HANIVER
| Frequency: | Very Rare |
| No. Encountered: | 1 |
| Size: | Medium |
| Move: | 180’ swimming |
| Armour Class: | 3 |
| Hit Dice: | 7 |
| Attacks: | 1 |
| Damage: | 1d12 |
| Special Attacks: | Hypnosis |
| Special Defences: | Spell reflection |
| Magic Resistance: | See text |
| Lair Probability: | 100% |
| Intelligence: | Exceptional |
| Alignment: | Chaotic Evil |
| Level / XP: | 7 / 1,050+8/hp |
Hanivers are aquatic monsters of fearsome reputations that inhabit labyrinthine lairs in the deep ocean depths. They have barrel-like torsos with vertical symmetrical flaps, big membranous “wings” and tentacle legs. Their heads are squid-like with a sharp beak.
Haniver lairs are constructed from spiralling tunnels of rock or coral that lead towards a middle “room” where lurks the haniver. Any creatures passing over the labyrinth must make a Saving Throw vs. Spells at -4 or be hypnotized and drawn inexorably towards the middle where they can be eaten by the haniver. Only small or medium-sized creatures can enter the labyrinth.
In melee, a haniver will bite with its sharp beak. Hypnotised victims will be unaware of attack and completely at the mercy of their attacker. Spells directed at a haniver will be reflected back upon the caster and possibly others nearby, if the spell is one with an area effect. If dispel magic is cast at a haniver in tandem with another spell, the creature may (50%) be unable to reflect the spell, although they are still allowed a saving throw as normal.
Treasure: Hanivers will keep a hoard in the middle of their labyrinthine lairs that includes 10d4 x 1,000gp (50%), 1d20 x 100pp (50%), 5d4 gemstones (30%), 1d10 pieces of jewelry (25%), and 1d4 random magic items plus one potion (35%).

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