The Dragonlance Nexus

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Horax

D&D 3e (3.0/3.5) Rules

by James O'Rance


Small Vermin
Hit Dice: 4d8 (18 hp)
Initiative: +2 (Dex)
Speed: 30 ft.
AC: 18 (+2 Dex, +1 size, +5 natural)
Attacks: Bite +3 melee
Damage: Bite 2d4-2
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Improved Grab
Special Qualities: Darkvision 60 ft., scent, vulnerable to cold
Saves: Fort +4, Ref +2, Will +1
Abilities: Str 6, Dex 14, Con 10, Int —, Wis 9, Cha 5
Skills: Climb +12, Hide +12, Move Silently +9, Spot +3
Climate/Terrain: Temperate and warm desert and underground
Organisation: Solitary, Pair, Swarm (5-10), or Colony (10-20)
Challenge Rating: 1
Treasure: Standard
Alignment: Always neutral
Advancement: 5-8 HD (Small), 9-12 HD (Medium-size)

Horax are ferocious insectoid creatures that dwell in subterranean colonies. They scour underground tunnels for food or venture to the surface when prey becomes scarce, dragging the corpses of their prey back to their communal chambers.

Horax are long with 12 legs, small but powerful mandibles, and tough chitinous plates that cover the back. Horax have long, segmented bodies that lie low to the ground. Their legs end in strong grippers, able to hold firmly to almost any surface. They are very dark in colour, blue-black to pure black, and are not easily seen in poor light.

Combat

Horax attempt to swarm one opponent at a time and fight to the death. Once a horax scores a hit, it locks on to the victim and begins to crush the victim with its mandibles. A swarm of horax who have slain three or more Medium-size opponents may break off the combat to drag the corpses away.

Improved Grab (Ex): To use this ability, a horax must attack with its bite.

Vulnerable to Cold (Ex): Double damage from cold except on a successful save.

Skills: Horax gain a +8 bonus to Climb, Hide, and Move Silently checks.

Vermin: Immune to mind-influencing effects.

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