Difference between revisions of "Frostran (3.5e Monster)"
Luigifan18 (talk | contribs) (Project #93! Yes, this is a Pokémon - one I came up with myself. I'm building up towards a canon Pokémon with a huge fanbase, so stay tuned!) |
Luigifan18 (talk | contribs) (Save notes) |
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|author_name=Luigifan18 | |author_name=Luigifan18 | ||
|date_created=November 12, 2012 | |date_created=November 12, 2012 | ||
− | |status=In progress | + | |status=In progress (feats needed) |
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|sa=[[#AncientPower|AncientPower]], cold elemental aura (4d6 cold damage to all within 10 feet), [[#Ice Fang|Ice Fang]], [[#Scary Face|Scary Face]], [[#Crunch|Crunch]], [[#Rock Slide|Rock Slide]], [[#Avalanche|Avalanche]], [[#Earth Power|Earth Power]], [[#Stone Edge|Stone Edge]], [[#Snow Spiral|Snow Spiral]] | |sa=[[#AncientPower|AncientPower]], cold elemental aura (4d6 cold damage to all within 10 feet), [[#Ice Fang|Ice Fang]], [[#Scary Face|Scary Face]], [[#Crunch|Crunch]], [[#Rock Slide|Rock Slide]], [[#Avalanche|Avalanche]], [[#Earth Power|Earth Power]], [[#Stone Edge|Stone Edge]], [[#Snow Spiral|Snow Spiral]] | ||
|sq=Ice Pokémon Traits, Rock Pokémon Traits, [[#Flash Freeze|Flash Freeze]], spell resistance 50, martial defense 50, spell dampening 15, damage reduction 40/epic and adamantine, damage reduction 5/-, acid resistance 60, fire resistance 20, electric resistance 20, sonic resistance 40, cold anti-resistance 20, mettle, immune to fatigue and exhaustion, [[#Fighting and Steel Vulnerability|Fighting and Steel Vulnerability]] | |sq=Ice Pokémon Traits, Rock Pokémon Traits, [[#Flash Freeze|Flash Freeze]], spell resistance 50, martial defense 50, spell dampening 15, damage reduction 40/epic and adamantine, damage reduction 5/-, acid resistance 60, fire resistance 20, electric resistance 20, sonic resistance 40, cold anti-resistance 20, mettle, immune to fatigue and exhaustion, [[#Fighting and Steel Vulnerability|Fighting and Steel Vulnerability]] | ||
− | |fort=+26 |ref=+8 |will=+25 | + | |fort=+26 |ref=+8 |will=+25 <!-- Good Fortitude and Will saves, poor Reflex save --> |
|str=24 <!-- +7 -->|dex=4 <!-- −3 -->|con=28 <!-- +9 -->|int=18 <!-- +4 -->|wis=30 <!-- +10 -->|cha=26 <!-- +8 --> | |str=24 <!-- +7 -->|dex=4 <!-- −3 -->|con=28 <!-- +9 -->|int=18 <!-- +4 -->|wis=30 <!-- +10 -->|cha=26 <!-- +8 --> | ||
|skills=<!-- 256 skill points --> | |skills=<!-- 256 skill points --> |
Revision as of 02:37, 13 November 2012
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Frostran | |
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Size/Type: | Medium Elemental (Cold, Earth) |
Hit Dice: | 30d8+360 (550 hp) |
Initiative: | -3 |
Speed: | 5 ft., 5 ft. climb |
Armor Class: | 57 (-3 Dex, +60 natural), touch 7, flat-footed 57 |
Base Attack/Grapple: | +30/+37 |
Attack: | Bite +37 melee (2d8+10 plus 1d10 cold plus defense breaking plus freeze) or slam +32 melee (1d10+7 plus cold vengeance) |
Full Attack: | Bite +37 melee (2d8+10 plus 1d10 cold plus defense breaking plus freeze) and slam +32 melee (1d10+7 plus cold vengeance) |
Space/Reach: | 5 ft./5 ft. |
Special Attacks: | AncientPower, cold elemental aura (4d6 cold damage to all within 10 feet), Ice Fang, Scary Face, Crunch, Rock Slide, Avalanche, Earth Power, Stone Edge, Snow Spiral |
Special Qualities: | Ice Pokémon Traits, Rock Pokémon Traits, Flash Freeze, spell resistance 50, martial defense 50, spell dampening 15, damage reduction 40/epic and adamantine, damage reduction 5/-, acid resistance 60, fire resistance 20, electric resistance 20, sonic resistance 40, cold anti-resistance 20, mettle, immune to fatigue and exhaustion, Fighting and Steel Vulnerability |
Saves: | Fort +26, Ref +8, Will +25 |
Abilities: | Str 24, Dex 4, Con 28, Int 18, Wis 30, Cha 26 |
Skills: | |
Feats: | Juggernaut (1 HD), Great Fortitude (Tome) (3 HD), Resilience (6 HD), Elemental Aura (cold) (9 HD), Dynamic Potential (12 HD) |
Environment: | Frozen mountain peaks |
Organization: | Solitary |
Challenge Rating: | 30 |
Treasure: | Triple standard |
Alignment: | Always neutral |
Advancement: | 31-36 HD (Medium), 37-45 HD (Large), 46+ HD (Huge) |
Level Adjustment: |
A pale blue creature, like a tortise without a shell, confronts you on the mountain peak. Its body is covered with rocks embedded in its surface, and its face appears to be a rocky mask. With a savage roar, the creature advances on your position.
