

Hit Dice
3d8+6 (19 hp)
Initiative
+4
Speed
land 30 ft, 30 ft., climb 30 ft.
Base Attack / Grapple
+3/+7
Attack
2 claws +7 melee, bite +2 melee; or club +7 melee
Full Attack
2 claws +7 melee, bite +2 melee; or club +7 melee
STR
18
DEX
11
CON
15
INT
7
WIS
12
CHA
10
Fort / Ref / Will
+3 / +3 / +4
Challenge Rating
3
Alignment
Usually neutral evil
Organization
Solitary, hunting band (4), clan (16-48), or gathering (200)
Treasure
Standard
Level Adjustment
+2

Special Abilities

Rage

Feats

Skills: Magic-followers gain a +2 circumstance bonus on Hide checks in shadowy areas because their dark fur. Beast-followers may stalk prey and attempt to set ambushes, but they rely on headlong charges, ferocity, and grappling attacks. Magic-followers are more likely to use rudimentary tactics, particularly false retreats toward waiting ambushers. Magic-followers are more likely to run away to fight another day. Enslaved quaggoths, on the other hand have something of a death wish, and often continue to fight even when their masters tell them to flee.

Description

Skills: Magic-followers gain a +2 circumstance bonus on Hide checks in shadowy areas because their dark fur. Beast-followers may stalk prey and attempt to set ambushes, but they rely on headlong charges, ferocity, and grappling attacks. Magic-followers are more likely to use rudimentary tactics, particularly false retreats toward waiting ambushers. Magic-followers are more likely to run away to fight another day. Enslaved quaggoths, on the other hand have something of a death wish, and often continue to fight even when their masters tell them to flee.