Difference between revisions of "Ho-Oh (3.5e Monster)"
Luigifan18 (talk | contribs) (More of Ho-Oh) |
Luigifan18 (talk | contribs) (Whirlwind) |
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Ho-Oh specializes in dishing out physical damage and withstanding magic. It's a little slow, but its [[#Brave Bird|Brave Bird]] and [[#Sacred Fire|Sacred Fire]] attacks are truly fearsome. | Ho-Oh specializes in dishing out physical damage and withstanding magic. It's a little slow, but its [[#Brave Bird|Brave Bird]] and [[#Sacred Fire|Sacred Fire]] attacks are truly fearsome. | ||
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+ | '''{{Anchor|Whirlwind}} {{Ex}}:''' As a full-round action, Ho-Oh can flap its wings in a frenzy that whips up a mighty blast of wind. This wind affects all creatures except for Ho-Oh itself in an 80-foot cone originating at the center of Ho-Oh space. Creatures of a size category equal to Ho-Oh's must succeed on a Fortitude save or else be blown 2d10×1000 feet away in a straight line; success on the Fortitude save halves this distance. (The Fortitude save DC is Dexterity-based.) Creatures smaller than Ho-Oh are blown an extra 500 feet away per size category below Ho-Oh's, while creatures larger than Ho-Oh are blown 500 feet less per size category above Ho-Oh. A creature that collides with something in this way takes 1d6 damage per 100 feet it had left to travel and inflicts an equal amount of damage to the obstacle. If this destroys the obstacle, the damage dealt to the creature is halved. If the obstacle is not destroyed, the creature's movement is stopped. Ho-Oh may only use Whirlwind once per minute. | ||
'''{{Anchor|Weather Ball}} ([[Su]]):''' This ability can be used once per 2 rounds. It is cast like a Fireball, except the damage and descriptor varies based on the weather: | '''{{Anchor|Weather Ball}} ([[Su]]):''' This ability can be used once per 2 rounds. It is cast like a Fireball, except the damage and descriptor varies based on the weather: | ||
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Caster Level is equal to hit dice, save DC is 10 + ½ Ho-Oh's Hit Dice + Ho-Oh's Charisma modifier. | Caster Level is equal to hit dice, save DC is 10 + ½ Ho-Oh's Hit Dice + Ho-Oh's Charisma modifier. | ||
− | '''{{Anchor|Gust}} ([[Ex]]):''' As a standard action, | + | '''{{Anchor|Gust}} ([[Ex]]):''' As a standard action, Ho-Oh can trample creatures it flies over. Ho-Oh merely has to fly above the enemy within 15 feet of it (that is, the opponent has to be in Ho-Oh's melee reach). Ho-Oh's gust attack deals 1d8 + Dexterity Modifier of subdual damage. A gusted opponent may attempt an attack of opportunity with a −4 penalty to the attack roll (assuming that it has a reach of 5 feet or more). A gusted opponent who chooses not to make an attack of opportunity may instead attempt a [[SRD:Reflex|Reflex]] save for half damage (DC 10 + ½ Hit Dice + [[SRD:Dexterity|Dexterity]] Modifier). This is a [Flying] effect. |
'''''{{Anchor|Extrasensory}}'' {{Ps}}:''' As a standard action, Ho-Oh can overload the senses of a single opponent within Medium Range, doing 1d8 damage per Hit Die and stunning that opponent for 1d4−1 rounds. A Will save is allowed to halve the damage and negate the stun (save DC is Charisma-based). This is equivalent to a 7th-level power. This is a [Psychic] effect. | '''''{{Anchor|Extrasensory}}'' {{Ps}}:''' As a standard action, Ho-Oh can overload the senses of a single opponent within Medium Range, doing 1d8 damage per Hit Die and stunning that opponent for 1d4−1 rounds. A Will save is allowed to halve the damage and negate the stun (save DC is Charisma-based). This is equivalent to a 7th-level power. This is a [Psychic] effect. |
Revision as of 14:17, 29 September 2013
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Ho-Oh | |
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Size/Type: | Huge Magical Beast (Fire) |
Hit Dice: | 24d10+144 (280 hp) |
Initiative: | +6 |
Speed: | 20 ft., 240 ft. fly (good) |
Armor Class: | 34 (−2 size, +6 Dex, +20 natural), touch 14, flat-footed 28 |
Base Attack/Grapple: | +24/ |
Attack: | Slam +33 melee (2d8+16) |
Full Attack: | Slam +33 melee (2d8+16) plus peck +33 melee (1d8+11) plus 2 talons +33 melee (1d6+6) |
Space/Reach: | 15 ft./15 ft. |
Special Attacks: | Whirlwind, Weather Ball, Gust, Brave Bird, Extrasensory, Sacred Fire, Punishment, AncientPower, Power Attack, Pyrokinesis, Improved Charge |
Special Qualities: | Fire Pokémon Traits, Flying Pokémon Traits, Pressure, Sunny Day |
Saves: | Fort +20, Ref +20, Will +171 |
Abilities: | Str 32, Dex 22, Con 22, Int 30, Wis 37, Cha 26 |
Skills: | |
Feats: | Power Attack (1 HD), Pyrokinesis (3 HD), Improved Charge (6 HD), Multiattack (9 HD), Improved Multiattack (12 HD), Blitz (15 HD) |
Environment: | The peak of the Tin Tower |
Organization: | Solitary (only one in existence) |
Challenge Rating: | 26 |
Treasure: | Double standard |
Alignment: | Neutral good |
Advancement: | |
Level Adjustment: |
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Combat
Ho-Oh specializes in dishing out physical damage and withstanding magic. It's a little slow, but its Brave Bird and Sacred Fire attacks are truly fearsome.