Frostran is one of the "Tran trio", and the embodiment and guardian of frozen mountain peaks. Like a mountain, it is sturdy, rugged, strong... and slow. Very, very slow. But don't underestimate it because it moves at a snail's pace - it can easily destroy its enemies in melee or at long range.
Combat
Frostran is very well-rounded, with the exception of its cripplingly poor Dexterity and movement speed. It makes up for this with potent ranged attacks and very strong defenses. Frostran has the strongest defenses of the Tran trio and the most physical power, but its nonphysical attacks are significantly weaker than those of its compatriots. It's also the slowest of the Tran trio by far, but then again, it's slow in comparison to anything that isn't immobile.
Flash Freeze (Su): Whenever hit by an effect that would normally deal Ice or Cold damage to Frostran, that damage is negated, and unless the effect originated from Frostran itself, it becomes even more powerful, Empowering any cold effects it unleashes in the next round. If the effect continues over multiple rounds, it remains Empowered for each round. Even if Flash Freeze is suppressed, Frostran is still immune to cold.
AncientPower (Su): Once per three rounds, Frostran can telekinetically launch up to 3 chunks of stone within 100 feet. These are launched as ranged attacks at separate targets, and, if at least as large as a Medium character, deal 6d6 damage each. Furthermore, upon activation, Frostran gains a +1 Enhancement Bonus to Natural Armour and to all ability scores for the next five minutes. Using AncientPower while the bonus is still in effect improves the bonus by 1 (to a maximum of +6 total for natural armor and each ability score) and resets the duration - Frostran knows to throw random rocks around every minute or so just to keep the bonuses at the maximum. This is a [Rock] effect.
Mettle (Ex): Thanks to its Resilience feat, whenever Frostran succeeds on a Fortitude or Will save for a partial effect from an attack, that attack instead does nothing at all to Frostran.
Ice Fang (Su): Frostran's bite attack inflicts an additional 1d10 cold damage, and a failure of 5 or more on a DC 31 Fortitude save (Strength-based) causes the target to become frozen, as the freeze[1] spell, until it manages to break free with a DC 30 Strength check. This is an [Ice] effect.
Scary Face (Su): Frostran can make itself look extra fierce, and is able to make an Intimidate check to demoralize as a Swift action.
Crunch (Su): Frostran's bite attack deals damage as though it was one size category larger, and forces any creature struck by it to succeed on a DC 31 Fortitude save (the save DC is Strength-based). A creature that fails the Fortitude save loses 1 point of natural armor, 1 point of damage reduction, and 1 point of martial defense for 1 minute. Another successful Crunch reduces the target's natural armor, damage reduction, and martial defense by a further 1 (to a maximum penalty of -6) and refreshes the duration. This is a [Dark] effect.
Rock Slide (Su): At will, Frostran may summon rocks from the sky anywhere within Medium range. These rocks fall in a 30-foot cylinder and do 15d12 damage (1 die per 2 HD), with a Reflex save (DC 33, Constitution-based) allowed for half. This is a [Rock] effect.
Avalanche (Ex): Whenever Frostran takes damage in a round, its slam attack does double damage for the rest of that round. This is an [Ice] effect.
Earth Power (Sp): This is a flame strike from below rather than from above. Instead of divine energy, half of the damage is a [Ground] effect and the other half is cold damage. (Actually, the whole move is a [Ground] effect, not an [Ice] effect, even though half of the damage is cold damage. It's still considered a cold effect, though.) Frostran's caster level is equal to its Hit Dice. The save DC of 32 is Charisma-based. Frostran may use earth power at will.
Stone Edge (Sp): Frostran may cast spike stones at will. This is a [Rock] effect.
Snow Spiral (Sp): Once per minute, Frostran may summon a 100-foot-radius emanation of driving snow anywhere within Long Range. This emanation does 15d10 cold damage to all caught in its area, with a Reflex save (DC 32, Charisma-based) allowed for half. A creature that fails its Reflex save is also immobilized and takes 15d10 cold damage again on Frostran's next turn, with another Reflex save allowed to halve that round's damage and end the effect. A creature must continue making saves against Snow Spiral until it succeeds on a Reflex save or fails 5 consecutive Reflex saves or until Frostran leaves Long range of that creature or is defeated, at which point the effect gives out. Frostran's caster level is equal to its Hit Dice. This ability is the equivalent of a 9th-level spell. (1 die's worth of damage is added per 2 Hit Die/caster levels.)
Fighting and Steel Vulnerability (Ex): Frostran's defensive ruggedness is somewhat undermined by its shoddy defensive typing. It suffers a -10 penalty on saves against [Fighting] and [Steel] effects. If a [Fighting] or [Steel] effect does not allow a save, Frostran takes double damage and is sad.
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