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

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* <s>Dire Ostrich</s>
+
= Sandbox =
* Dire Hummingbird
 
* Dire Squirrel
 
* Dire Wallaby
 
* Dire Snail
 
* Dire Platypus
 
 
 
 
 
== 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.
 
  
 
{{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 Hummingbird Swarm ==
+
== 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
Line 26: Line 18:
  
 
<!-- Base Stats -->
 
<!-- Base Stats -->
|name=Dire Hummingbird Swarm |cr=3
+
|name=Dire Rhinoceros |cr=6
|al=N |size=[[SRD:Diminutive Size|Diminutive]] |type=[[SRD:Animal|Animal]] |subtypes=[[SRD:Swarm Subtype|Swarm]]
+
|al=N |size=[[SRD:Huge Size|Huge]] |type=[[SRD:Animal|Animal]]
|space=10 ft. |reach=0 ft.
+
|space=15 ft. |reach=10 ft.
|str=1 |dex=16 |con=8 |int=1 |wis=12 |cha=8
+
|str=30 |dex=12 |con=25 |int=2 |wis=13 |cha=6
|init=+3 |listen=+4 |spot=+4 |sens=
+
|init=+1 |listen=+9 |spot=+4 |sens=Low-light vision
  
 
<!-- Defenses -->
 
<!-- Defenses -->
|ac=21 |acmods=+4 Dex, +4 size, +3 Natural |touch=14 |flat=17 |othac=
+
|ac=26 |acmods= |touch=18 |flat=24 |othac=
|hp=22 |hd=3 |othhp=immune to weapon damage
+
|hp=65 |hd=6 |othhp=DR 2/&mdash;
|fort=+5 |ref=+7 |will=+6 |othsave=Swarmy Evasion
+
|fort=+10 |ref=+7 |will=+7 |othsave=
 +
|resist=2 all energy types
  
 
<!-- Movement -->
 
<!-- Movement -->
|spd=0 ft.
+
|spd=40 ft. (8 squares)
|fly=40 ft., perfect (8 squares)
+
|othspd=Thunderous Hooves
  
 
<!-- Offense -->
 
<!-- Offense -->
|bab=+0 |grp=&mdash;
+
|bab=+4 |grp=+10
|atkop=Distraction
+
|atkop=Charger, Trample, Butt, Stomp
|melee1=Swarm (4 + blood drain)
+
|melee1=+15 Gore (3d6+15)
  
 
|sq=
 
|sq=
 
|feats=
 
|feats=
 
|skills=
 
|skills=
 
|aura=Really Annoying Buzz
 
  
 
<!-- Non spell-likes -->
 
<!-- Non spell-likes -->
|san1=Really Annoying Buzz ([[Ex]])
+
|san1=Charger ([[Ex]])
|sad1=A dire hummingbird swarm creates a loud buzz that can be heard for miles, but up close is simply the most aggravating sound ever. Each creature within 60 ft. must make a Will save DC 16 at the start of their turn or else either choose to take whatever means they have available to move into the swarm's square and try to kill the swarm or else flee with their best possible means for 2 rounds.
+
|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.
  
As long as a character is within 60 ft. of the swarm, they take a -4 penalty to attack rolls, skill checks, and DCs of abilities that do not involve the swarm as a target. The character may make a Concentration check DC 12 (note this check has a -4 penalty making it effectively DC 16), as a swift action, to ignore this effect for 1 round.
+
|san2=Trample ([[Ex]])
 +
|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.
  
|san2=Swarmy Evasion ([[Ex]])
+
|san3=Butt ([[Ex]])
|sad2=Unlike a normal swarm, dire humming bird swarms are exceptionally mobile and take half damage from any area of effect spell that requires a reflex save for half damage on a failed save, and no damage on a successful save.
+
|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.
  
|san3=Blood Drain ([[Ex]])
+
|san4=Stomp ([[Ex]])
|sad3=Each turn a dire hummingbird swarm damages an opponent consecutively, it deals an extra 2 points of damage as it drains more blood. For example, if it hits Fighter Bob 5 times in a row, it deals 4 + 6 + 8 + 10 + 12 damage to him, for a total of 30 damage. Every time a dire humming bird swarm deals extra damage in this way, it heals 2 hitpoints.
+
|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=Savagery ([[Ex]])
+
|san5=Thunderous Hooves ([[Ex]])
|sad5=Dire hummingbird swarms 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. Some other things like grapple and trip bonuses are also modified (that way this creature won't rofflestomp the players with a stupidly high grapple or trip bonus).
+
|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).
  
 
}}
 
}}
 +
 +
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===
 
===Strategies and Tactics===
  
A dire hummingbird swarm has a very effective strategy: lure in aggravated creatures and drain all the blood from them before they can escape. They tend to try to make the best use of their blood drain ability, chasing down enemies that try to flee when the damage stacks up high.
+
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).
  
  
 
----
 
----
 +
{{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]]

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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