Hook Horror (CR 6)
Large Aberration
Alignment: Usually neutral
Initiative: +3 (Dex); Senses: darkvision 60 ft. and Listen +8
Languages: Undercommon
AC: 22 (-1 size, +3 Dex, +10 natural), touch 12, flat-footed 19
Hit Dice: 10d8+20 (65 hp)
Fort +5, Ref +6, Will +8
Speed: 20 ft., climb 20 ft.
Space: 10 ft./10 ft.
Base Attack +7; Grapple +18
Attack: Claw +13 melee
Full Attack: 2 claws +13 melee and bite +8 melee
Damage: Claw 1d6+7, bite 2d6+3
Special Attacks: Improved grab, power sunder, rending bite
Abilities: Str 24, Dex 17, Con 14, Int 7, Wis 12, Cha 9
Special Qualities: light sensitivity
Feats: Cleave; Improved Trip (B); Power Attack; Skill Focus (Listen)
Skills: Climb +16, Hide +3*, Jump +11, and Listen +8
Advancement: 11-15 HD (Large); 16-30 (Huge)
Climate/Terrain: Any underground
Organization: Solitary, pack (5-20), or clan (21-40)
Treasure/Possessions: Standard
Source:
Monster Manual II
Sly hunters of cavernous subterranean areas, hook horrors are territorial monsters that distrust intruders and fiercely protect their hunting grounds. Underground areas where hook horrors dwell echo with the constant clacking and scraping sounds of their hooks against stone, as they wend their way across cliff-sides and cavern walls.
A hook horror stands about 9 feet tall and weighs approximately 400 pounds. Its long, powerfully built arms and legs end in wickedly curved hooks. Its head resembles a vulture's, with a monstrous beak. Its torso is shaped like a beetle's body and covered with a rough, stone-like exoskeleton, studded with sharp, bony protuberances.
Hook horrors normally live in extended family groups or clans, each of which is ruled by the eldest female. The eldest male usually leads the clan's hunters and warriors. The clan stores its eggs communally, in a central, well-defended area of its home system of caverns or warrens.
Hook horrors are omnivores, consuming lichens, fungi, plants, and any animals they can catch. Meat is their preferred food, and drow is rumored to be one of their favorite meals.
Hook horrors speak Undercommon.
Combat
Hook horrors attack in groups, using their climbing skills to ambush foes from above. They fight cooperatively and work together against the largest and best-armed opponents. Hook horrors use their arm hooks to trip foes. If a battle goes poorly, they retreat by scaling walls.
Improved Grab (Ex): If a hook horror hits an opponent that is at least one size category smaller than itself with both claw attacks, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +18). If it gets a hold, it automatically hits with its rending bite attack the same round. (This replaces its normal bite attack for that round.) Thereafter, the hook horror has the option to conduct the grapple normally, or simply use its claws to hold the opponent (-20 penalty on grapple check but the hook horror is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals damage for both claw attacks and a rending bite.
Power Sunder (Ex): A hook horror attempting to strike a foe's weapon or shield does not incur an attack of opportunity. On a successful power sunder attack, a hook horror deals double damage.
Rending Bite (Ex): A hook horror can automatically bite a grabbed foe for 3d6+10 points of damage.
Blindsight (Ex): A hook horror emits high-frequency sounds, inaudible to most other creatures, that bounce off nearby objects and creatures. This ability enables it to discern objects and creatures within 60 feet. The hook horror usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight. A silence spell negates this ability and forces the hook horror to rely on its weak vision, which has a range of 10 feet.
Light Sensitivity (Ex): Exposure to bright light (such as sunlight or a daylight spell) imposes a -2 penalty on a hook horror's attack rolls.
Skills: A hook horror receives a +8 racial bonus on Hide checks when in subterranean areas.