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

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== Dire Hummingbird ==
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== Dire Hummingbird Swarm ==
  
 
{{Stat Block 2
 
{{Stat Block 2
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<!-- Base Stats -->
 
<!-- Base Stats -->
|name=Dire Hummingbird |cr=1/2
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|name=Dire Hummingbird Swarm |cr=3
|al=N |size=[[SRD:Diminutive Size|Diminutive]] |type=[[SRD:Animal|Animal]]
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|al=N |size=[[SRD:Diminutive Size|Diminutive]] |type=[[SRD:Animal|Animal]] |subtypes=[[SRD:Swarm Subtype|Swarm]]
|space=1 ft. |reach=0 ft.
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|space=10 ft. |reach=0 ft.
 
|str=1 |dex=16 |con=8 |int=1 |wis=12 |cha=8
 
|str=1 |dex=16 |con=8 |int=1 |wis=12 |cha=8
 
|init=+3 |listen=+4 |spot=+4 |sens=
 
|init=+3 |listen=+4 |spot=+4 |sens=
  
 
<!-- Defenses -->
 
<!-- Defenses -->
|ac=18 |acmods=+4 Dex, +4 size |touch=14 |flat=14 |othac=
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|ac=21 |acmods=+4 Dex, +4 size, +3 Natural |touch=14 |flat=17 |othac=
|hp=12 |hd=1/2 |othhp=
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|hp=22 |hd=3 |othhp=immune to weapon damage
|fort=+2 |ref=+4 |will=+3 |othsave=Perfect Evasion
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|fort=+5 |ref=+7 |will=+6 |othsave=Swarmy Evasion
  
 
<!-- Movement -->
 
<!-- Movement -->
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<!-- Offense -->
 
<!-- Offense -->
|bab=+0 |grp=-10
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|bab=+0 |grp=&mdash;
|atkop=Hover Attack
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|atkop=Distraction
|melee1=+5 Bite (1 + blood drain)
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|melee1=Swarm (4 + blood drain)
  
 
|sq=
 
|sq=
 
|feats=
 
|feats=
|skills=[[SRD:Escape Artist|Escape Artist]] +12,
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|skills=
  
|aura=Annoying Buzz
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|aura=Really Annoying Buzz
  
 
<!-- Non spell-likes -->
 
<!-- Non spell-likes -->
|san1=Annoying Buzz ([[Ex]])
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|san1=Really Annoying Buzz ([[Ex]])
|sad1=A dire hummingbird's wings flap incredibly quickly and create an irritating buzz. Each creature within 30 ft. must make a Concentration check DC 13 each round or else take a -2 penalty to attack rolls, skill checks, and DCs of their abilities.
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|sad1=A dire hummingbird swarm creates a loud buzz that can be heard for miles, but up close is simply the most aggravating sound ever. Each creature within 60 ft. must make a Will save DC 16 at the start of their turn or else either choose to take whatever means they have available to move into the swarm's square and try to kill the swarm or else flee with their best possible means for 2 rounds.
  
|san2=Perfect Evasion ([[Ex]])
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As long as a character is within 60 ft. of the swarm, they take a -4 penalty to attack rolls, skill checks, and DCs of abilities that do not involve the swarm as a target. The character may make a Concentration check DC 12 (note this check has a -4 penalty making it effectively DC 16), as a swift action, to ignore this effect for 1 round.
|sad2=A dire hummingbird never takes damage from a reflex save that allows half-damage. They also don't take attacks of opportunity for entering an enemy's square.
 
  
|san3=Hover Attack ([[Ex]])
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|san2=Swarmy Evasion ([[Ex]])
|sad3=Dire hummingbirds must hover in one place to attack. That is, they cannot perform a fly-by attack or any other cool aerial attacks, even though they have a perfect flying.
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|sad2=Unlike a normal swarm, dire humming bird swarms are exceptionally mobile and take half damage from any area of effect spell that requires a reflex save for half damage on a failed save, and no damage on a successful save.
  
|san4=Blood Drain ([[Ex]])
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|san3=Blood Drain ([[Ex]])
|sad4=Each turn a dire hummingbird hits an opponent consecutively, it deals an extra point of damage as it drains more blood. For example, if it hits Fighter Bob 5 times in a row, it deals 1 + 2 + 3 + 4 + 5 damage to him, for a total of 15 damage. Every time a dire humming bird deals extra damage in this way, it heals 1 hitpoint.
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|sad3=Each turn a dire hummingbird swarm damages an opponent consecutively, it deals an extra 2 points of damage as it drains more blood. For example, if it hits Fighter Bob 5 times in a row, it deals 4 + 6 + 8 + 10 + 12 damage to him, for a total of 30 damage. Every time a dire humming bird swarm deals extra damage in this way, it heals 2 hitpoints.
  
