Difference between revisions of "User:Aarnott/Lego Bin 2"
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− | |sad4=Dire ostriches 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. | + | |sad4=Dire ostriches 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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Revision as of 19:38, 13 August 2011
- Dire Ostrich
- Dire Platypus
- Dire Wallaby
- Dire Snail
- Dire Hummingbird
- Dire Squirrel
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Dire Ostrich
N Huge Animal | |
Init/Senses | +2/Listen +9, Spot +9 |
AC | 23, touch 17, flat-footed 19 (+6 Dex, +7 inherent, +2 natural) |
hp | 44 (5 HD) |
Fort/Ref/Will | +7/+8/+6 |
Speed | 80 ft. (14 squares) |
Melee | +16 bite (2d6+4), +14/+14 slams (1d6+4) |
Space/Reach | 5 ft./5 ft. |
Base Atk/Grp | +4/+10 |
Atk Options | Dire Ostrich Dropkick |
Abilities | Str 18, Dex 22, Con 16, Int 1, Wis 12, Cha 6 |
SQ | Stride, Surefooted |
Feats | Run, Endurance, Multiattack, Weapon Finesse |
Skills | Survival +9, Jump +13 |
Advancement | — |
Stride (Ex) | Dire ostriches are swift runners. They can hustle for indefinite periods of time, and never accrue nonlethal damage due to hustling. Furthermore, dire ostriches can run for a number of minutes equal to their Constitution score before having to make any Constitution checks. When they do have to make checks to keep running, they make checks every minute instead of every round. |
Sure Footed (Ex) | Though standing on two feet, a dire ostrich has the carrying capacity of a huge quadruped with a similar Strength score, and gains a +4 bonus on Dexterity or Strength checks made to defend against bull rush, overrun and trip attempts as if it were a quadruped. |
Dire Ostrich Dropkick (Ex) | Whenever a dire ostrich charges, it can make 2 slam attacks instead of using its primary bite weapon. If it does, each hit allows the ostrich to make an trip attempt against the target with a +8 bonus. If it does trip the target, the ostrich has dropkicked the creature, sending it tumbling onto the ground. It can continue its movement, moving over the creature, without provoking attacks of opportunity if it wishes, up to a total of twice its movement speed in one round. |
Savagery (Ex) | Dire ostriches 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
Dire ostriches are really fast runners. When they feel threatened, they will either run away at really fast speeds, or, if they are defending a nest or otherwise in a bad mood, they will charge an enemy, using their deadly dropkick. They will continue running past their enemy, dropkicking them to the ground until they have killed it or they feel that the enemy is fleeing and won't return. Of course, with an intelligence score of 1, they aren't always smart enough to make the right decision.
For Player Characters
Druids and Rangers may take a dire ostrich as an animal companion with an effective level adjustment of -8.
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