Difference between revisions of "Omastar (3.5e Monster)"

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{{author
|adopter=Quantumboost
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|author_name=SisterAcacia
|author_name=Koumei
 
|date_adopted=3/21/2010
 
 
|status=Complete
 
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|editing=Spelling and Grammar only
 
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|sa=[[#Tentacles|Tentacles]], [[#Improved Grab|Improved Grab]], [[#Constrict|Constrict]], [[#Water Gun|Water Gun]], [[#Tickle|Tickle]], [[#Brine|Brine]]
 
|sa=[[#Tentacles|Tentacles]], [[#Improved Grab|Improved Grab]], [[#Constrict|Constrict]], [[#Water Gun|Water Gun]], [[#Tickle|Tickle]], [[#Brine|Brine]]
 
|sq=[[#Spikes|Spikes]]
 
|sq=[[#Spikes|Spikes]]
|fort=+9 |ref=+5 |will=-1
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|fort=+13 |ref=+7 |will=+5
 
|str=14 |dex=10 |con=22 |int=8 |wis=14 |cha=12
 
|str=14 |dex=10 |con=22 |int=8 |wis=14 |cha=12
 
|skills=Hide +13, Swim +10
 
|skills=Hide +13, Swim +10
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'''{{Anchor|Water Gun}} ([[Su]]):''' A 30' ranged attack can be made as a standard action, hitting the foe with a high-powered stream of muddy water. This deals 1d8 damage per 2 hit dice and can be used once per three rounds. Due to the mud, this also blinds the foe for 1 round if it hits.
 
'''{{Anchor|Water Gun}} ([[Su]]):''' A 30' ranged attack can be made as a standard action, hitting the foe with a high-powered stream of muddy water. This deals 1d8 damage per 2 hit dice and can be used once per three rounds. Due to the mud, this also blinds the foe for 1 round if it hits.
  
'''{Anchor|Tickle}} ([[Ex]]):''' As a melee touch attack, Omastar can tickle a foe with a standard action. The foe must make a DC 19 Will save (Str-based, +2 racial bonus) or count as [[SRD:Dazed|Dazed]] for 1d4 rounds as they squirm and laugh.
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'''{{Anchor|Tickle}} ([[Ex]]):''' As a melee touch attack, Omastar can tickle a foe with a standard action. The foe must make a DC 19 Will save (Str-based, +2 racial bonus) or count as [[SRD:Dazed|Dazed]] for 1d4 rounds as they squirm and laugh.
  
 
'''{{Anchor|Brine}} ([[Su]]):''' A spray of acidic salt water may be fired in a 30' cone every 4 rounds. This deals 1d4 Acid damage per hit die (Reflex save half, DC equal to 10 + 1/2 Omastar's Hit Dice + Omastar's Charisma modifier). If the target has already taken at least 20 points of damage, or is bleeding, or has been hit by a Wounding effect, then they take double damage (Ref reduces this to normal damage) and must make a Fort save (same DC) or be Stunned with pain for 1 round.
 
'''{{Anchor|Brine}} ([[Su]]):''' A spray of acidic salt water may be fired in a 30' cone every 4 rounds. This deals 1d4 Acid damage per hit die (Reflex save half, DC equal to 10 + 1/2 Omastar's Hit Dice + Omastar's Charisma modifier). If the target has already taken at least 20 points of damage, or is bleeding, or has been hit by a Wounding effect, then they take double damage (Ref reduces this to normal damage) and must make a Fort save (same DC) or be Stunned with pain for 1 round.
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'''{{Anchor|Spike Cannon}} ([[Ex]]):''' At 12 HD, Omastar can fire two spikes up to 50 ft. as a standard action, dealing damage as a crossbow for its size.
 
'''{{Anchor|Spike Cannon}} ([[Ex]]):''' At 12 HD, Omastar can fire two spikes up to 50 ft. as a standard action, dealing damage as a crossbow for its size.
  
'''{{Anchor|Ancient Power}} ([[Ex]]):''' At 14 HD, once per minute, Omastar can telekinetically launch up to 3 chunks of stone within 100 feet. These are launched as ranged attacks, and, if at least as large as a Medium character, deal 10d6 damage each. Furthermore, upon activation, there is a 10% chance that Omastar will become stronger for 3 rounds, gaining a +4 bonus to Strength, a +6 bonus to Natural Armour and immunity to all negative conditions (it is only harmed by damage).
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'''{{Anchor|Ancient Power}} ([[Su]]):''' At 14 HD, once per three rounds, Omastar 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, Omastar gains a +1 Enhancement Bonus to Natural Armour and to all Ability Scores for the next five minutes. Using this while the bonus is still in effect improves the bonus by 1 (to a maximum of +6 total) and resets the duration - any Omastar of Intelligence 10 or more (including after using this) will figure out to throw random rocks around every minute or so just to keep the bonuses at the maximum.
  
 
'''{{Anchor|Geyser}} ([[Ex]]):''' At 20 HD, it may call powerful geysers from below the earth to strike foes. This is a Supernatural ability, and requires a full-round action. Two 30 foot bursts within 100 feet are selected, and all in the area take 2d6 damage per hit die and are knocked prone. A Reflex save (Wis-based) halves this damage and negates the prone status. This may be performed once per hour.
 
