Haraknin (Humanoid Form) (CR 5)
AC: 21 (+2 Dex, +5 natural, +4 chain shirt), touch 12, flat-footed 19
Hit Dice: 4d8+8 plus 2d12+4 (43 hp)
Fort +6, Ref +6, Will +5
Speed: 40 ft.
Space: 5 ft./5 ft.
Base Attack +6; Grapple +9
Attack: Masterwork scimitar +10 melee
Full Attack: Masterwork scimitar +10/+5 melee
Damage: Masterwork scimitar 1d8+4/18-20
Special Attacks/Actions: Breath weapon, rage
Abilities: Str 16, Dex 14, Con 15, Int 6, Wis 12, Cha 4
Special Qualities: Fast movement, fire subtype, uncanny dodge
Feats: Improved Initiative; Run; Track (B); Weapon Focus (scimitar)
Skills: Hide +12, Jump +8, Listen +11, Move Silently +12, Spot +9, and Survival +8*
Advancement: By character class
Climate/Terrain: Any land and underground
Organization: Solitary, pair, or pack (5-12)
Breath Weapon (Su): Cone of fire, 30 feet every 2d4 rounds, damage 1d4+1, Reflex half DC 14 (16 when raging). The haraknin's fiery breath ignites any flammable materials within the cone. The creature can use its breath weapon while biting and in either form.
Rage (Ex): Once per day this haraknin can fly into a frenzy, raging like a barbarian. For 7 rounds, the haraknin gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but takes a -2 penalty to Armor Class. For the haraknin in humanoid form, the following changes are in effect as long as the rage lasts: HD 4d8+16 plus 2d12+8 (55 hp); AC 19, touch 10, flat-footed 17; Base Attack/Grapple +6/+11; Full attack masterwork scimitar +12/+7 melee; Damage masterwork scimitar 1d8+6; SV Fort +8, Will +7; Str 20, Con 19; Jump +10.
For the haraknin in hell hound form, the following changes are in effect as long as the rage lasts: HD 4d8+16 plus 2d12+8 (55 hp); AC 15, touch 10, flat-footed 13; Base Attack/Grapple +6/+11; Full Attack bite +11 melee; Damage bite 1d8+6; SV Fort +8, Will +7; Str 20, Con 19; Jump +12.
The creature is fatigued at the end of the rage (-2 to Strength, -2 to Dexterity, can't charge or run) for the duration of that encounter.
Fast Movement (Ex): A barbarian has a speed faster than the norm for his race by +10 feet.
Fire Subtype (Ex): A haraknin is immune to fire damage. It takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or a failure.
Uncanny Dodge (Ex): This haraknin retains its Dexterity bonus to Armor Class even when flat-footed.
Skills: Haraknins have a +5 racial bonus on Hide and Move Silently checks. They also have a +8 racial bonus on Survival checks when tracking by scent, due to their keen sense of smell.
Change Shape (Su): A canomorph can assume the form of any Small, Medium, or Large humanoid. It retains the extraordinary attacks of its original form regardless of its new form. Changing shape to or from its original form requires a move action.
A canomorphs alternate form ability does not affect equipment it may be carrying or wearing. Most canomorphs create secure caches of arms and armor they intend to use in humanoid form when they expect to shift form frequently.
Command Fiendish Hound (Sp): All canomorphs can use greater command at will against fiendish hounds of their associated kind (hell hounds for haraknins, shadow mastiffs for shadurakuls, and vorrs for vultivors). These creatures will never voluntarily attack a canomorph of the associated kind.
Outsider Traits: Canomorphs have darkvision (60-foot range), and they cannot be raised or resurrected (though a wish or miracle spell can restore life).
Scent (Ex): A canomorph can detect approaching enemies, sniff out hidden foes, and track by sense of smell.
A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.
A creature with the fire subtype has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.
A subtype usually applied only to outsiders native to the lawful-aligned Outer Planes. Most creatures that have this subtype also have lawful alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a lawful alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the lawful subtype overcomes damage reduction as if its natural weapons and any weapons it wields were lawful-aligned (see Damage Reduction).
A shapechanger has the supernatural ability to assume one or more alternate forms. Many magical effects allow some kind of shape shifting, and not every creature that can change shapes has the shapechanger subtype.
Traits: A shapechanger possesses the following traits (unless otherwise noted in a creature's entry).
- Proficient with its natural weapons, with simple weapons, and with any weapons mentioned in the creature's description.
- Proficient with any armor mentioned in the creature's description, as well as all lighter forms. If no form of armor is mentioned, the shapechanger is not proficient with armor. A shapechanger is proficient with shields if it is proficient with any type of armor.