HANIVER
Frequency:
|
Very Rare
|
No. Encountered:
|
1
|
Size:
|
Medium
|
Move:
|
180’ swimming
|
Armour Class:
|
3
|
Hit Dice:
|
7
|
Attacks:
|
1
|
Damage:
|
1d12
|
Special Attacks:
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Hypnosis
|
Special Defences:
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Spell reflection
|
Magic Resistance:
|
See text
|
Lair Probability:
|
100%
|
Intelligence:
|
Exceptional
|
Alignment:
|
Chaotic Evil
|
Level / XP:
|
7 / 1,050+8/hp
|
Hanivers
are aquatic monsters of fearsome reputations that inhabit labyrinthine lairs in
the deep ocean depths. They have barrel-like torsos with vertical symmetrical
flaps, big membranous “wings” and tentacle legs. Their heads are squid-like
with a sharp beak.
Haniver
lairs are constructed from spiralling tunnels of rock or coral that lead
towards a middle “room” where lurks the haniver. Any creatures passing over the
labyrinth must make a Saving Throw vs. Spells at -4 or be hypnotized and drawn
inexorably towards the middle where they can be eaten by the haniver. Only
small or medium-sized creatures can enter the labyrinth.
In
melee, a haniver will bite with its sharp beak. Hypnotised victims will be unaware
of attack and completely at the mercy of their attacker. Spells directed at a
haniver will be reflected back upon the caster and possibly others nearby, if
the spell is one with an area effect. If dispel magic is cast at a haniver in
tandem with another spell, the creature may (50%) be unable to reflect the
spell, although they are still allowed a saving throw as normal.
Treasure: Hanivers will keep a hoard
in the middle of their labyrinthine lairs that includes 10d4 x 1,000gp (50%),
1d20 x 100pp (50%), 5d4 gemstones (30%), 1d10 pieces of jewelry (25%), and 1d4
random magic items plus one potion (35%).
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