Hydreigon (3.5e Monster)



Summary::A three-headed dragon swoops out of the sky and starts utterly wrecking everything in sight. Including you.

Unlike its pre-evolutions, Hydreigon is not even remotely comical. It's an engine of utter destruction. To a Hydreigon, everything it encounters is a potential meal.

Combat
Hydreigon is utterly ruthless in combat, thoroughly earning its title as the Brutal Pokémon. Its eyes have finally developed, so it can see perfectly well. With its three heads, it eats everything in sight. (Hydreigon's central head controls the other two, so while the loss of the heads on the sides is just an inconvenience, loss of the central head is fatal.)

It should be noted that Hydreigon is actually roughly equivalent in power to another psuedo-legendary Pokémon (Dragonite, Tyranitar, Salamence, Metagross, Garchomp, Sabiowl ) of the same HD. The Deino line just develops so slowly that by the time it takes this final form, it's already in the epic levels.


 *  (Sp): This is a flame strike from below rather than from above. Instead of divine energy, half of the damage is a [Ground] effect. (Actually, the whole move is a [Ground] effect, not a [Fire] effect, even though half of the damage is fire damage.) Hydreigon's caster level is equal to its Hit Dice. Save DC is Charisma-based. Hydreigon may use earth power once per day for every 4 Hit Die it possesses (minimum once per day).
 *  (Sp): Hydreigon may generate a ripple of nightmares as a standard action once every 1d4 rounds. This ripple creates 5 20-foot-radius bursts within Medium range of Hydreigon. Any creature caught within one of these bursts takes 2d10+Int negative energy damage and is immobilized for 1 round; a Fortitude save is allowed to halve the damage and negate the immobilization (the DC is Intelligence-based). Creatures affected by the Dark Pulse must also succeed on a Will save (save DC is Wisdom-based) or take a &minus;2 penalty to attack rolls and all defenses (armor class, saving throws, spell resistance, spell dampening, martial defense, energy resistance, etc.) This is a [Dark] effect.
 *  (Ex): When making its headbutt attack, Hydreigon may elect to add 8d12 damage to the attack. If it does, it takes 4d12 backlash damage. This is a [Rock] effect. Backlash damage cannot be resisted by any means, and a creature killed by backlash damage loses 1 additional Hit Die if and when it is brought back to life.
 *  (Su): Hydreigon's bite attack inflicts an additional 1d8 fire damage, and a failure by 5 or more on the Fortitude save causes the target to become burned. This is a [Fire] effect.
 *  (Su): Hydreigon's bite attack inflicts an additional 1d8 electric damage, and a failure of 5 or more on the Fortitude save causes the target to become numbed. This is an [Electric] effect.
 *  (Su): Hydreigon's bite attack inflicts an additional 1d8 cold damage, and a failure of 5 or more on the Fortitude save causes the target to become frozen, as the freeze spell, until it manages to break free with a DC 20 Strength check. This is an [Ice] effect.

If an ability does not allow a save and deals damage, it takes half damage. It also gains a +4 bonus on saves against mind-affecting spells.

 (Ex): If Hydreigon spends a swift action focusing, and does not move more than 5' in the round, its next bite attack threatens a critical on a natural 17-20. If Improved Critical is taken, this becomes 15-20.

 (Ex): Hydreigon's bite is laced with dark energy. If its bite connects, the target must succeed on a DC  27 Fortitude save or be stunned for 1 round. The save DC is Strength-based. This is a [Dark] effect.

 : Hydreigon has a headbutt attack as a secondary natural weapon, which does 1d8+Str damage and is capable of causing the target to flinch just like the bite attack. This is a [Normal] effect.

 : Hydreigon has a breath weapon, usable once every 1d4 rounds, which deals 1d10 damage per HD Hydregion has. The breath weapon takes the form of a 75-foot line. Creatures caught in the path of the attack can halve the damage with a Reflex save (save DC is Constitution-based). A creature that fails its save by 5 or more is paralyzed for 5 rounds. This is a [Dragon] effect.

