Difference between revisions of "User:Aarnott/Lego Bin 2"
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− | == Dire Hummingbird == | + | == Dire Hummingbird Swarm == |
{{Stat Block 2 | {{Stat Block 2 | ||
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<!-- Base Stats --> | <!-- Base Stats --> | ||
− | |name=Dire Hummingbird |cr= | + | |name=Dire Hummingbird Swarm |cr=3 |
− | |al=N |size=[[SRD:Diminutive Size|Diminutive]] |type=[[SRD:Animal|Animal]] | + | |al=N |size=[[SRD:Diminutive Size|Diminutive]] |type=[[SRD:Animal|Animal]] |subtypes=[[SRD:Swarm Subtype|Swarm]] |
− | |space= | + | |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= | + | |ac=21 |acmods=+4 Dex, +4 size, +3 Natural |touch=14 |flat=17 |othac= |
− | |hp= | + | |hp=22 |hd=3 |othhp=immune to weapon damage |
− | |fort=+ | + | |fort=+5 |ref=+7 |will=+6 |othsave=Swarmy Evasion |
<!-- Movement --> | <!-- Movement --> | ||
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− | |bab=+0 |grp= | + | |bab=+0 |grp=— |
− | |atkop= | + | |atkop=Distraction |
− | |melee1= | + | |melee1=Swarm (4 + blood drain) |
|sq= | |sq= | ||
|feats= | |feats= | ||
− | |skills= | + | |skills= |
− | |aura=Annoying Buzz | + | |aura=Really Annoying Buzz |
<!-- Non spell-likes --> | <!-- Non spell-likes --> | ||
− | |san1=Annoying Buzz ([[Ex]]) | + | |san1=Really Annoying Buzz ([[Ex]]) |
− | |sad1=A dire hummingbird | + | |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. |
− | + | 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. | |
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− | | | + | |san2=Swarmy Evasion ([[Ex]]) |
− | | | + | |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. |
− | | | + | |san3=Blood Drain ([[Ex]]) |
− | | | + | |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 | + | |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=== | ||
− | + | 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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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.
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Dire Hummingbird Swarm
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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