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

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Revision as of 23:43, 29 August 2011

SRD Rewrites

Ones that aren't silly, but should be made

Fun(ny) Ones

Random Thoughts

  • The whole "animal" type in D&D is generally pretty lame. Animals take the role of just being fighters with little to no special abilities.
  • Although I like the 4e merging of magical beast and animal into the same type, I'd rather not make my dire animals magical beasts. Instead, I'd like to make them animals with magical-ish abilities.
  • For the most part they will just be really savage versions of an actual animal, but I'm going to take the definition of "dire" to mean animals touched by the supernatural. They are still a species of their own and are still animals, but they have some sort of supernatural lineage.
  • As a result, I can make a bloodthristy hummingbird or a snail that leaves a trail of bubbling acid. Stuff that isn't really "realistic" for an animal and probably should be a magical beast, but at least adds some interesting foes to the animal category of monsters.
  • Summoning these monsters and stuff won't be compatible. I want to have the CR scale such that there are dire animals at practically any level of play to fight.

Sandbox

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Author: Aarnott (talk)
Date Created:
Status: Working away
Editing: Clarity edits only please
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Note

You may be looking for the Dire Shark from the SRD instead.

This monster is balanced to fit in a rogue level game. I have taken the liberty of not using the standard D&D rules for determining various statistics for this monster. As a result, it may seem a bit stronger (or weaker) than some SRD monsters of the same CR and that is fine. I think it will pose an appropriate challenge for rogue-level characters of its CR.

Dire Shark


Dire Shark

CR 9

N Gargantuan Animal
Init/Senses +2/Low-light vision, keen scent, blindsight 60ft.; Listen +12, Spot +12
AC 29, touch 20, flat-footed 27
hp 150 (9 HD)
Fort/Ref/Will +11/+11/+11
Speed 0 ft. (duh :P), swim 60ft. (12 squares)
Melee +21 Bite (6d6)
Space/Reach 20 ft./15 ft.
Base Atk/Grp +7/+15
Abilities Str 23, Dex 15, Con 17, Int 1, Wis 12, Cha 10
Feats Run (can use underwater, obviously)
Skills Swim +20
Advancement
Deadly Jaws (Ex) As a standard action a dire shark can make a bite attack that, when it hits, immediately grapples the creature it hit (dealing no additional damage, but dealing the base bite damage).
Swallow Whole (Ex) A dire shark can try to swallow a grabbed opponent of up to one size smaller by making a successful grapple check. Once inside, the opponent takes 25 points of bludgeoning damage plus 5 points of acid damage per round from the shark’s digestive juices. A swallowed creature can cut its way out using a light slashing or piercing weapon by dealing 25 points of damage to the shark’s digestive tract (AC 25). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
Blood Frenzy (Ex) Whenever a dire shark deals damage to an enemy, it gains a +30 ft. bonus to its swim speed, a +2 dodge bonus to its AC, and can make an additional bite attack during a full attack action. This lasts 5 rounds and will have its duration reset if the dire shark deals damage again.
Keen Scent (Ex) A dire shark can detect creatures in the water, by scent, in a 1 mile radius and can detect the exact location a bleeding creature is located in the water at a range of up to 10 miles.

Dire sharks attack anything they perceive to be edible, even larger creatures (not that many creatures are larger). Dire sharks are masters of the ocean and can detect even the slightest hint of blood from miles away. Their senses are so keen that they can use vibrations they feel in the water to "see" everything around them.

This monstrous fish can grow to a length of 25 feet and weigh more than 20,000 pounds.

Strategies and Tactics

Dire sharks bite with their powerful jaws, swallowing smaller creatures in one gulp.



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