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Size & Type (subtype):Large Monstrous HumanoidHit Dice:7d8+14 (45)
Initiative:   +1 (Dex)   Speed:   40 ft.  
Armor Class:   20 (-1 size, +1 Dex, +10 natural)   Attacks:   2 claws +13 melee, bite +8 melee  
Damage:   Claw 1d6+7, bite 1d6+3   Face and Reach:   5 ft. by 5 ft./10 ft.  
Special Attacks:   Improved grab, rend 2d6+14, spell-like abilities   Special Qualities:   SR 19, steely skin  
Saving Throws  Fortitude: 4  
Reflex: 6  
Will: 6  
Abilities:   Str: 25
Dex: 12
Con: 14
Int: 13
Wis: 13
Cha: 10
Skills:   Concentration +12, Hide +7, Listen +11, Spot +11   Feats:   Alertness, Blind-Fight, Combat Casting  
Climate and Terrain:   Any land and underground   Climate:   cold,temperate,warm  
Terrain:   desert,forest,hill,marsh,mountains,plains,underground   Organization:   Solitary or covey (3 hags of any type plus 1-8 ogres and 1-4 evil giants)  
Challenge Rating:   6 or 12 (covey)   Challenge Rating Value:   6  
Treasure:   Standard   Alignment:   Always chaotic evil  
Advancement:   By character class  


Annis speak Giant and Common.

Improved Grab (Ex): To use this ability, the annis must hit a Large or smaller creature with a claw attack.

Rend (Ex): An annis that hits with both claw attacks latches onto the opponent's body and tears the flesh. This attack automatically deals an additional 2d6+14 points of damage.

Tear (Ex): An annis automatically hits a held opponent with all its melee attacks each round it maintains the hold.

Spell-Like Abilities: 3/day-change self and fog cloud. These abilities are as the spells cast by an 8th-level sorcerer.

Steely Skin (Ex): The steely skin of an annis reduces damage dealt by slashing and piercing weapons by 1 point of damage per hit. Conversely, their brittle bones increase damage dealt by bludgeoning weapons by 1 point per hit. (Treat combination weapons such as morningstars as bludgeoning weapons.)


Interface by Rodrigo Flores - 2003-2013Database by John H. Kim - 2002