Library / Bestiary

Hypnalis

CR 5.00 Outsider N Medium HD 7
Seeming to phase in and out of existence, this ophidian creature has a great striped hood like a cobra.

Sometimes called an ether serpent, a hypnalis resembles a snake the size of a python sporting a hood like that of a cobra with gray stripes. The creature's fangs carry a potent venom that is not only deadly, but can force creatures off the Ethereal Plane. While other denizens of the Ethereal Plane focus their attention on warring with each other, spying on others, or feeding on dreams, a hypnalis hunts those not native to its plane.

Different hypnalises deal with such interlopers in their own ways. Some sinister or young and hotheaded hypnalises hunt such trespassers for sport, tormenting them for a while before killing them or expelling them to the Material Plane. Other older or inquisitive hypnalises are more curious about such strangers and pragmatic in their dealings with them, approaching interlopers in attempts to find out their method for traveling to the Ethereal Plane and whether or not they can return. If they can, these hypnalises might request that these interlopers leave, backing such requests with threats if the interlopers seem uncooperative. If the interlopers don't have a method to return to their home, some rare good-natured hypnalises may help them find a way to leave the Ethereal Plane without using its poison. Even when this is the case, hypnalises are wary creatures, and are always on guard against treachery.

A hypnalis is approximately 8 feet long and weighs about 20 pounds.

HP
59 (7d10+21)
AC
17, touch 12, flat-footed 15 (+2 Dex, +5 natural)
Init
+6
Speed
40 ft., fly 60 ft. (good)
Fort
+5
Ref
+7
Will
+6
BAB
+7
CMB
+13 (+17 grapple)
CMD
25 (can't be tripped)
Melee
bite +13 (1d6+9 plus grab and poison)
str
22
+6
dex
15
+2
con
16
+3
int
7
-2
wis
13
+1
cha
10
+0

Weapons: Martial, Simple

constrict (1d6+9)

Poison — If a hypnalis poisons an ethereal creature while on the Ethereal Plane (including creatures under the effects of spells or effects that grant etherealness such as ethereal jaunt), the creature is immediately forced onto the Material Plane and takes the specified Constitution damage. Creatures on the Material Plane are affected by this poison as normal.Hypnalis Venom: Bite—injury; save Fort DC 16; frequency 1/round for 6 rounds; effect 1d3 Con and effects listed above; cure 2 consecutive saves. The save DC is Constitution-based.

sneak attack +2d6

Ghost Touch Fangs — A hypnalis's bite attack is treated as if it has the ghost touch special weapon quality.

Phasing — A hypnalis can shift from the Ethereal Plane to the Material Plane as a free action and shift back again as a move action (or part of a move action). The ability is otherwise identical to ethereal jaunt (CL 15th).

Universal Monster Rules

Grab
Grab (bite) Ex from Universal Monster Rule
If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The creature has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its combat maneuver check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text). Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. Unless otherwise noted, grab works only against opponents no larger than the same size category as the creature. If the creature can use grab on sizes other than the default, this is noted in the creature's Special Attacks line.
Constrict (1d6+9) Ex from Universal Monster Rule
A creature with this special attack can crush an opponent, dealing bludgeoning damage, when it makes a successful grapple check (in addition to any other effects caused by a successful check, including additional damage). The amount of damage is given in the creature's entry and is typically equal to the amount of damage caused by the creature's melee attack.
Poison (bite) Ex from Universal Monster Rule
A creature with this ability can poison those it attacks. The effects of the poison, including its save, frequency, and cure, are included in the creature's description. The saving throw to resist a poison is usually a Fort save (DC 10 + 1/2 the poisoning creature's racial HD + the creature's Con modifier; the exact DC is given in the creature's descriptive text). Poisons can be removed through neutralize poison and similar effects.

Special Abilities

Ghost Touch Fangs from text
A hypnalis's bite attack is treated as if it has the ghost touch special weapon quality.
Phasing from text
A hypnalis can shift from the Ethereal Plane to the Material Plane as a free action and shift back again as a move action (or part of a move action). The ability is otherwise identical to ethereal jaunt (CL 15th).
Sneak Attack +2d6 from text

Feats, Traits & Items

Blind-Fight from Feat

In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit.

An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however.

You do not need to make Acrobatics skill checks to move at full speed while blinded.

You get a +4 bonus on initiative checks.

Calculated: +4 Initiative
Shadow Strike from Feat

You can deal precision damage, such as sneak attack damage, against targets with concealment (but not total concealment).

Skill Focus (Stealth) from Feat

You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

Calculated: +3 Skill Bonus

Bluff +10, Fly +10, Perception +11, Sense Motive +10, Stealth +15

Details
Type
Outsider
Alignment
N
Size
Medium
Environment
any (Ethereal Plane)
Organization
solitary, pair, or nest (3–7)
Treasure
none
Senses
darkvision 60 ft.; Perception +11
Languages
Aklo
Source
Bestiary 4
Source

Bestiary 4

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
4 House/Core
View references and cross-links for Hypnalis

This entry is Open Game Content. TheCrazyGM is an open library and a Forge for building — and publishing — your own.

How publishing works Browse worlds
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.