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

From Dungeons and Dragons Wiki
Jump to: navigation, search
m (Sandbox)
m (Sandbox)
Line 64: Line 64:
 
This monster is balanced to fit in a rogue level game. I have taken the liberty of '''not''' using the standard D&D rules for determining various statistics for this monster. As a result, it may seem a bit stronger (or weaker) than some SRD monsters of the same CR and that is fine. I think it will pose an appropriate challenge for rogue-level characters of its CR.  
 
This monster is balanced to fit in a rogue level game. I have taken the liberty of '''not''' using the standard D&D rules for determining various statistics for this monster. As a result, it may seem a bit stronger (or weaker) than some SRD monsters of the same CR and that is fine. I think it will pose an appropriate challenge for rogue-level characters of its CR.  
  
== Dire Hummingbird Swarm ==
+
== Dire Ape ==
  
 
{{Stat Block 2
 
{{Stat Block 2
Line 70: Line 70:
  
 
<!-- Base Stats -->
 
<!-- Base Stats -->
|name=Dire Hummingbird Swarm |cr=3
+
|name=Dire Ape |cr=4
|al=N |size=[[SRD:Diminutive Size|Diminutive]] |type=[[SRD:Animal|Animal]] |subtypes=[[SRD:Swarm Subtype|Swarm]]
+
|al=N |size=[[SRD:Large Size|Large]] |type=[[SRD:Animal|Animal]]
|space=10 ft. |reach=0 ft.
+
|space=10 ft. |reach=10 ft.
|str=1 |dex=16 |con=8 |int=1 |wis=12 |cha=8
+
|str=22 |dex=10 |con=16 |int=2 |wis=14 |cha=8
|init=+3 |listen=+4 |spot=+4 |sens=
+
|init=+0 |listen=+7 |spot=+3 |sens=
  
 
<!-- Defenses -->
 
<!-- Defenses -->
|ac=21 |acmods=+4 Dex, +4 size, +3 Natural |touch=14 |flat=17 |othac=
+
|ac=21 |acmods= |touch=17 |flat=19 |othac=
|hp=22 |hd=3 |othhp=immune to weapon damage
+
|hp=40 |hd=4 |othhp=
|fort=+5 |ref=+7 |will=+6 |othsave=Swarmy Evasion
+
|fort=+8 |ref=+6 |will=+6 |othsave=
  
 
<!-- Movement -->
 
<!-- Movement -->
|spd=0 ft.
+
|spd=35 ft. (7 squares)
|fly=40 ft., perfect (8 squares)
 
  
 
<!-- Offense -->
 
<!-- Offense -->
|bab=+0 |grp=&mdash;
+
|bab=+3 |grp=+8
|atkop=Distraction
+
|atkop=Rend (2d6+4), Blood Curdling Roar, Bloodlust
|melee1=Swarm (4 + blood drain)
+
|melee1=+13/+13 Claws (1d6+2) +9 Bite (1d6+1)
  
 
|sq=
 
|sq=
 
|feats=
 
|feats=
|skills=
+
|skills=[[SRD:Intimidate Skill|Intimidate]] +7
 
 
|aura=Really Annoying Buzz
 
  
 
<!-- Non spell-likes -->
 
<!-- Non spell-likes -->
|san1=Really Annoying Buzz ([[Ex]])
+
|san1=Rend ([[Ex]])
|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.
+
|sad1=If both its claw attacks hit, the dire ape deals an additional 2d6+4 damage (2 claw attacks).
 
 
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.
 
  
|san2=Swarmy Evasion ([[Ex]])
+
|san2=Blood Curdling Roar ([[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.
+
|sad2=As a move action, a dire ape can ferociously roar, taking 10 on an intimidate check against all opponents within 30 ft. These opponents must make a Will save, adding in any bonuses against fear, with a DC equal to the intimidate check (17 in this case) or else be [[SRD:Shaken|shaken]]. They make make a new saving throw at the end of their turn to end the effect.
  
|san3=Blood Drain ([[Ex]])
+
|san3=Bloodlust ([[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.
+
|sad3=A dire ape hungers for blood. It gets a +4 bonus to attack and damage rolls with its bite attack when its opponent is below half their hitpoints.
  
 
}}
 
}}
Line 112: Line 107:
 
===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.
 
  
  

Revision as of 21:50, 16 August 2011

SRD Rewrites

Ones that aren't silly, but should be made

Fun(ny) Ones

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.
  • Summoning these monsters and stuff won't be compatible. I want to have the CR scale such that there are dire animals at practically any level of play to fight.

Sandbox

Homebrew.png
Author: Aarnott (talk)
Date Created:
Status: Working away
Editing: Clarity edits only please
Scale.png Low - Moderate - High - Very High
Rating box not supported outside of the main namespace.
Rate this article
Discuss this article

Note

This monster is balanced to fit in a rogue level game. I have taken the liberty of not using the standard D&D rules for determining various statistics for this monster. As a result, it may seem a bit stronger (or weaker) than some SRD monsters of the same CR and that is fine. I think it will pose an appropriate challenge for rogue-level characters of its CR.

Dire Ape


Dire Ape

CR 4

N Large Animal
Init/Senses +0/Listen +7, Spot +3
AC 21, touch 17, flat-footed 19
hp 40 (4 HD)
Fort/Ref/Will +8/+6/+6
Speed 35 ft. (7 squares)
Melee +13/+13 Claws (1d6+2) +9 Bite (1d6+1)
Space/Reach 10 ft./10 ft.
Base Atk/Grp +3/+8
Atk Options Rend (2d6+4), Blood Curdling Roar, Bloodlust
Abilities Str 22, Dex 10, Con 16, Int 2, Wis 14, Cha 8
Skills Intimidate +7
Advancement
Rend (Ex) If both its claw attacks hit, the dire ape deals an additional 2d6+4 damage (2 claw attacks).
Blood Curdling Roar (Ex) As a move action, a dire ape can ferociously roar, taking 10 on an intimidate check against all opponents within 30 ft. These opponents must make a Will save, adding in any bonuses against fear, with a DC equal to the intimidate check (17 in this case) or else be shaken. They make make a new saving throw at the end of their turn to end the effect.
Bloodlust (Ex) A dire ape hungers for blood. It gets a +4 bonus to attack and damage rolls with its bite attack when its opponent is below half their hitpoints.

Strategies and Tactics


Back to Main Page3.5e HomebrewMonsters