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Agharrma

A thousand chills run up your spine as the hellish horror gallops towards you. It seems to be a centaur, although its human torso shows four arms instead of two and there’s a short tapir’s trunk where its human face should be. The creature has four small horns on the back of its skull, which seem to signify some kind of military rank – particularly because when it advances towards you, it does not act like it is attacking but arresting you.

Monster Encyclopaedia II: The Dark Bestiary

Author J. C. Alvarez

Series Monster Encyclopaedia

Publisher Mongoose Publishing

Publish date 2005

The agharrma are a police force among fiends, operating in certain lower planes where not even devils or demons hold any power. An agharrma looks like a tapir-headed, fiendish centaur, with four arms on its humanoid torso and four horns on its head. They often wield vicious-looking melee weapons such as demonic clubs or pikes to enforce their law, although their size and musculature make them more than capable of handling any disturbance with their bare hands.

Agharrma and velendrothim often work together, with a single agharrma directing a squad of velendrothim against troublemakers.

Agharrma speak Abyssal, Common and Infernal.

Agharrma
Large outsider (Evil, Extraplanar, Lawful)
Hit Dice11d8+77 (126 hp)
Initiative+2
Speed60 ft. (12 squares)
AC22 (-1 size, +2 Dexterity, +11 natural), touch 11, flat-footed 20
Base Attack/Grapple+11/+23
Attackmasterwork halberd +19 melee (2d8+12/x3) or hoof +18 melee (1d8+8) or slam +18 melee (1d6+8) or horns +11 melee (1d6+8) or composite longbow (+2Str bonus) +12 ranged (1d10+2/x3)
Full Attackmasterwork halberd +19/+14/+9 melee (2d8+12/x3) and 2 hooves +16 melee (1d8+4) and 2 slams +16 melee (1d6+4) or 4 slams +18 melee (1d6+4) and 2 hooves +16 melee (1d8+4) or composite longbow (+2 Strength bonus) +12/+7/+2 ranged (1d10+2/x3)
Space/Reach10 ft. /10 ft.
Special AttacksAcid spray, fear aura, paralysing gaze
Special QualitiesDamage reduction 10/magic or good, Darkvision 60 ft., fast healing 3, Spell Resistance 18
SavesFort +14, Ref +9, Will +9
AbilitiesStrength 27, Dexterity 14, Constitution 24, Intelligence 14, Wisdom 15, Charisma 15
SkillsConcentration +21, Gather Information +4, Hide +12, Intimidate +16, Knowledge (Arcana) +16, Knowledge (local) +16, Knowledge (the planes) +16, Listen +16, Move Silently +16, Search +16, Spot +16, Survival +2 (+4 in other planes or following tracks)
FeatsCleave, Multiattack, Point-Blank Shot, Power Attack
EnvironmentEvil-aligned planes
OrganisationSolitary or squadron (2-4)
Challenge Rating12
TreasureNone
AlignmentAlways lawful evil
Advancement12-16 HD (Large), 17-22 HD (Huge)
Level Adjustment

Combat

An agharrma usually charges headlong into melee combat, with all the confidence its vast strength abilities allow. It only uses ranged weapons or special attacks when it intends to make an example of its target.

An agharrma’s weapons and natural attacks count as both lawful and evil for the purposes of overcoming damage reduction.

Acid Spray (Ex): Once every 1d4 rounds, an agharrma can shoot forth a jet of infernal acid from its tapir-like snout against a single target within 10 feet, as a standard action. The target suffers 6d4 acid damage from this attack; a Reflex save (DC 22, Constitution based) is allowed for half damage.

Fear Aura (Su): As a free action, an agharrma can activate an aura of imposing terror. This aura forces any creature gazing upon the agharrma to succeed at a Will save (DC 17, Charisma based) or become shaken for 2d6 rounds. If this save succeeds, the creature cannot be affected by the same agharrma’s fear aura for the next 24 hours. An agharrma can activate or deactivate its fear aura at will.

Paralysing Gaze (Su): As a move action, an agharrma can use a paralysing gaze attack against a single living target. The target must succeed at a Will save (DC 17, Charisma based) or become paralysed for 1d4 rounds.

Fast Healing (Ex): Agharrma receive normal damage from good and magic weapons.

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