Difference between revisions of "User:Aarnott/Lego Bin 2"

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* Dire Ostrich
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* Dire Platypus
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* Dire Wallaby
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* Dire Snail
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* Dire Hummingbird
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* Dire Squirrel
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{{Author
 
{{Author
 
|author_name=Aarnott
 
|author_name=Aarnott
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}}
 
}}
  
== Dire Skunk ==
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== Dire Ostrich ==
  
 
{{Stat Block 2
 
{{Stat Block 2
|summary=It wasn't me.
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|summary=
  
 
<!-- Base Stats -->
 
<!-- Base Stats -->
|name=Dire Skunk |cr=4
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|name=Dire Ostrich |cr=5
|al=N |size=[[SRD:Medium Size|Medium]] |type=[[SRD:Animal|Animal]]
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|al=N |size=[[SRD:Huge Size|Huge]] |type=[[SRD:Animal|Animal]]
 
|space=5 ft. |reach=5 ft.
 
|space=5 ft. |reach=5 ft.
|str=15 |dex=14 |con=14 |int=2 |wis=14 |cha=6
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|str=18 |dex=22 |con=16 |int=1 |wis=12 |cha=6
 
|init=+2 |listen=+9 |spot=+9 |sens=
 
|init=+2 |listen=+9 |spot=+9 |sens=
  
 
<!-- Defenses -->
 
<!-- Defenses -->
|ac=21 |acmods=+2 Dex, +7 inherent, +2 natural |touch=17 |flat=19 |othac=
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|ac=23 |acmods=+6 Dex, +7 inherent, +2 natural |touch=17 |flat=19 |othac=
|hp=45 |hd=4 |othhp=
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|hp=44 |hd=5 |othhp=
|fort=+8 |ref=+7 |will=+6 |othsave=
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|fort=+7 |ref=+8 |will=+6 |othsave=
  
 
<!-- Movement -->
 
<!-- Movement -->
|spd=30 ft. (6 squares)
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|spd=80 ft. (14 squares)
|burrow=5 ft. (1 square)
 
  
 
<!-- Offense -->
 
<!-- Offense -->
|bab=+3 |grp=+5
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|bab=+4 |grp=+12
 
|atkop=
 
|atkop=
|melee1=+14 bite (2d6+2) +12/+12 claws (1d4+2)
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|melee1=+16 bite (2d6+4), +14/+14 slams (1d6+4)
  
|sq=Scent
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|sq=Stride, Surefooted
|feats=
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|feats=[[SRD:Run|Run]], [[SRD:Endurance|Endurance]], [[SRD:Multiattack|Multiattack]], [[SRD:Weapon Finesse|Weapon Finesse]]
|skills=[[SRD:Survival|Survival]] +9
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|skills=[[SRD:Survival|Survival]] +9, [[SRD:Jump|Jump]] +13
  
 
<!-- Non spell-likes -->
 
<!-- Non spell-likes -->
|san1=Spray ([[Ex]])
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|san1=Stride ([[Ex]])
|sad1=The dire skunk is most notable for its horrible anal scent glands, which can release a massive spread of horrible smelling odor. Once per hour as a full round action, the dire skunk can spray a 120 ft. cone of noxious odor. Any creature in the area must make a Fortitude save DC 17 or else become [[SRD:Nauseated|nauseated]]. At the end of an affected creature's turn, it makes a new Fortitude save to end the effect. Once a creature succeeds, it no longer needs to save against dire skunk odor for one hour.
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|sad1=Dire ostriches are swift runners. They can [[SRD:Movement#Hustle|hustle]] for indefinite periods of time, and never accrue [[SRD:Nonlethal Damage|nonlethal damage]] due to hustling. Furthermore, dire ostriches can [[SRD:Movement#Run|run]] for a number of minutes equal to their [[SRD:Constitution|Constitution]] score before having to make any [[SRD:Constitution|Constitution]] checks. When they do have to make checks to keep running, they make checks every minute instead of every round.
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|san2=Sure Footed ([[Ex]])
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|sad2=Though standing on two feet, a dire ostrich has the [[SRD:Carrying Capacity|carrying capacity]] of a [[SRD:Huge Size|huge]] quadruped with a similar [[SRD:Strength|Strength]] score, and gains a +4 bonus on [[SRD:Dexterity|Dexterity]] or [[SRD:Strength|Strength]] checks made to defend against [[SRD:Bull Rush|bull rush]], [[SRD:Overrun|overrun]] and [[SRD:Trip|trip]] attempts as if it were a quadruped.
  
