Difference between revisions of "Lopunny (3.5e Monster)"
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__NOTOC__ | __NOTOC__ | ||
{{author | {{author | ||
− | + | |author_name=SisterAcacia | |
− | |author_name= | ||
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|status=Complete | |status=Complete | ||
|editing=Spelling and Grammar only | |editing=Spelling and Grammar only | ||
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|space=5 ft. |reach=5 ft. | |space=5 ft. |reach=5 ft. | ||
|sa=[[#Jump Kick|Jump Kick]], [[#Charm|Charm]], [[#Bounce|Bounce]] | |sa=[[#Jump Kick|Jump Kick]], [[#Charm|Charm]], [[#Bounce|Bounce]] | ||
− | |sq=[[#Endure|Endure]], [[#Cute Charm|Cute Charm]], [[#Egg Move|Egg Move]] | + | |sq=[[#Endure|Endure]], [[#Cute Charm|Cute Charm]], [[#Egg Move|Egg Move]], [[#Normal Pokemon Traits|Normal Pokemon Traits]] |
|fort=+9 |ref=+10 |will=+4 | |fort=+9 |ref=+10 |will=+4 | ||
− | |str=10 |dex=18 |con=15 |int= | + | |str=10 |dex=18 |con=15 |int=13 |wis=12 |cha=19 |
− | |skills=Escape Artist +15, Jump +19 | + | |skills=Escape Artist +15, Jump +19, Diplomacy +15 |
|feats=Luck of Heroes, [[SRD:Improved Initiative|Improved Initiative]], [[SRD:Weapon Finesse|Weapon Finesse]]<sup>B</sup>, [[SRD:Ability Focus|Ability Focus]] (Cute Charm) | |feats=Luck of Heroes, [[SRD:Improved Initiative|Improved Initiative]], [[SRD:Weapon Finesse|Weapon Finesse]]<sup>B</sup>, [[SRD:Ability Focus|Ability Focus]] (Cute Charm) | ||
|env=Temperate plains, grassy areas | |env=Temperate plains, grassy areas | ||
|org=Solitary, pair or family (3-9,001) | |org=Solitary, pair or family (3-9,001) | ||
− | |cr= | + | |cr=8 |
|treas=Standard. | |treas=Standard. | ||
|align=Often Good | |align=Often Good | ||
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=== Combat === | === Combat === | ||
− | '''{{Anchor|Jump Kick}} ([[Ex]]):''' If Lopunny charges a foe and makes a DC 15 Jump check, it deals an additional 1d6 points of damage. If it succeeds by 5 or more, this improves to +2d6, and if it succeeds by 10 or more, it improves to +3d6. If it completely fails this check, Lopunny falls prone and cannot attack. | + | '''{{Anchor|Jump Kick}} ([[Ex]]):''' If Lopunny charges a foe and makes a DC 15 Jump check, it deals an additional 1d6 points of damage. If it succeeds by 5 or more, this improves to +2d6, and if it succeeds by 10 or more, it improves to +3d6. If it completely fails this check, Lopunny falls prone and cannot attack. This is a [Fighting] effect. In Contests, this wins a bonus Point if it wins any Points, but if it fails to win any Points, it loses one. |
− | '''{{Anchor|Charm}} ([[Sp]]):''' Lopunny can cast ''[[SRD:Charm Monster|charm monster]]'' at will, with a caster level equal to its hit dice and a save DC of 10 + half its hit dice + its Charisma modifier. Only one creature at a time can be charmed. | + | '''{{Anchor|Charm}} ([[Sp]]):''' Lopunny can cast ''[[SRD:Charm Monster|charm monster]]'' at will, with a caster level equal to its hit dice and a save DC of 10 + half its hit dice + its Charisma modifier. Only one creature at a time can be charmed. This is a [Psychic] effect. |
:The sample Lopunny has a DC of 18 for Charm. | :The sample Lopunny has a DC of 18 for Charm. | ||
− | '''{{Anchor|Endure}} ([[Ex]]):''' | + | '''{{Anchor|Endure}} ([[Ex]]):''' Lopunny can spend a standard action bracing itself. Doing so grants it immunity to critical hits (and similar effects) and DR 18/— until its next turn. Furthermore, any damage actually taken ends up being nonlethal damage. Every round, there is a 10% chance that this ability will fail. This is a [Normal] effect. |
'''{{Anchor|Egg Move}}:''' Lopunny retains the Egg Move it had as a Buneary: | '''{{Anchor|Egg Move}}:''' Lopunny retains the Egg Move it had as a Buneary: | ||
− | *'''Fake Tears ([[Ex]]):''' As a full-round action, Lopunny can pretend to cry, fooling the target into lowering their defences. It makes a Bluff check, and if it beats their Sense Motive check or Will save, it fools them and, regardless of how they would normally act, they lose a standard action on their next turn. Additionally, the targeted foe takes a -4 penalty to AC and all saving throws for one minute. | + | *'''Fake Tears ([[Ex]]):''' As a full-round action, Lopunny can pretend to cry, fooling the target into lowering their defences. It makes a Bluff check, and if it beats their Sense Motive check or Will save, it fools them and, regardless of how they would normally act, they lose a standard action on their next turn. Additionally, the targeted foe takes a -4 penalty to AC and all saving throws for one minute. This is a [Dark] effect. |
