Aghar
A race of manlike creatures from the Elemental Realm of Earth, large beings 10 to 11 feet in height weighing around 1,500 pounds
Basic Fantasy Field Guide Omnibus
| Armor Class | 18 (m) |
|---|---|
| Hit Dice | 9+2** (+8) |
| Number Appearing | 1 |
| Attacks | 2 fists or 1 boulder |
| Damage | 1d10+4 fist, 3d6 boulder |
| Movement | 40' Tunnel 40' |
| Save As | Fighter: 13 |
| Morale | 12 (8) |
| XP | 1225 |
| Treasure Type | None |
A race of manlike creatures from the Elemental Realm of Earth, the Aghar are large beings, 10 to 11 feet in height and weighing around 1,500 pounds.
The aghar’s morale score of 12 reflects its absolute control over its own fear, but does not indicate that the creature will throw its life away easily. Use the “8” figure to determine whether an outmatched aghar decides to leave a combat.
Due to its highly magical nature, an aghar cannot be harmed by non-magical weapons. It is immune to normal electricity, and suffers only half damage from magical attacks based on either electricity or earth.
Special Abilities
Create Darkness: Once per day, can be used at will without needing magic words or gestures.
Cause Minor Earthquake: Unlimited uses per day, can be used at will. Can cause objects to fall or be knocked over, and people to lose their footing.
Move Through Stone: As the spell, up to one hour per day, can be used at will.
Create Objects of Stone: Such as walls or pillars, up to 100 cubic feet in volume, once per day, can be used at will.
Whirlwind Form: May assume the form of a whirlwind of dust and stone at will, with no limit as to the number of times per day this power may be used. An aghar in whirlwind form fights as if it were an earth elemental.
Immunity to Non-magical Weapons: Cannot be harmed by non-magical weapons.
Electricity Immunity: Immune to normal electricity.
Resistance: Suffers only half damage from magical attacks based on either electricity or earth.