 : Hydreigon's jaws are easily capable of shattering bones. Hydreigon's bite attacks deal damage as though it was one size category larger, and a creature that fails the Fortitude save loses 1 point of natural armor, 1 point of damage reduction, and 1 point of martial defense for 1 minute. Another successful Crunch reduces the target's natural armor, damage reduction, and martial defense by a further 1 (to a maximum penalty of &minus;6) and refreshes the duration. This is a [Dark] effect.

Hydreigon may spend bio-energy when using Crunch to increase its save DC by 1 per bio-energy charge spent, or drain bio-energy charges to increase the save DC by 2 per bio-energy charge drained. As Hydreigon's Bite and its elemental fang (Fire Fang, Thunder Fang, or Ice Fang) share the same save DC as Crunch, spending bio-energy in this fashion increases their save DCs as well.

 : At will, Hydreigon may use a standard action to launch a ranged touch attack with a range increment of 100 feet that does 4d12+11 points of damage. This is a [Dragon] effect. Hydreigon adds its Charisma modifier to the damage roll.

 : As a swift action, Hydreigon can get itself hyped up for battle. It gains a +3 bonus to damage rolls and save DCs for 1 minute.

 : Hydreigon gains additional power when charging, and can slam its body into foes in a most devastating manner. When charging, if it hits, the foe takes an additional 1d6 points of damage per hit die and is knocked prone if they fail a Balance check (the DC is equal to the damage dealt). If the foe is knocked prone, Hydregion can continue the charge to another foe as long as it has movement left. This is a [Dragon] effect.

 : Hydreigon has an alternate breath weapon that takes the form of a 60-foot cone of intense sound. This cone does 1d8 damage per HD Hydreigon has (the damage can be halved with a Reflex save, save DC is Constitution-based). A creature that fails its save by 5 or more is deafened for the rest of the encounter. This is a [Normal] effect.

Oddly enough, Hyper Voice is completely useless on creatures with "soundproof" qualities, such as Electrode, Exploud, and Mr. Mime.

 : As a full-round action usable once every 2d4 rounds, Hydreigon may summon a storm of dark energy that deals 22d10 negative energy damage to all within Medium range. (The number of damage die is equal to Hydreigon's HD.) Victims are allowed a Reflex save (DC 32, Charisma-based) for half damage. This is a [Dark] effect. Hydreigon may spend bio-energy while performing Dark Storm to add 1 die of damage for every spent bio-energy charge, or drain bio-energy to add 2 dice of damage per drained bio-energy charge.

 : Hydregion's called the Brutal Pokémon because it rips apart everything it can catch. When Hydregion makes a full attack against a creature that it has pinned or that is helpless, each of Hydregion's attacks is considered a coup de grace. However, Hydregion provokes an attack of opportunity for every 2 coup de grace attacks it makes in a round in this fashion, and being attacked forces Hydregion to succeed on a Concentration check or else lose all of its remaining attacks. If Hydregion was pinning its victim and has its Brutalize attack disrupted, the target may immediately make a grapple check to try to escape the pin.

Advancement
At 26 HD, Hydreigon learns  : When Hydregion enters an Outrage, which takes a full-round action, everything within 50 feet takes 1d6 damage per hit die. This leaves a smoking crater in the ground. The following round, it automatically uses the ability again, this time hitting for 1d8 damage per hit die out to 75 feet. Finally, on the third round, it deals 2d6 damage per hit die out to 100 feet, then becomes exhausted for one minute. This cannot be used while Fatigued or Exhausted. This is a [Dragon] effect.

At 30 HD, Hydreigon learns  : Once per hour, Hydreigon can use a full-round action to call down a massive meteor anywhere within Long Range. A 50' radius area is hit, with all in the area suffering 250 damage with a Ref Save for half (Charisma-based). Those who fail the save are knocked prone and pinned under a very real meteor (and can be Brutalized to pile on even more injury). Using this bestows a &minus;4 penalty to Hydreigon's Charisma until it next rests. This is a [Dragon] effect. In a contest, after all points are awarded, the Contest ends due to obliteration of the stadium.