− | *'''Sweet Kiss ([[Su]]):''' As a melee touch attack that does not provoke, Lopunny can place a kiss on a foe, forcing a Will save (DC 13) against ''[[SRD:Confusion|confusion]]'' for 1 round per it die. | + | *'''Sweet Kiss ([[Su]]):''' As a melee touch attack that does not provoke, Lopunny can place a kiss on a foe, forcing a Will save (DC 13) against ''[[SRD:Confusion|confusion]]'' for 1 round per it die. This is a [Psychic] effect. |
− | *'''Low Kick ([[Ex]]):''' Whenever Lopunny kicks a foe, they must make a Balance check. If they do not match or beat the attack roll, they fall prone. | + | *'''Low Kick ([[Ex]]):''' Whenever Lopunny kicks a foe, they must make a Balance check. If they do not match or beat the attack roll, they fall prone and take +1d6 damage for each size category above Medium. This is a [Fighting] effect. In a Contest, if it earns any Points, they are stolen from whoever has the most Points. |
− | '''{{Anchor|Cute Charm}} ([[Su]]):''' Any foe who physically strikes Lopunny must make a Will save (DC 20). If they fail, they are affected as though by a ''[[SRD:Charm Monster|charm monster]]'' effect, for one round per hit die. | + | '''{{Anchor|Cute Charm}} ([[Su]]):''' Any foe who physically strikes Lopunny must make a Will save (DC 20). If they fail, they are affected as though by a ''[[SRD:Charm Monster|charm monster]]'' effect, for one round per hit die. This is a [Psychic] effect. |
'''{{Anchor|Bounce}} ([[Ex]]):''' Lopunny is really good at jumping. With a DC 25 Jump check, it can leap into the air as though making a double move straight up, but only taking a single move action that does not provoke. | '''{{Anchor|Bounce}} ([[Ex]]):''' Lopunny is really good at jumping. With a DC 25 Jump check, it can leap into the air as though making a double move straight up, but only taking a single move action that does not provoke. | ||
− | On the following round, it falls and lands, taking no falling damage. It can choose where to land anywhere within a move action of its original location. If it lands on a foe, it can make a single Kick attack as a free action, and deals an additional 1d6 damage per hit die. | + | On the following round, it falls and lands, taking no falling damage. It can choose where to land anywhere within a move action of its original location. If it lands on a foe, it can make a single Kick attack as a free action, and deals an additional 1d6 damage per hit die. This is a [Flying] effect. |
+ | |||
+ | '''{{Anchor|Normal Pokemon Traits}}:''' Fighting attacks are Super Effective, gaining a +4 Circumstance Bonus to the attack roll or Save DC and dealing bonus damage equal to the attacker's hit dice. Ghost attacks suffer a 50% Miss Chance unless they specifically affect Normal Pokemon without it. | ||
'''Skills:''' Lopunny gains a +4 racial bonus to Jump checks, and it may choose to use Dexterity instead of Strength on Jump checks. | '''Skills:''' Lopunny gains a +4 racial bonus to Jump checks, and it may choose to use Dexterity instead of Strength on Jump checks. | ||
===Advancement=== | ===Advancement=== | ||
+ | |||
+ | Every hit die, Lopunny gains +1 Dexterity and Charisma. Every 2 hit dice, it gains +1 Constitution. | ||
At 15 HD, Lopunny gains the following attack: | At 15 HD, Lopunny gains the following attack: | ||
− | '''{{Anchor|Hyper Beam}} ([[Su]]):''' Once per minute, Lopunny can fire a 50 foot line which deals 1d8 Force damage per hit die to everyone in the area, with a Reflex save of 10 + 1/2 Lopunny's Hit Dice + Lopunny's Charisma Modifier for half damage. For some inexplicable reason, Incorporeal creatures are immune to this, despite it being a Force effect (though it still carries over into the Ethereal). | + | '''{{Anchor|Hyper Beam}} ([[Su]]):''' Once per minute, Lopunny can fire a 50 foot line which deals 1d8 Force damage per hit die to everyone in the area, with a Reflex save of 10 + 1/2 Lopunny's Hit Dice + Lopunny's Charisma Modifier for half damage. For some inexplicable reason, Incorporeal creatures are immune to this, despite it being a Force effect (though it still carries over into the Ethereal). This is a [Normal] effect. |
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[[Category:3.5e]] | [[Category:3.5e]] | ||
[[Category:User]] | [[Category:User]] | ||
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[[Category:Pokemon d20]] | [[Category:Pokemon d20]] | ||
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+ | {{Navboxes}} |
Latest revision as of 06:45, 11 December 2015
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Lopunny | |
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Size/Type: | Medium Magical Beast |
Hit Dice: | 8d10+16 (60 hp) |
Initiative: | +8 (+4 Dex, +4 Improved Initiative) |
Speed: | 40 ft. |
Armor Class: | 16 (+4 dexterity, +2 natural), touch 14, flat-footed 12 |
Base Attack/Grapple: | +8/+8 |
