Difference between revisions of "Aerodactyl (3.5e Monster)"
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'''{{Anchor|Breath Weapon}} ([[Su]]):''' 60-foot cone, once every 1d4+1 rounds, damage 10d8 fire, Reflex DC 25 half. The save DC is Constitution-based. On a failed save, creatures are also on fire; until extinguished, they take 2d6 fire damage each round and are panicked. | '''{{Anchor|Breath Weapon}} ([[Su]]):''' 60-foot cone, once every 1d4+1 rounds, damage 10d8 fire, Reflex DC 25 half. The save DC is Constitution-based. On a failed save, creatures are also on fire; until extinguished, they take 2d6 fire damage each round and are panicked. | ||
− | '''{{Anchor|Ancient Power}} ([[Su]]):''' Once per | + | '''{{Anchor|Ancient Power}} ([[Su]]):''' Once per three rounds, Aerodactyl can telekinetically launch up to 3 chunks of stone within 100 feet. These are launched as ranged attacks at separate targets, and, if at least as large as a Medium character, deal 6d6 damage each. Furthermore, upon activation, Aerodactyl gains a +1 Enhancement Bonus to Natural Armour and to all Ability Scores for the next five minutes. Using this while the bonus is still in effect improves the bonus by 1 (to a maximum of +6 total) and resets the duration - any Aerodactyl of Intelligence 10 or more (including after using this) will figure out to throw random rocks around every minute or so just to keep the bonuses at the maximum. |
'''{{Anchor|Hatred}} ([[Ex]]):''' Aerodactyls hate all dinosaurs and primeval creatures. They gain a +2 to hit and damage them in combat, as well as doubling their critical threat ranges, however if such a creature is in sight it must make a Will save (DC 15 + half the dinosaur's HD) or focus on attacking it, ignoring any commands. It can save again every 3 rounds, or when the opponent dies/flees. | '''{{Anchor|Hatred}} ([[Ex]]):''' Aerodactyls hate all dinosaurs and primeval creatures. They gain a +2 to hit and damage them in combat, as well as doubling their critical threat ranges, however if such a creature is in sight it must make a Will save (DC 15 + half the dinosaur's HD) or focus on attacking it, ignoring any commands. It can save again every 3 rounds, or when the opponent dies/flees. |
Revision as of 11:17, 31 July 2012
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Aerodactyl | |
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Size/Type: | Huge Dragon (Earth) |
Hit Dice: | 10d12+100 (165 hp) |
Initiative: | +0 (+0 Dex) |
Speed: | 30 ft., burrow 60 ft., fly 100 ft. (clumsy) |
Armor Class: | 23 (-2 size, +15 natural), touch 8, flat-footed 23 |
Base Attack/Grapple: | +10/+28 |
Attack: | Bite +18 melee (2d6+10) |
Full Attack: | Bite +18 melee (2d6+10) and 2 Claws +18 (1d8+5) and 2 Wings +18 (1d8+5) and Tail +18 (2d6+15) |
Space/Reach: | 15 ft./10 ft. (15 ft. for tail and bite) |
Special Attacks: | Ancient Power, Breath Weapon, Hatred |
Special Qualities: | Blindsense 120 ft., Damage Reduction 10/adamantine, Fast Healing 5, Immunity to Disease, Poison, Electricity, Sleep and Paralysis |
Saves: | Fort +17, Ref +7, Will +6 |
Abilities: | Str 30, Dex 10, Con 30, Int 6, Wis 14, Cha 10 |
Skills: | Intimidate +13, Jump +23, Spot +15, Survival +15 |
Feats: | Multiattack, Improved Multiattack, Improved Natural Attack (Bite), Heighten Breath[1] |
Environment: | Warm Mountains (when not extinct). |
Organization: | Solitary |
Challenge Rating: | 10 |
Treasure: | Standard |
Alignment: | Usually Angry Neutral |
Advancement: | 11-15 HD (Huge), 16-20 HD (Gargantuan) |
Level Adjustment: | — |
A great winged reptile screams and gnashes its serrated teeth. It's a lot like a Wyvern, if wyverns were made of living stone and anger.
Combat
For the purposes of overcoming DR, Aerodactyl's natural weapons are treated as stone.
Breath Weapon (Su): 60-foot cone, once every 1d4+1 rounds, damage 10d8 fire, Reflex DC 25 half. The save DC is Constitution-based. On a failed save, creatures are also on fire; until extinguished, they take 2d6 fire damage each round and are panicked.
Ancient Power (Su): Once per three rounds, Aerodactyl can telekinetically launch up to 3 chunks of stone within 100 feet. These are launched as ranged attacks at separate targets, and, if at least as large as a Medium character, deal 6d6 damage each. Furthermore, upon activation, Aerodactyl gains a +1 Enhancement Bonus to Natural Armour and to all Ability Scores for the next five minutes. Using this while the bonus is still in effect improves the bonus by 1 (to a maximum of +6 total) and resets the duration - any Aerodactyl of Intelligence 10 or more (including after using this) will figure out to throw random rocks around every minute or so just to keep the bonuses at the maximum.
Hatred (Ex): Aerodactyls hate all dinosaurs and primeval creatures. They gain a +2 to hit and damage them in combat, as well as doubling their critical threat ranges, however if such a creature is in sight it must make a Will save (DC 15 + half the dinosaur's HD) or focus on attacking it, ignoring any commands. It can save again every 3 rounds, or when the opponent dies/flees.
References
Back to Main Page → 3.5e Homebrew → Monsters
Adopter | Quantumboost + |
Alignment | Usually Angry Neutral + |
Author | Koumei + |
Challenge Rating | 10 + |
Environment | Warm Mountains (when not extinct). + |
Identifier | 3.5e Monster + |
Level Adjustment | — + |
Rating | Unrated + |
Size | Huge + |
Subtype | Earth + |
Summary | A great winged reptile screams and gnashes its serrated teeth. It's a lot like a Wyvern, if wyverns were made of living stone and anger. + |
Title | Aerodactyl + |
Type | Dragon + |