Horla
System: Pathfinder | SRD
Horla
CR 8
XP 4800
Init +9
;
Senses darkvision 60 ft.; Perception +18
Defense
AC 18, touch 16, flat-footed 13 (+5 Dex, +2 natural, +1 size)
hp 104 (11d8+55)
Fort +8,
Ref +8,
Will +11
DR 5/magic and slashing
Immune fear, fire, poison, sleep
Offense
Speed fly 30 ft. (good)
Melee 3 tentacles +15 (1d4+2)
Special Attacks command somnambulist, ennui, sneak attack +2d6
Spell-Like Abilities (CL 8th; concentration +12)
CMB +12 (+14 disarm)
CMD 24 (26 vs. disarm)
Statistics
Str 14,,
Dex 20,,
Con 21,,
Int 13,,
Wis 18,,
Cha 19
Base Atk +8
Feats Agile Maneuvers , Combat Expertise , Improved Disarm , Improved Initiative , Weapon Finesse , Weapon Focus (tentacle)
Skills Bluff +15, Fly +25, Perception +18, Sense Motive +15, Use Magic Device +15
Languages Aklo; absorb language; telepathy 200 ft.
Special Abilities
Absorb Language (Ex) When a creature answers a horla’s telepathy, the horla can speak any languages known by that creature for 24 hours.
Command Somnambulist (Su) Once per day when a horla controls a sleeping creature via dominate person , it can cause the creature to wake and obey it for a number of hours equal to the horla’s Charisma modifier (4 hours for the typical horla). If the creature is allowed to return to sleep before this duration expires, it retains no memories of any of the activities it performed during that time.
Ennui (Su) Once per day as a standard action, a horla can target a sleeping creature within 30 feet with an insidious curse. The target can resist the ennui with a successful DC 19 Will save, but regardless of the result of the save, the target is not aware that it has been targeted by this subtle effect. If the victim fails this save, it takes a –2 penalty on ability checks, saving throws, and skill checks for 24 hours. This penalty is doubled to –4 on saving throws against fear effects and for concentration checks. This is a mind-affecting curse effect. The save DC is Charisma-based.