Hob (CR 8)
Small Outsider (Chaotic and Extraplanar)
Alignment: Usually chaotic neutral
Initiative: +9 (+5 Dex, +4 Improved Initiative); Senses: see in darkness, Listen +13, and Spot +13
Languages: Telepathy 100 ft.
AC: 20 (+5 Dex, +1 size, +4 natural), touch 16, flat-footed 15
Hit Dice: 8d8+24 (60 hp); DR: 5/magic
Fort +9, Ref +11, Will +8
Speed: 40 ft.
Space: 5 ft./5 ft.
Base Attack +8; Grapple +5
Attack: Claw +10 melee
Full Attack: Two claws +10 melee and bite +5 melee
Damage: Claw 1d3+1, bite 1d4
Special Attacks/Actions: Darkest fears, paralyzing fear
Abilities: Str 12, Dex 20, Con 16, Int 10, Wis 15, Cha 18
Special Qualities: immunity to mind-affecting effects, immunity to poison, metamorphosis, power resistance 10, telepathy, tongues
Feats: Improved Initiative; Metamorphic Transfer (2)
Skills: Bluff +15, Disguise +25* (+27 acting), Hide +20, Intimidate +17, Listen +13, Sense Motive +13, Spot +13, and Tumble +16
Advancement: 9-16 HD (Small), 17-24 HD (Medium)
Climate/Terrain: Dal Quor
Darkest Fears (Su): A hob knows the deepest fears of all creatures within 100 feet and uses this information when choosing what forms to assume. This requires no concentration or effort on the part of the bob; it is a continuous, intuitive sense. This also allows the hob to detect the presence of any thinking creature within 100 feet.
This power provides the hob with enough information to carry out a convincing impersonation. If a character fears an evil fighter, the hob knows how the character expects the fighter to behave. This provides the hob with a +5 circumstance bonus on Bluff and Intimidate checks when it plays to a specific character's fears.
Paralyzing Fear (Su): If the hob takes the shape of what creature a single enemy fears most, the hob can paralyze its victim with unreasoning terror. The DM and the character's player can work together to determine what creature a character fears most. Faced with this apparition, the victim must succeed at a DC 18 Will save or be dazed and unable to take any actions for as long as the hob retains that shape or until the character makes a successful saving throw. The victim may attempt a new Will save each round until be succeeds or until the hob changes into a different shape, at which time be breaks free of the daze effect and is immune to that bob's paralyzing fear ability for the next 24 hours. In addition, if the hob makes a successful attack against a dazed victim, that victim must immediately attempt an additional DC 18 Will save or become panicked for 2d4 rounds.
This is a mind-affecting fear effect. The saving throw DCs are Charisma-based.
Metamorphosis (Sp): A hob can change its shape at will as a free action. This works just like the metamorphosis power, except that the hob's Metamorphic Transfer feats allow it to assume up to two of the extraordinary or supernatural abilities of its new form, in addition to keeping all of its own innate abilities. A hob can use an adopted power only 3 times/day. The hob can maintain the new form indefinitely, but it resumes its natural form if it killed or knocked unconscious.
Skills: The hob receives a +10 bonus on Disguise checks when using its metamorphosis ability.
A subtype usually applied only to outsiders native to the chaotic-aligned Outer Planes. Most creatures that have this subtype also have chaotic 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 chaotic alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the chaotic subtype overcomes damage reduction as if its natural weapons and any weapons it wields were chaotic-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.