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

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= Sandbox =
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{{Author
 
{{Author
 
|author_name=Aarnott
 
|author_name=Aarnott
|date_created=23:14, 12 August 2011 (UTC)
+
|date_created=
 
|status=Working away
 
|status=Working away
 +
|balance=Rogue
 
}}
 
}}
  
== Dire Skunk ==
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== Note ==
 +
 
 +
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 Rhinoceros ==
  
 
{{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 Rhinoceros |cr=6
|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.
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|space=15 ft. |reach=10 ft.
|str=15 |dex=14 |con=14 |int=2 |wis=14 |cha=6
+
|str=30 |dex=12 |con=25 |int=2 |wis=13 |cha=6
|init=+2 |listen=+9 |spot=+9 |sens=
+
|init=+1 |listen=+9 |spot=+4 |sens=Low-light vision
  
 
<!-- Defenses -->
 
<!-- Defenses -->
|ac=21 |acmods=+2 Dex, +7 inherent, +2 natural |touch=17 |flat=19 |othac=
+
|ac=26 |acmods= |touch=18 |flat=24 |othac=
|hp=45 |hd=4 |othhp=
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|hp=65 |hd=6 |othhp=DR 2/&mdash;
|fort=+8 |ref=+7 |will=+6 |othsave=
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|fort=+10 |ref=+7 |will=+7 |othsave=
 +
|resist=2 all energy types
  
 
<!-- Movement -->
 
<!-- Movement -->
|spd=30 ft. (6 squares)
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|spd=40 ft. (8 squares)
|burrow=5 ft. (1 square)
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|othspd=Thunderous Hooves
  
 
<!-- Offense -->
 
<!-- Offense -->
|bab=+3 |grp=+5
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|bab=+4 |grp=+10
|atkop=
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|atkop=Charger, Trample, Butt, Stomp
|melee1=+14 bite (2d6+2) +12/+12 claws (1d4+2)
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|melee1=+15 Gore (3d6+15)
  
|sq=Scent
+
|sq=
 
|feats=
 
|feats=
|skills=[[SRD:Survival|Survival]] +9
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|skills=
  
 
<!-- Non spell-likes -->
 
<!-- Non spell-likes -->
|san1=Spray ([[Ex]])
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|san1=Charger ([[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 minute 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=A dire rhinoceros is a master charger and can automatically decide to consider a run action a charge at any point when it is running. It chooses a target for the charge and makes an attack against that target, as normal. The rhino only takes the penalties from the run action in this case, not the charge penalties as well.
  
|san3=Savagery ([[Ex]])
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|san2=Trample ([[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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|sad2=If a dire rhinoceros moves over top of a prone creature's square, the creature can choose to either make an attack of opportunity or try to roll out of the way. If it chooses to make the attack of opportunity, it takes 5d6 damage. If it chooses to roll out of the way, it must make a Reflex save DC 19 or a Escape Artist check DC 24 or else take 5d6 damage.
 +
 
 +
|san3=Butt ([[Ex]])
 +
|sad3=As a standard action, a dire rhinoceros can headbutt a creature. It makes a Gore attack as normal. If it hits, the creature is knocked back 5ft. per 5 damage dealt and knocked prone if the dire rhinoceros deals at least 25 damage.
 +
 
 +
|san4=Stomp ([[Ex]])
 +
|sad4=As a standard action, a dire rhinoceros can stomp the ground, sending a shockwave through the earth. Each creature within 30 ft. must make a Reflex save DC 19 or a Balance check DC 24 or else fall prone and take 10 damage. On a successful save or skill check the creatures still take 5 damage, but are not knocked prone.
 +
 
 +
|san5=Thunderous Hooves ([[Ex]])
 +
|sad5=Whenever a dire rhinoceros runs or charges, each creature that is within 20 ft. of the rhino at any point of its movement must make a Reflex save DC 19 or a Balance check DC 24 or else fall prone. Resolve this saving throw or skill check immediately when the rhino is within range (which may mean it could trample you if it was charging at you).
  
 
}}
 
}}
  
===Strategies and Tactics===
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The dire rhinoceros is infamous for its bloodthristy aggression and willingness to charge and kill creatures it considers a rival or possible challenge.
  
Don't piss off a dire chicken. They are very territorial and will attack mercilessly. It's like that time when you thought it would be a good idea to smack that defenseless chicken with your master sword and then a flock of them came at you and killed you. Like that only there is one of them and it is even angrier.
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Dire rhinoceros' are 10 to 16 feet long, 5 to 7 feet at the shoulder, and weigh around 15,000 lbs.
  
