| Arm Horror Medium-Size Outsider (Chaos, Evil) Hit Dice: 4d8+8 (26 hp) Initiative: +2 (Dex) Speed: 40 ft. AC: 16 (+2 Dex, +4 natural) Attacks: 4 punches +7 melee Damage: Punch 1d6+4 plus 1d4 acid Face/Reach: 5 ft. by 5 ft. /5 ft. Special Attacks: Spell-like abilities, acidic blood Special Qualities: Demonic qualities, regeneration 1, blindsight 60ft. Saves: Fort +6, Ref +6, Will +5 Abilities: Str 17, Dex 15, Con 15, Int 6, Wis 12, Cha 8 Skills: Climb +7, Hide +6, Jump +7, Listen +7, Move Silently +6, Spot +7 Feats: Alertness, Deflect Arrows Climate/Terrain: Any land and underground Organization: Solitary, gang (2-5), swarm (6-15) Challenge Rating: 4 Treasure: None Alignment: Always chaotic evil Advancement: 4-12 HD (Medium-size) Arm horrors are part of the freakish wildlife of the Abyss. Tangled masses of skinless arms, these pain wracked creatures scurry around the blasted plains and acid filled landscapes of the lower planes. Arm horrors appear to be a skinned human torso with up to a dozen bloody arms stitched on. Created from tortured souls on an as yet unknown Abyssal plane. It is known that these creatures are in constant pain, as evidenced by their frenzied attacks. Arm horrors understand Abyssal. Combat Arm horrors attack with reckless abandon, striking out with their bloody hands. They are very skilled with their attacks and are capable of knocking away missiles hurled at them. Acidic Blood (Su): An arm horror is covered with a layer of acidic blood. With each physical attack, 1d4 acid damage is done. Additionally, touching an arm horror causes 1d4 acid damage. Spell-like Ability (Sp): 3/day-doom and scare. These abilities are cast as a 4th level sorcerer. Demonic Qualities (Ex): An arm horror is immune to acid and poison. It has cold, electricity, and fire resistance 10. Regeneration (Ex): Arm horrors take normal damage fire and from holy and blessed weapons. Blindsight (Ex): Arm horrors can use hearing to see all foes within 60 feet as a sighted creature would. |