Whirlwind (Ex): As a full-round action, Ho-Oh can flap its wings in a frenzy that whips up a mighty blast of wind. This wind affects all creatures except for Ho-Oh itself in an 80-foot cone originating at the center of Ho-Oh space. Creatures of a size category equal to Ho-Oh's must succeed on a Fortitude save or else be blown 2d10×1000 feet away in a straight line; success on the Fortitude save halves this distance. (The Fortitude save DC is Dexterity-based.) Creatures smaller than Ho-Oh are blown an extra 500 feet away per size category below Ho-Oh's, while creatures larger than Ho-Oh are blown 500 feet less per size category above Ho-Oh. A creature that collides with something in this way takes 1d6 damage per 100 feet it had left to travel and inflicts an equal amount of damage to the obstacle. If this destroys the obstacle, the damage dealt to the creature is halved. If the obstacle is not destroyed, the creature's movement is stopped. Ho-Oh may only use Whirlwind once per minute.
Weather Ball (Su): This ability can be used once per 2 rounds. It is cast like a Fireball, except the damage and descriptor varies based on the weather:
- Daylight: Fire [Fire], failed save sets alight for 2d6 Fire per round.
- Downpour: Acid [Water], failed save causes drowning as per the spell
- Hail Storm: Cold [Ice], failed save Slows for 1 minute
- Sandstorm: Piercing [Ground], failed save causes blindness for 1 minute
- Darkness: Negative [Dark], failed save causes fatigue
Caster Level is equal to hit dice, save DC is 10 + ½ Ho-Oh's Hit Dice + Ho-Oh's Charisma modifier.
Gust (Ex): As a standard action, Ho-Oh can trample creatures it flies over. Ho-Oh merely has to fly above the enemy within 15 feet of it (that is, the opponent has to be in Ho-Oh's melee reach). Ho-Oh's gust attack deals 1d8 + Dexterity Modifier of subdual damage. A gusted opponent may attempt an attack of opportunity with a −4 penalty to the attack roll (assuming that it has a reach of 5 feet or more). A gusted opponent who chooses not to make an attack of opportunity may instead attempt a Reflex save for half damage (DC 10 + ½ Hit Dice + Dexterity Modifier). This is a [Flying] effect.
Extrasensory (Ps): As a standard action, Ho-Oh can overload the senses of a single opponent within Medium Range, doing 1d8 damage per Hit Die and stunning that opponent for 1d4−1 rounds. A Will save is allowed to halve the damage and negate the stun (save DC is Charisma-based). This is equivalent to a 7th-level power. This is a [Psychic] effect.
Punishment (Ex): With a Standard Action, Ho-Oh may make a Touch Attack against a foe, and if they have any ongoing magic effects on them, it deals 1d6 damage per Caster Level of the highest-CL effect on them. In a Contest, if this is used, then anyone in the same round who tries some kind of dirty trick but rolls lower finds it backfiring, and loses a point. This is a [Dark] effect.
AncientPower (Su): Once per three rounds, Ho-Oh 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, Ho-Oh 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 - Ho-Oh knows to throw random rocks around every minute or so just to keep the bonuses at the maximum. This is a [Rock] effect.
Advancement
At 25 HD, Ho-Oh learns Recover (Ps). As a standard action, Ho-Oh psionically heals itself, regaining up to half its maximum hit points. This is the equivalent of a 6th-level power. Ho-Oh may use Recover once every 1d4 rounds.
At 26 HD, Ho-Oh learns Safeguard (Sp). As a move action, Ho-Oh may cloak itself in a shining aura that completely protects it from all negative status conditions (including paralysis, numbing, poison, disease, confusion, stunning, dazzling, and dazing) for 5 rounds. This ability is the equivalent of a 4th-level spell.
At 29 HD, Ho-Oh learns Calm Mind (Ps). As a standard action, Ho-Oh may meditate and gain a +1 insight bonus to Wisdom and Charisma for 2 minutes. It may repeat this as many times as it wishes, with each usage increasing the bonus by +1 (to a maximum of +6) and resetting the duration. This is the equivalent of a 2nd-level power.
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