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A heavily armored helm which wander around in ruins or dungeons.Halma

Halma (CR 6)

XP 2,400
CE Small Aberration
Init +0; Senses Darkvision 60 ft., low-light vision; Perception +8

DEFENSE

AC 21, touch 11; flat-footed 21 (+10 natural, +1 size)
hp 76 [108] (9d8+54)
Fort +10, Ref +3, Will +7
DR 5/-
Resist
Earth 10, Ice 5, Water 5
Strong Physical
Weakness Fire

OFFENSE

Speed 20 ft.
Melee 2 Slams +12 (1d6+5 plus slow)
Space 5 ft.; Reach 5 ft.
Special Attacks Slow (DC 16 Fort save)

STATISTICS

Str 20, Dex 10, Con 20, Int 5, Wis 14, Cha 10
Base Atk +6; CMB +10; CMD 20
Feats Cleave, Great Fortitude, Improved Natural Attack (Slam), Power Attack, Toughness
Skills Acrobatics +6, Perception +8, Survival +8

SPECIAL ABILITIES

Slow (Ex)

Slam – injury; save Fort DC 16; frequency for 1d4 rounds; slow status effect; cure 1 save. The save DC is Wisdom-based