Hornhead (CR 2)
Large Monstrous Humanoid (Reptilian)
Alignment: Any
Initiative: -1 (Dex); Senses: Listen +8 and Spot +8
Languages: Saurial and Common
AC: 15 (-1 size, -1 Dex, +7 natural), touch 8, flat-footed 15
Hit Dice: 4d8+4 (22 hp)
Fort +1, Ref +2, Will +4
Speed: 30 ft.
Space: 5 ft./10 ft.
Base Attack +4; Grapple +3
Attack: Huge quarterstaff +5 melee; or 2 claws +5 melee, gore +0 melee
Full Attack: Huge quarterstaff +5 melee; or 2 claws +5 melee, gore +0 melee
Damage: Huge quarterstaff 1d8+5; or claw 1d4+3, gore 2d6+3
Special Attacks/Actions: None
Abilities: Str 16, Dex 8, Con 13, Int 16, Wis 12, Cha 10
Special Qualities: Saurial qualities
Feats: Combat Casting
Skills: Concentration +8, Hide +0, Listen +8, Move Silently +2, Spellcraft +10, and Spot +8
Advancement: By character class
Climate/Terrain: Warm forest and mountain
Organization: Solitary, gang (2-5), band (6-9), or tribe (10-60 plus 50% noncombatants, plus 1 3rd-level sergeant per 10 adults, plus 1 5th-level captain)
Treasure/Possessions: Standard
Source:
Converted
Saurial Qualities
- +2 to save vs. sonic spells and effects
- -2 to save vs. gaseous spells and effects
- Darkvision 60 ft.
- Cold Susceptibility (Ex): Saurials take double damage from cold.
- Saurials using weapons made for non-saurials have a -1 penalty to hit, and vice versa.
Reptilian Subtype
These creatures are scaly and usually cold-blooded. The reptilian subtype is only used to describe a set of humanoid races, not all animals and monsters that are truly reptiles.