{ "ac": 37, "alignment": "NE", "breadcrumbs_spa": [], "category": "creature", "charisma": 2, "constitution": 6, "creature_ability": [ "Ratspeak", "Troop Defenses", "Gnaw and Chew", "Hadi Pestilence", "Form Up", "Troop Movement" ], "creature_family_markdown": "", "dexterity": 8, "exclude_from_search": false, "fortitude_save": 27, "hp": 270, "hp_raw": "270 (16 squares)", "id": "creature-2528", "image": [ "/Images/Monsters/Hadi_HadiMob.png" ], "intelligence": 4, "language": [ "Common", "Daemonic", "ratspeak" ], "language_markdown": "[Common](/Languages.aspx?ID=1), [Daemonic](/Languages.aspx?ID=31); ratspeak", "level": 15, "markdown": "[Hadi](/Monsters.aspx?ID=2528)\r\n\r\n\r\n\r\n\r\n\r\n[Daemons](/MonsterFamilies.aspx?ID=26), including [leukodaemons](/Monsters.aspx?ID=90), once ruled over part of the fallen city of Kho. While they did, they created the first hadis.\n\n Hadis look more fiendish and sinister than typical [ratfolk](/Ancestries.aspx?ID=20). In hadi society, those who foster and cultivate blights and sickness are alchemists known as “tafens”. Others, known as “rajwans,” focus their training on brutal combat and barbarian rages.\n\n Individually, most hadis are no match for a high level group, but when confronted in their lair, they can gather together into a dangerous mob.\r\n\r\n\r\n**[Recall Knowledge - Humanoid](/Rules.aspx?ID=563)**\r\n([Society](/Skills.aspx?ID=14)): DC 39\r\n\r\n**[Unspecific Lore](/Rules.aspx?ID=563)**: DC 37\r\n\r\n**[Specific Lore](/Rules.aspx?ID=563)**: DC 34\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[Hadi](/Monsters.aspx?ID=2528)\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n**Source** [Pathfinder #191: The Destiny War](/Sources.aspx?ID=199) pg. 85\n\n**Perception** +25; [darkvision](/MonsterAbilities.aspx?ID=12)\r\n\r\n**Languages**\r\n[Common](/Languages.aspx?ID=1), [Daemonic](/Languages.aspx?ID=31); ratspeak\r\n\r\n**Skills**\r\n[Athletics](/Skills.aspx?ID=3) +27, [Stealth](/Skills.aspx?ID=15) +29\r\n\r\n\r\n**Str** +6\r\n\r\n**Dex** +8\r\n\r\n**Con** +6\r\n\r\n**Int** +4\r\n\r\n**Wis** +4\r\n\r\n**Cha** +2\r\n\r\n\r\n**Ratspeak** A hadi mob can communicate with rodents.\n\n\r\n\r\n---\r\n\r\n\r\n\r\n\r\n**AC** 37 \r\n\r\n**Fort** +27 \r\n\r\n**Ref** +29 \r\n\r\n**Will** +23 \n\n\r\n\r\n**HP** 270\r\n(16 squares)\n\n**Weaknesses**\r\narea damage 15, [splash](/Traits.aspx?ID=150) damage 10\r\n\r\n**[Troop Defenses](/MonsterAbilities.aspx?ID=44)** \r\n\r\n\r\n\r\n---\r\n\r\n\r\n\r\n**Speed** 25 feet, climb 10 feet\n\n**Gnaw and Chew** **Frequency** once per round; **Effect** the hadi mob bites and tears into the flesh of each enemy adjacent to the troop (DC 33 [basic](/Rules.aspx?ID=329) Reflex save). The damage depends on the number of actions.
2d8+8 slashing damage plus hadi pestilence
4d8+12 slashing damage plus hadi pestilence
6d8+12 slashing damage plus hadi pestilence\r\n\r\n**Hadi Pestilence** ([Disease](/Traits.aspx?ID=46), [Divine](/Traits.aspx?ID=48), [Evil](/Traits.aspx?ID=64), [Necromancy](/Traits.aspx?ID=117)) This daemonic disease turns the victim into a hadi. **Saving Throw** DC 19 Fortitude; **Stage 1** carrier (1 day); **Stage 2** [sickened 1](/Conditions.aspx?ID=34) (1 day); **Stage 3** [drained 1](/Conditions.aspx?ID=10) (1 day); **Stage 4** drained 2 (1 day); **Stage 5** drained 3 (1 week); **Stage 6** transform into a hadi (1 year). For a PC, the best way to model this is to replace ancestry Hit Points, size, Speeds, ability boosts, ability flaws, traits, and special abilities with those of the [ratfolk](/Ancestries.aspx?ID=20) ancestry. The character loses previous ancestry feats, selecting replacements from the [ratfolk ancestry](/feats?include-traits=Ratfolk&sort=level-asc%3Bname-asc).\r\n\r\n**[Form Up](/MonsterAbilities.aspx?ID=43)** \r\n\r\n**Troop Movement** Whenever the hadi mob Strides, they first [Form Up](/MonsterAbilities.aspx?ID=43) as a free action to condense into a 20-foot-by-20-foot area (minus any missing squares), then moves up to their Speed. This works just like a Gargantuan creature moving; for instance, if any square of the troop enters difficult terrain, the extra movement cost applies to the whole troop.\r\n\r\n
