Hefni, Hatchling
Hefni, Hatchling
CR 6; XP: 2,400
N Medium magical beast (psionic, voiden)
Init +8; Senses darkvision 120 ft., low-light vision; Perception +13
DEFENSE
HP 90 EAC 18; KAC 20 Fort +8; Ref +10; Will +5 Defensive Abilities: regeneration 3 (acid or sonic) Resistances: electric (5), fire (5) Immunities: vacuumOFFENSE
Speed jet 240 ft., fly 80 ft. (average)
Melee beak +17 (1d6+11 S; critical x3) or tentacle +15 (1d4+11 B)
Space 5 ft., Reach 5 ft (15 ft with tentacles)
STATISTICS
Str +5, Dex +3, Con +0, Int +0, Wis +2, Cha +0
Skills: Acrobatics +18, Athletics +13, Survival +13Languages: communicates empathically,
SQ: hydem traits, hydem leap
ECOLOGY
Environment: life bearing worlds
Organization: solitary, pair, or school (3-12)
Treasure: none Hefni hatchlings are born from eggs that are deposited in high orbit around a life bearing world. They hatch, swell nearly 25% of their original size, and then proceed to decend to the planet below to hunt for food. They are opporunistic hunters and will not risk themselves to secure a kill. When they are not hunting, they return to orbit and feed off the ambient energy from the local star. They feed and hunt in orbit till they are of sufficient size, which seems to vary depending on how successful they are at hunting, and then proceed to deep space. They are opportunistic hunters, and are not above scavenging or cannibalizing injured members of their own species.
SPECIAL ABILITIES
Rad-Cloud (Su) Hefni can defend itself with a radiation cloud. This cloud can scramble sensors and poison those that are unshielded organics. Creatures caught in this cloud must succeed a fortitude save of 15 DC or suffer 1d6 constitution damage. Creatures that succeed in this save are immune to its effects for 24 hours afterward.
Hydem Jump (Sp) A hefni can travel in hydem space 1/day. Their hydem score is 3 (equal to their wisdom modfier)
Regeneration (Ex): The creature regains Hit Points at the start of its turn, as with fast healing, but it can't die as long as its regeneration is still functioning (although creatures with regeneration still fall unconscious when their Hit Points reach 0). Acid damage causes the hefni's regeneration to stop functioning for 1 round. During this round, the hefni doesn't regain Hit Points and can die normally. Regeneration doesn't restore Hit Points lost from starvation, thirst, or suffocation. Hefni an regrow lost portions of their bodies and can reattach severed body parts if they are recovered within 1 hour of severing. Severed parts that aren't reattached wither and decompose normally. A creature usually must have a Constitution score or modifier to have this ability.
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