You'll still stink something fierce after getting sprayed, you'll just be able to hold your stomach. This stink lasts 1 week and gives a -2 penalty to all social interactions (well, with creatures that can smell the stench).
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|san3=Dire Ostrich Dropkick ([[Ex]])
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|sad3=Whenever a dire ostrich charges, it can make 2 slam attacks instead of using its primary bite weapon. If it does, each hit allows the ostrich to make an trip attempt against the target with a +8 bonus. If it does trip the target, the ostrich has dropkicked the creature, sending it tumbling onto the ground. It can continue its movement, moving over the creature, without provoking attacks of opportunity if it wishes, up to a total of twice its movement speed in one round.
  
|san3=Savagery ([[Ex]])
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|san4=Savagery ([[Ex]])
|sad3=Dire skunks are really mean. They also get max HP per HD and a bonuses to HP, attack rolls, and saving throws that I can't be bothered to calculate.
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|sad4=Dire ostriches are really mean. They also get max HP per HD and a bonuses to HP, attack rolls, and saving throws that I can't be bothered to calculate.
  
 
}}
 
}}
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===Strategies and Tactics===
 
===Strategies and Tactics===
  
Dire skunks have a much more fierce personality than their regular skunk cousins. They are much more likely to hunt for food than just scavenge for it and have been known to attack small children. They still use their spray as a defensive weapon and refrain from using it until they are reduced to half their hitpoints. They will still continue fighting since they are used to most enemies fleeing from them after a spray.
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Dire ostriches are really fast runners. When they feel threatened, they will either run away at really fast speeds, or, if they are defending a nest or otherwise in a bad mood, they will charge an enemy, using their deadly dropkick. They will continue running past their enemy, dropkicking them to the ground until they have killed it or they feel that the enemy is fleeing and won't return. Of course, with an intelligence score of 1, they aren't always smart enough to make the right decision.
  
 
===For Player Characters===
 
===For Player Characters===
  
[[SRD:Druid|Druids]] and [[SRD:Ranger|Rangers]] may take a dire skunk as an animal companion with an effective level adjustment of -6.
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[[SRD:Druid|Druids]] and [[SRD:Ranger|Rangers]] may take a dire ostrich as an animal companion with an effective level adjustment of -8.
  
  

Revision as of 19:37, 13 August 2011

  • Dire Ostrich
  • Dire Platypus
  • Dire Wallaby
  • Dire Snail
  • Dire Hummingbird
  • Dire Squirrel


Homebrew.png
Author: Aarnott (talk)
Date Created: 23:14, 12 August 2011 (UTC)
Status: Working away
Editing: Clarity edits only please
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Dire Ostrich


Dire Ostrich

CR 5

N Huge Animal
Init/Senses +2/Listen +9, Spot +9
AC 23, touch 17, flat-footed 19
(+6 Dex, +7 inherent, +2 natural)
hp 44 (5 HD)
Fort/Ref/Will +7/+8/+6
Speed 80 ft. (14 squares)
Melee +16 bite (2d6+4), +14/+14 slams (1d6+4)
Space/Reach 5 ft./5 ft.
Base Atk/Grp +4/+12
Abilities Str 18, Dex 22, Con 16, Int 1, Wis 12, Cha 6
SQ Stride, Surefooted
Feats Run, Endurance, Multiattack, Weapon Finesse
Skills Survival +9, Jump +13
Advancement
Stride (Ex) Dire ostriches are swift runners. They can hustle for indefinite periods of time, and never accrue nonlethal damage due to hustling. Furthermore, dire ostriches can run for a number of minutes equal to their Constitution score before having to make any Constitution checks. When they do have to make checks to keep running, they make checks every minute instead of every round.
Sure Footed (Ex) Though standing on two feet, a dire ostrich has the carrying capacity of a huge quadruped with a similar Strength score, and gains a +4 bonus on Dexterity or Strength checks made to defend against bull rush, overrun and trip attempts as if it were a quadruped.
Dire Ostrich Dropkick (Ex) Whenever a dire ostrich charges, it can make 2 slam attacks instead of using its primary bite weapon. If it does, each hit allows the ostrich to make an trip attempt against the target with a +8 bonus. If it does trip the target, the ostrich has dropkicked the creature, sending it tumbling onto the ground. It can continue its movement, moving over the creature, without provoking attacks of opportunity if it wishes, up to a total of twice its movement speed in one round.
Savagery (Ex) Dire ostriches are really mean. They also get max HP per HD and a bonuses to HP, attack rolls, and saving throws that I can't be bothered to calculate.

Strategies and Tactics

Dire ostriches are really fast runners. When they feel threatened, they will either run away at really fast speeds, or, if they are defending a nest or otherwise in a bad mood, they will charge an enemy, using their deadly dropkick. They will continue running past their enemy, dropkicking them to the ground until they have killed it or they feel that the enemy is fleeing and won't return. Of course, with an intelligence score of 1, they aren't always smart enough to make the right decision.

For Player Characters

Druids and Rangers may take a dire ostrich as an animal companion with an effective level adjustment of -8.



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