\r\n\r\n", "name": "Hadi", "npc": false, "perception": 25, "rarity": "rare", "reflex_save": 29, "release_date": "2023-05-24", "resistance": {}, "search_markdown": "\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n**Source** [Pathfinder #191: The Destiny War](/Sources.aspx?ID=199) pg. 85\n\n\r\n**HP** 270 (16 squares)\r\n\r\n**AC** 37\r\n\r\n**Fort** +27\r\n\r\n**Ref** +29\r\n\r\n**Will** +23\r\n\r\n**Perception** +25\r\n\r\n\r\n\r\n---\r\n\r\n\r\nDaemons , including leukodaemons , once ruled over part of the fallen city of Kho. While they did, they created the first hadis. Hadis look more …\r\n", "sense": " darkvision ", "sense_markdown": "[darkvision](/MonsterAbilities.aspx?ID=12)", "size": [ "Gargantuan" ], "skill": [ "Athletics +27", "Stealth +29" ], "skill_markdown": "[Athletics](/Skills.aspx?ID=3) +27, [Stealth](/Skills.aspx?ID=15) +29", "source": [ "Pathfinder #191: The Destiny War" ], "source_raw": [ "Pathfinder #191: The Destiny War pg. 85" ], "source_category": "Adventure Paths", "source_group": "Stolen Fate", "source_markdown": "[Pathfinder #191: The Destiny War](/Sources.aspx?ID=199) pg. 85", "speed": { "climb": 10, "land": 25, "max": 25 }, "speed_markdown": "25 feet, climb 10 feet", "speed_raw": "25 feet, climb 10 feet", "spell_markdown": "", "spoilers": "Stolen Fate", "stealth": "29", "strength": 6, "strongest_save": [ "ref", "reflex" ], "summary": "Daemons , including leukodaemons , once ruled over part of the fallen city of Kho. While they did, they created the first hadis. Hadis look more …", "summary_markdown": "Daemons , including leukodaemons , once ruled over part of the fallen city of Kho. While they did, they created the first hadis. Hadis look more …", "text": " Hadi Daemons, including leukodaemons, once ruled over part of the fallen city of Kho. While they did, they created the first hadis. Hadis look more fiendish and sinister than typical ratfolk. In hadi society, those who foster and cultivate blights and sickness are alchemists known as “tafens”. Others, known as “rajwans,” focus their training on brutal combat and barbarian rages. Individually, most hadis are no match for a high level group, but when confronted in their lair, they can gather together into a dangerous mob. Recall Knowledge - Humanoid (Society): DC 39 Unspecific Lore : DC 37 Specific Lore : DC 34 Hadi Source Pathfinder #191: The Destiny War pg. 85 Perception +25; darkvision Languages Common, Daemonic; ratspeak Skills Athletics +27, Stealth +29 Str +6 Dex +8 Con +6 Int +4 Wis +4 Cha +2 Ratspeak A hadi mob can communicate with rodents. --- AC 37 Fort +27 Ref +29 Will +23 HP 270 (16 squares) Weaknesses area damage 15, splash damage 10 Troop Defenses --- Speed 25 feet, climb 10 feet Gnaw and Chew Single Action to Three Actions Frequency once per round; Effect the hadi mob bites and tears into the flesh of each enemy adjacent to the troop (DC 33 basic Reflex save). The damage depends on the number of actions. Single Action 2d8+8 slashing damage plus hadi pestilence Two Actions 4d8+12 slashing damage plus hadi pestilence Three Actions 6d8+12 slashing damage plus hadi pestilence Hadi Pestilence (Disease, Divine, Evil, Necromancy) This daemonic disease turns the victim into a hadi. Saving Throw DC 19 Fortitude; Stage 1 carrier (1 day); Stage 2 sickened 1 (1 day); Stage 3 drained 1 (1 day); Stage 4 drained 2 (1 day); Stage 5 drained 3 (1 week); Stage 6 transform into a hadi (1 year). For a PC, the best way to model this is to replace ancestry Hit Points, size, Speeds, ability boosts, ability flaws, traits, and special abilities with those of the ratfolk ancestry. The character loses previous ancestry feats, selecting replacements from the ratfolk ancestry. Form Up Single Action Troop Movement Whenever the hadi mob Strides, they first Form Up as a free action to condense into a 20-foot-by-20-foot area (minus any missing squares), then moves up to their Speed. This works just like a Gargantuan creature moving; for instance, if any square of the troop enters difficult terrain, the extra movement cost applies to the whole troop. Hadi Evil Although the original hadis created by daemons in ages past were ascended from rats infused with fiendish qualities that tempered their sapience with an engineered evil, over the generations the hadi people have formed their own society. They cling to evil ways largely out of tradition or fear, but there are an increasing number of hadis who admire Kho's derhiis and seek their own paths. Others, particularly those who have traveled far from Kho, have come to understand the plight of their folk under the weight of a fiendish past. Non-evil hadi thus exist, but they are viewed by those in positions of power in Kho as dangers to the social order. These hadi do not carry the pestilence their more sinister kin do and many actively work to suppress the spread of illnesses. ", "trait": [ "Humanoid", "Rare", "Ratfolk", "Troop", "NE", "Gargantuan" ], "trait_markdown": "[Humanoid](/Traits.aspx?ID=91), [Rare](/Traits.aspx?ID=137), [Ratfolk](/Traits.aspx?ID=234), [Troop](/Traits.aspx?ID=367)", "trait_raw": [ "Humanoid", "Rare", "Ratfolk", "Troop" ], "type": "Creature", "url": "/Monsters.aspx?ID=2528", "vision": "Darkvision", "weakest_save": [ "will" ], "weakness": { "area": 15 }, "weakness_markdown": "area damage 15, [splash](/Traits.aspx?ID=150) damage 10", "weakness_raw": "area damage 15, splash damage 10", "will_save": 23, "wisdom": 4 }