If you do piss one off, you can expect it to come at you clawing and pecking. Then when you do kill it, it will just keep coming at you with the talons. That's about all there is to it.
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===Strategies and Tactics===
  
===For Player Characters===
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A dire rhinoceros runs in a straight line, hoping its thunderous hooves will knock down some enemies and allow a trample. Generally, it will prefer to trample enemies and run past if it can.
  
[[SRD:Druid|Druids]] and [[SRD:Ranger|Rangers]] may take a dire chicken as an animal companion with an effective level adjustment of -6.
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When cornered by groups, it will stomp on the ground and move over an enemy that is knocked prone to trample them and also make an escape. If one enemy is much more threatening than others, it will use its butt attack to fling the enemy away (and if the enemy is knocked prone, the rhino will trample them too).
  
  
 
----
 
----
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{{Dire Petting Zoo Breadcrumb}} &rarr; [[Dire Petting Zoo (3.5e Sourcebook)/Dire Animal Bestiary|Bestiary]]<br>
 
{{3.5e Monsters Breadcrumb}}
 
{{3.5e Monsters Breadcrumb}}
 
[[Category:3.5e]]
 
[[Category:3.5e]]
 
[[Category:User]]
 
[[Category:User]]
 
[[Category:Monster]]
 
[[Category:Monster]]
 
[[Category:Companion]]
 

Latest revision as of 17:52, 31 August 2011

Sandbox[edit]

Homebrew.png
Author: Aarnott (talk)
Date Created:
Status: Working away
Editing: Clarity edits only please
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Note[edit]

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 Rhinoceros[edit]


Dire Rhinoceros

CR 6

N Huge Animal
Init/Senses +1/Low-light vision; Listen +9, Spot +4
AC 26, touch 18, flat-footed 24
hp 65 (6 HD); DR 2/—
Resist 2 all energy types
Fort/Ref/Will +10/+7/+7
Speed 40 ft. (8 squares); Thunderous Hooves
Melee +15 Gore (3d6+15)
Space/Reach 15 ft./10 ft.
Base Atk/Grp +4/+10
Atk Options Charger, Trample, Butt, Stomp
Abilities Str 30, Dex 12, Con 25, Int 2, Wis 13, Cha 6
Advancement
Charger (Ex) A dire rhinoceros is a master charger and can automatically decide to consider a run action a charge at any point when it is running. It chooses a target for the charge and makes an attack against that target, as normal. The rhino only takes the penalties from the run action in this case, not the charge penalties as well.
Trample (Ex) If a dire rhinoceros moves over top of a prone creature's square, the creature can choose to either make an attack of opportunity or try to roll out of the way. If it chooses to make the attack of opportunity, it takes 5d6 damage. If it chooses to roll out of the way, it must make a Reflex save DC 19 or a Escape Artist check DC 24 or else take 5d6 damage.
Butt (Ex) As a standard action, a dire rhinoceros can headbutt a creature. It makes a Gore attack as normal. If it hits, the creature is knocked back 5ft. per 5 damage dealt and knocked prone if the dire rhinoceros deals at least 25 damage.
Stomp (Ex) As a standard action, a dire rhinoceros can stomp the ground, sending a shockwave through the earth. Each creature within 30 ft. must make a Reflex save DC 19 or a Balance check DC 24 or else fall prone and take 10 damage. On a successful save or skill check the creatures still take 5 damage, but are not knocked prone.
Thunderous Hooves (Ex) Whenever a dire rhinoceros runs or charges, each creature that is within 20 ft. of the rhino at any point of its movement must make a Reflex save DC 19 or a Balance check DC 24 or else fall prone. Resolve this saving throw or skill check immediately when the rhino is within range (which may mean it could trample you if it was charging at you).

The dire rhinoceros is infamous for its bloodthristy aggression and willingness to charge and kill creatures it considers a rival or possible challenge.

Dire rhinoceros' are 10 to 16 feet long, 5 to 7 feet at the shoulder, and weigh around 15,000 lbs.

Strategies and Tactics[edit]

A dire rhinoceros runs in a straight line, hoping its thunderous hooves will knock down some enemies and allow a trample. Generally, it will prefer to trample enemies and run past if it can.

When cornered by groups, it will stomp on the ground and move over an enemy that is knocked prone to trample them and also make an escape. If one enemy is much more threatening than others, it will use its butt attack to fling the enemy away (and if the enemy is knocked prone, the rhino will trample them too).



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