 
|san5=Savagery ([[Ex]])
 
|san5=Savagery ([[Ex]])
|sad5=Dire hummingbirds are really mean. They also get max HP per HD and a bonuses to HP, attack rolls, and saving throws that I can't be bothered to calculate. Some other things like grapple and trip bonuses are also modified (that way this creature won't rofflestomp the players with a stupidly high grapple or trip bonus).
+
|sad5=Dire hummingbird swarms are really mean. They also get max HP per HD and a bonuses to HP, attack rolls, and saving throws that I can't be bothered to calculate. Some other things like grapple and trip bonuses are also modified (that way this creature won't rofflestomp the players with a stupidly high grapple or trip bonus).
  
 
}}
 
}}
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===Strategies and Tactics===
 
===Strategies and Tactics===
  
Dire hummingbirds thirst for blood instead of nectar. And just like their more normal hummingbird cousins, they must feed frequently or else starve.
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A dire hummingbird swarm has a very effective strategy: lure in aggravated creatures and drain all the blood from them before they can escape. They tend to try to make the best use of their blood drain ability, chasing down enemies that try to flee when the damage stacks up high.
 
 
Their buzz and nimbleness allows them to hover in close to an enemy and peck holes in their body, consuming the sweet sweet blood juice that keeps them alive. Their thirst is insatiable and even single dire hummingbirds have been known to cut down a good portion of a shepard's livestock.  
 
  
  

Revision as of 19:26, 16 August 2011

  • Dire Ostrich
  • Dire Hummingbird
  • Dire Squirrel
  • Dire Wallaby
  • Dire Snail
  • 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.


Homebrew.png
Author: Aarnott (talk)
Date Created: 23:14, 12 August 2011 (UTC)
Status: Working away
Editing: Clarity edits only please
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Dire Hummingbird Swarm


Dire Hummingbird Swarm

CR 3

N Diminutive Animal (Swarm)
Init/Senses +3/Listen +4, Spot +4
Aura Really Annoying Buzz
AC 21, touch 14, flat-footed 17
(+4 Dex, +4 size, +3 Natural)
hp 22 (3 HD); immune to weapon damage
Fort/Ref/Will +5/+7/+6
Speed 0 ft., fly 40 ft., perfect (8 squares)
Melee Swarm (4 + blood drain)
Space/Reach 10 ft./0 ft.
Base Atk/Grp +0/—
Atk Options Distraction
Abilities Str 1, Dex 16, Con 8, Int 1, Wis 12, Cha 8
Advancement
Really Annoying Buzz (Ex) A dire hummingbird swarm creates a loud buzz that can be heard for miles, but up close is simply the most aggravating sound ever. Each creature within 60 ft. must make a Will save DC 16 at the start of their turn or else either choose to take whatever means they have available to move into the swarm's square and try to kill the swarm or else flee with their best possible means for 2 rounds.

As long as a character is within 60 ft. of the swarm, they take a -4 penalty to attack rolls, skill checks, and DCs of abilities that do not involve the swarm as a target. The character may make a Concentration check DC 12 (note this check has a -4 penalty making it effectively DC 16), as a swift action, to ignore this effect for 1 round.

Swarmy Evasion (Ex) Unlike a normal swarm, dire humming bird swarms are exceptionally mobile and take half damage from any area of effect spell that requires a reflex save for half damage on a failed save, and no damage on a successful save.
Blood Drain (Ex) Each turn a dire hummingbird swarm damages an opponent consecutively, it deals an extra 2 points of damage as it drains more blood. For example, if it hits Fighter Bob 5 times in a row, it deals 4 + 6 + 8 + 10 + 12 damage to him, for a total of 30 damage. Every time a dire humming bird swarm deals extra damage in this way, it heals 2 hitpoints.
Savagery (Ex) Dire hummingbird swarms are really mean. They also get max HP per HD and a bonuses to HP, attack rolls, and saving throws that I can't be bothered to calculate. Some other things like grapple and trip bonuses are also modified (that way this creature won't rofflestomp the players with a stupidly high grapple or trip bonus).

Strategies and Tactics

A dire hummingbird swarm has a very effective strategy: lure in aggravated creatures and drain all the blood from them before they can escape. They tend to try to make the best use of their blood drain ability, chasing down enemies that try to flee when the damage stacks up high.



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