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

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== SRD Rewrites ==
 
 
* [[Dire Ape (3.5e Monster)|Dire Ape]] (CR 4)
 
* [[Dire Badger (3.5e Monster)|Dire Badger]] (CR 2)
 
* [[Dire Bat (3.5e Monster)|Dire Bat]] (CR 2)
 
* [[Dire Bear (3.5e Monster)|Dire Bear]] (CR 7)
 
* [[Dire Boar (3.5e Monster)|Dire Boar]] (CR 4)
 
* [[Dire Lion (3.5e Monster)|Dire Lion]] (CR 5)
 
* [[Dire Rat (3.5e Monster)|Dire Rat]] (CR 1/2)
 
* [[Dire Shark (3.5e Monster)|Dire Shark]] (CR 9)
 
* [[Dire Tiger (3.5e Monster)|Dire Tiger]] (CR 8)
 
* [[Dire Weasel (3.5e Monster)|Dire Weasel]] (CR 2)
 
* [[Dire Wolf (3.5e Monster)|Dire Wolf]] (CR 3)
 
* [[Dire Wolverine (3.5e Monster)|Dire Wolverine]] (CR 4)
 
 
== Ones that aren't silly, but should be made ==
 
 
* [[Dire Bison (3.5e Monster)|Dire Bison]] (CR 4)
 
* [[Dire Camel (3.5e Monster)|Dire Camel]] (CR 3)
 
* [[Dire Constrictor Snake (3.5e Monster)|Dire Constrictor Snake]] (CR 7)
 
* [[Dire Crocodile (3.5e Monster)|Dire Crocodile]] (CR 6)
 
* [[Dire Elephant (3.5e Monster)|Dire Elephant]] (CR 9)
 
* [[Dire Eagle (3.5e Monster)|Dire Eagle]] (CR 2, also dire hawk)
 
* [[Dire Hippopotamus (3.5e Monster)|Dire Hippopotamus]] (CR 10, ?)
 
* [[Dire Horse (3.5e Monster)|Dire Horse]] (CR 4)
 
* [[Dire Hyena, Aarnott (3.5e Monster)|Dire Hyena]] (CR 3)
 
* [[Dire Owl (3.5e Monster)|Dire Owl]] (CR 2)
 
* [[Dire Polar Bear (3.5e Monster)|Dire Polar Bear]] (CR 8)
 
* [[Dire Rhinoceros (3.5e Monster)|Dire Rhinoceros]] (CR 8)
 
* [[Dire Toad (3.5e Monster)|Dire Toad]] (CR 1/2)
 
* [[Dire Viper Snake (3.5e Monster)|Dire Viper Snake]] (CR 5)
 
 
== Fun(ny) Ones ==
 
 
* <s>[[Dire Chicken (3.5e Monster)|Dire Chicken]]</s> (CR 1)
 
* <s>[[Dire Skunk (3.5e Monster)|Dire Skunk]]</s> (CR 3)
 
* <s>[[Dire Ostrich (3.5e Monster)|Dire Ostrich]]</s> (CR 4)
 
* <s>[[Dire Hummingbird (3.5e Monster)|Dire Hummingbird]]</s> (CR 1/2)
 
* <s>[[Dire Hummingbird Swarm (3.5e Monster)|Dire Hummingbird Swarm]]</s> (CR 3)
 
* [[Dire Squirrel (3.5e Monster)|Dire Squirrel]] (CR 1)
 
* [[Dire Wallaby (3.5e Monster)|Dire Wallaby]]
 
* [[Dire Snail (3.5e Monster)|Dire Snail]] (CR 2, acid slime trail, defensive shell)
 
* [[Dire Platypus (3.5e Monster)|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.
 
*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 =
 
= Sandbox =
  
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== Note ==
 
== Note ==
 
''You may be looking for the [[SRD:Dire Wold|Dire Wolf]] 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.  
 
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 Wolf ==
+
== Dire Rhinoceros ==
  
 
{{Stat Block 2
 
{{Stat Block 2
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<!-- Base Stats -->
 
<!-- Base Stats -->
|name=Dire Wolf |cr=4
+
|name=Dire Rhinoceros |cr=6
|al=N |size=[[SRD:Large Size|Large]] |type=[[SRD:Animal|Animal]]
+
|al=N |size=[[SRD:Huge Size|Huge]] |type=[[SRD:Animal|Animal]]
|space=10 ft. |reach=5 ft.
+
|space=15 ft. |reach=10 ft.
|str=14 |dex=19 |con=10 |int=2 |wis=12 |cha=11
+
|str=30 |dex=12 |con=25 |int=2 |wis=13 |cha=6
|init=+4 |listen=+3 |spot=+5 |sens=Low-light vision, scent
+
|init=+1 |listen=+9 |spot=+4 |sens=Low-light vision
  
 
<!-- Defenses -->
 
<!-- Defenses -->
|ac=17 |acmods= |touch=15 |flat=15 |othac=
+
|ac=26 |acmods= |touch=18 |flat=24 |othac=
|hp=34 |hd=4 |othhp=
+
|hp=65 |hd=6 |othhp=DR 2/&mdash;
|fort=+4 |ref=+5 |will=+4 |othsave=
+
|fort=+10 |ref=+7 |will=+7 |othsave=
 +
|resist=2 all energy types
  
 
<!-- Movement -->
 
<!-- Movement -->
|spd=30 ft. (6 squares)
+
|spd=40 ft. (8 squares)
 +
|othspd=Thunderous Hooves
  
 
<!-- Offense -->
 
<!-- Offense -->
|bab=+3 |grp=+4
+
|bab=+4 |grp=+10
|atkop=Attach, Blood Drain
+
|atkop=Charger, Trample, Butt, Stomp
|melee1=+9 Bite (2d6)
+
|melee1=+15 Gore (3d6+15)
  
 
|sq=
 
|sq=
 
|feats=
 
|feats=
|skills=[[SRD:Hide Skill|Hide]] +5, [[SRD:Move Silently Skill|Move Silently]] +5
+
|skills=
  
 
<!-- Non spell-likes -->
 
<!-- Non spell-likes -->
|san1=Attach ([[Ex]])
+
|san1=Charger ([[Ex]])
|sad1=A dire weasel that hits with its bite attack latches onto the opponent’s body with its powerful jaws. An attached dire weasel loses its Dexterity bonus to AC and thus has an AC of 15. An attached dire weasel can be struck with a weapon or grappled itself. To remove an attached dire weasel through grappling, the opponent must achieve a pin against the creature.
+
|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.
 +
 
 +
|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.
 +
 
 +
|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.
  
If another creature attacks an attached dire weasel with a weapon, they must take a -4 penalty to hit in order to avoid hitting their ally.
+
|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.
  
|san2=Blood Drain ([[Ex]])
+
|san5=Thunderous Hooves ([[Ex]])
|sad2=Each round a dire weasel spends attached to you, it deals 3d6 damage +1 for each round it has been attached.
+
|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).
  
 
}}
 
}}
  
Dire weasels grow to be up to 4 feet long and can reach a weight of 150 pounds.
+
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 weasel will spring forward and bite an enemy, clamping its jaws on their vitals until it wrests the life out of the enemy.
+
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

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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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