Hoodoo

elemental · CR 6 · from Book of Beasts I · by Robert J. Hall
Hoodoo
StatisticValue
Size/TypeHuge Elemental
Hit Dice15d8+75 (142 hp)
Initiative-1
Speed30 ft. (6 squares)
Armor Class16 (-2 size, -1 Dex, +9 natural), touch 7, flat-footed 16
Base Attack/Grapple+11/+29
AttackSlam +19 melee (2d10+10) or rock +8 ranged (2d6+10)
Full Attack2 slams +19 melee (2d10+10) or rock +8 ranged (2d6+10)
Space/Reach15 ft./15 ft.
Special AttacksEarth mastery, push, rock throwing
Special QualitiesDamage reduction 5/―, darkvision 60 ft., rock catching, immobility, elemental traits
SavesFort +14, Ref +4, Will 6
AbilitiesStr 30, Dex 8, Con 20, Int 7, Wis 12, Cha 10
SkillsBalance +7, Climb +15, Jump +11, Listen +7, Spot +7
FeatsAwesome Blow, Cleave, Great Cleave, Improved Bull Rush, Iron Will, Power Attack
EnvironmentElemental Plane of Earth
OrganizationSolitary, Gang (2–4), or Squad (6–10)
Challenge Rating7
TreasureNone
AlignmentUsually neutral
Advancement16–20 HD (Huge)
Level Adjustment―

Description

An oddly-shaped stand of colorful, banded sandstone has been sculpted by the elements into an unusual shape. Suddenly the rock pile rises and begins to move with an awkward, lumbering motion.

These oddly-shaped rock creatures are found in arid regions that are replete with worn sandstone. They prefer locations atop high outcroppings so that they can maintain a watch of their surroundings, and are rarely seen to move unless they are disturbed. They have a passionate hatred of all things composed primarily of water and can attack without provocation when approached.

Hoodoo are creatures of elemental magic that embody the struggle between earth and water. Their body is composed of bands of sandstone of various hues of white, yellow, and orange. The strange shapes in which they appear are the result of their many battles with the element of water.

A typical hoodoo is about 15–20 feet tall, although smaller and larger forms exist. It speaks Terran.

Combat

The hoodoo is a heavy, lumbering fighter that is relentless on the attack. It prefers to travel across bare rock, and has some difficulty maneuvering in areas of dense foliage. It is unable to swim and must go around bodies of water or create a bridge of rocks to cross.

Breath Weapon (Su): 20-foot cone of fine sand, damage 1d8 and blinded for 1 round, Reflex DC 22 half damage and negates blindness.

Earth Mastery (Ex): A hoodoo gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the hoodoo takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)

Push (Ex): A hoodoo can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the hoodoo’s opposed Strength checks.

Rock Throwing (Ex): Hoodoo are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. A hoodoo can hurl rocks weighing 60 to 80 pounds each up to five range increments. The range increment is 120 feet.

Rock Catching (Ex): A hoodoo can catch Small, Medium, or Large rocks (or projectiles of similar shape).

Once per round, a hoodoo that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The hoodoo must be ready for and aware of the attack in order to make a rock catching attempt.

Immobility (Ex): A hoodoo can sit completely immobile for long periods of time, making it hard to identify as a creature. When perched motionless on a sandstone formation it takes a DC 15 Spot check to identify one.

Skills (Ex): Hoodoos have a +4 racial bonus on Balance and Climb checks. A hoodoo can always choose to take 10 on a climb check, even if rushed or threatened.

All 820 monsters in the Netbook Bestiary