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User:Aarnott/Lego Bin 2

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Revision as of 21:50, 16 August 2011 by Aarnott (talk | contribs) (Sandbox)

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

Author: Aarnott (talk)
Date Created:
Status: Working away
Editing: Clarity edits only please
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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


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