Hextor's beasts

Medium humanoid
Hit Dice: 5d8
Initiative: +3
Speed: 30
Armor Class: (15), touch 13, flat-footed 12
[B] Base Attack/Grapple: +6/+6
Attack: Sword +5 2d8
Full Attack: Sword +5 2d8
Space/Reach: 5ft/5ft
Special Attacks: Inflict serious wounds, cure serious wounds
Special Qualities: Immune to fear, immune to disease, gain charisma bonus to saves, sword, chosen cleric
Saves: Fort + 7, Ref + 10, Will + 7
Abilities: Str 16 , Dex 16 , Con 16, Int 4, Wis 16, Cha 16
Skills: Knowledge religion 8
Feats: Power attack, cleave
Environment: Any
Organization: 1 with a cleric
Challenge Rating: 4
Treasure: None
Alignment: Lawful evil
Level Adjustment: -

The being that stares at you looks like a human with grey skin, its eyes are white and blank, it looks like it has no care. When it walks it walks with long strides that seem to suggest arrogance about it.

Hextor's beasts are beings that are taken in by a cleric of Hextor at birth and after that is forced to serve the cleric. When given free time they only seem to care about religion.


In combat they try and protect their master cleric unless told to do otherwise. Unless told to do otherwise they drop anything they are doing to heal their cleric. If their master is killed they do their best to kill the cleric of the other side. If their are no alive clerics remaining they will walk to the church.

(sp) They are able to cast heal serious wounds and inflict serious wounds at will.

Sword: (su) This sword +5 2d8, it disappears when not touching Hextor's beast and another one appears in it stead.


Hextor's beasts were created when Hextor worshippers captured a group of hieronousís palladins and clerics. The Hextor cleric managed to perform a ritual that would make their descendants loyal to Hextor along with keeping some of the powers from the parents.