Attack: | Kick +12 melee (1d6) |
Full Attack: | 2 Kicks +12 melee (1d6) |
Space/Reach: | 5 ft./5 ft. |
Special Attacks: | Jump Kick, Charm, Bounce |
Special Qualities: | Endure, Cute Charm, Egg Move, Normal Pokemon Traits |
Saves: | Fort +9, Ref +10, Will +4 |
Abilities: | Str 10, Dex 18, Con 15, Int 13, Wis 12, Cha 19 |
Skills: | Escape Artist +15, Jump +19, Diplomacy +15 |
Feats: | Luck of Heroes, Improved Initiative, Weapon FinesseB, Ability Focus (Cute Charm) |
Environment: | Temperate plains, grassy areas |
Organization: | Solitary, pair or family (3-9,001) |
Challenge Rating: | 8 |
Treasure: | Standard. |
Alignment: | Often Good |
Advancement: | 9-15 HD (Medium) |
Level Adjustment: | — |
Combat[edit]
Jump Kick (Ex): If Lopunny charges a foe and makes a DC 15 Jump check, it deals an additional 1d6 points of damage. If it succeeds by 5 or more, this improves to +2d6, and if it succeeds by 10 or more, it improves to +3d6. If it completely fails this check, Lopunny falls prone and cannot attack. This is a [Fighting] effect. In Contests, this wins a bonus Point if it wins any Points, but if it fails to win any Points, it loses one.
Charm (Sp): Lopunny can cast charm monster at will, with a caster level equal to its hit dice and a save DC of 10 + half its hit dice + its Charisma modifier. Only one creature at a time can be charmed. This is a [Psychic] effect.
- The sample Lopunny has a DC of 18 for Charm.
Endure (Ex): Lopunny can spend a standard action bracing itself. Doing so grants it immunity to critical hits (and similar effects) and DR 18/— until its next turn. Furthermore, any damage actually taken ends up being nonlethal damage. Every round, there is a 10% chance that this ability will fail. This is a [Normal] effect.
Egg Move: Lopunny retains the Egg Move it had as a Buneary:
- Fake Tears (Ex): As a full-round action, Lopunny can pretend to cry, fooling the target into lowering their defences. It makes a Bluff check, and if it beats their Sense Motive check or Will save, it fools them and, regardless of how they would normally act, they lose a standard action on their next turn. Additionally, the targeted foe takes a -4 penalty to AC and all saving throws for one minute. This is a [Dark] effect.
- Sweet Kiss (Su): As a melee touch attack that does not provoke, Lopunny can place a kiss on a foe, forcing a Will save (DC 13) against confusion for 1 round per it die. This is a [Psychic] effect.
- Low Kick (Ex): Whenever Lopunny kicks a foe, they must make a Balance check. If they do not match or beat the attack roll, they fall prone and take +1d6 damage for each size category above Medium. This is a [Fighting] effect. In a Contest, if it earns any Points, they are stolen from whoever has the most Points.
Cute Charm (Su): Any foe who physically strikes Lopunny must make a Will save (DC 20). If they fail, they are affected as though by a charm monster effect, for one round per hit die. This is a [Psychic] effect.
Bounce (Ex): Lopunny is really good at jumping. With a DC 25 Jump check, it can leap into the air as though making a double move straight up, but only taking a single move action that does not provoke.
On the following round, it falls and lands, taking no falling damage. It can choose where to land anywhere within a move action of its original location. If it lands on a foe, it can make a single Kick attack as a free action, and deals an additional 1d6 damage per hit die. This is a [Flying] effect.
Normal Pokemon Traits: Fighting attacks are Super Effective, gaining a +4 Circumstance Bonus to the attack roll or Save DC and dealing bonus damage equal to the attacker's hit dice. Ghost attacks suffer a 50% Miss Chance unless they specifically affect Normal Pokemon without it.
Skills: Lopunny gains a +4 racial bonus to Jump checks, and it may choose to use Dexterity instead of Strength on Jump checks.
Advancement[edit]
Every hit die, Lopunny gains +1 Dexterity and Charisma. Every 2 hit dice, it gains +1 Constitution.
At 15 HD, Lopunny gains the following attack:
Hyper Beam (Su): Once per minute, Lopunny can fire a 50 foot line which deals 1d8 Force damage per hit die to everyone in the area, with a Reflex save of 10 + 1/2 Lopunny's Hit Dice + Lopunny's Charisma Modifier for half damage. For some inexplicable reason, Incorporeal creatures are immune to this, despite it being a Force effect (though it still carries over into the Ethereal). This is a [Normal] effect.
Back to Main Page → 3.5e Homebrew → Monsters
Adopter | Quantumboost + |
Alignment | Often Good + |
Author | Koumei + |
Challenge Rating | 6 + |
Environment | Temperate plains, grassy areas + |
Identifier | 3.5e Monster + |
Level Adjustment | — + |
Rating | Undiscussed + |
Size | Medium + |
Title | Lopunny + |
Type | Magical Beast + |