'''{{Anchor|Geyser}} ([[Ex]]):''' At 20 HD, it may call powerful geysers from below the earth to strike foes. This is a Supernatural ability, and requires a full-round action. Two 30 foot bursts within 100 feet are selected, and all in the area take 2d6 damage per hit die and are knocked prone. A Reflex save (Wis-based) halves this damage and negates the prone status. This may be performed once per hour.
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[[Category:3.5e]]
 
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[[Category:User]]
 
[[Category:User]]
[[Category:Monster]]
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[[Category:Pokemon d20]]
 
[[Category:Pokemon d20]]
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Latest revision as of 07:08, 11 December 2015


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Author: SisterAcacia (talk)
Date Created:
Status: Complete
Editing: Spelling and Grammar only
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Omastar
Size/Type: Medium Magical Beast (Earth, Water)
Hit Dice: 10d10+70 (125 hp)
Initiative: +0 (+0 Dex)
Speed: 20 ft., swim 60 ft.
Armor Class: 30 (+20 natural), touch 13, flat-footed 30
Base Attack/Grapple: +10/+12
Attack: Tentacle +12 melee (1d8+2)
Full Attack: 4 Tentacles +12 melee (1d8+2) and Bite +12 melee (1d8+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Tentacles, Improved Grab, Constrict, Water Gun, Tickle, Brine
Special Qualities: Spikes
Saves: Fort +13, Ref +7, Will +5
Abilities: Str 14, Dex 10, Con 22, Int 8, Wis 14, Cha 12
Skills: Hide +13, Swim +10
Feats: Multiattack, Improved Toughness, Improved Natural Attack (Tentacle), Improved Multiattack
Environment: Any aquatic, but usually extinct.
Organization: Solitary or Clade (4-10 Omanytes and 1-3 Omastar)
Challenge Rating: 10
Treasure: Standard.
Alignment: Usually Neutral
Advancement: 11-15 HD (Medium), 16-20 HD (Large)
Level Adjustment:


Combat[edit]

Tentacles: If using all tentacles to grapple, Omastar gains a +4 bonus to do so.

Improved Grab (Ex): If Omastar successfully hits with a tentacle attack, it may make a free grapple attempt without provoking an attack of opportunity.

Constrict (Ex): If it somehow successfully grapples a foe, Omastar may deal 4d6+3 constriction damage.

Water Gun (Su): A 30' ranged attack can be made as a standard action, hitting the foe with a high-powered stream of muddy water. This deals 1d8 damage per 2 hit dice and can be used once per three rounds. Due to the mud, this also blinds the foe for 1 round if it hits.

Tickle (Ex): As a melee touch attack, Omastar can tickle a foe with a standard action. The foe must make a DC 19 Will save (Str-based, +2 racial bonus) or count as Dazed for 1d4 rounds as they squirm and laugh.

Brine (Su): A spray of acidic salt water may be fired in a 30' cone every 4 rounds. This deals 1d4 Acid damage per hit die (Reflex save half, DC equal to 10 + 1/2 Omastar's Hit Dice + Omastar's Charisma modifier). If the target has already taken at least 20 points of damage, or is bleeding, or has been hit by a Wounding effect, then they take double damage (Ref reduces this to normal damage) and must make a Fort save (same DC) or be Stunned with pain for 1 round.

Spikes (Ex): Omastar counts as having Armour Spikes.

Roll Out (Ex): Omastar can move at triple speed for a charge, and deals +2d6 damage on charge attacks.

Advancement[edit]

An Omastar gains further powers as it advances, and receives the following attacks:

Spike Cannon (Ex): At 12 HD, Omastar can fire two spikes up to 50 ft. as a standard action, dealing damage as a crossbow for its size.

Ancient Power (Su): At 14 HD, once per three rounds, Omastar 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, Omastar gains a +1 Enhancement Bonus to Natural Armour and to all Ability Scores for the next five minutes. Using this while the bonus is still in effect improves the bonus by 1 (to a maximum of +6 total) and resets the duration - any Omastar of Intelligence 10 or more (including after using this) will figure out to throw random rocks around every minute or so just to keep the bonuses at the maximum.

Geyser (Ex): At 20 HD, it may call powerful geysers from below the earth to strike foes. This is a Supernatural ability, and requires a full-round action. Two 30 foot bursts within 100 feet are selected, and all in the area take 2d6 damage per hit die and are knocked prone. A Reflex save (Wis-based) halves this damage and negates the prone status. This may be performed once per hour.

Each time it gains one of these powers, Omastar advances by +1 CR.


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Back to Main Page3.5e HomebrewMonsters

AlignmentUsually Neutral +
AuthorSisterAcacia +
Challenge Rating10 +
EnvironmentAny aquatic, but usually extinct. +
Identifier3.5e Monster +
Level Adjustment+
RatingUndiscussed +
SizeMedium +
SubtypeEarth + and Water +
TitleOmastar +
TypeMagical Beast +