User:Aarnott/Lego Bin 2

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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

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

You may be looking for the Dire Wolverine from the SRD instead.

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 Wolverine


Dire Wolverine

CR 4

N Large Animal
Init/Senses +3/Low-light vision, scent; Listen +6, Spot +6
AC 21, touch 17, flat-footed 19
hp 45 (4 HD)
Fort/Ref/Will +6/+6/+6
Speed 30 ft. (10 squares), burrow 10 ft. (2 squares), climb 10 ft. (2 squares)
Melee +13/+13 Claws (1d6) +8 Bite (1d6+2)
Space/Reach 10 ft./5 ft.
Base Atk/Grp +3/+6
Atk Options Claw Flurry, Fury, Frenzy
Abilities Str 22, Dex 17, Con 19, Int 2, Wis 12, Cha 10
SQ Fast healing 1, maximum 1/2 hp
Skills Climb +10
Advancement
Claw Flurry (Ex) The dire wolverine can make its claw attacks (2 when at full health, more when at lower health, see Frenzy) as a standard action with a -2 penalty to the attacks.
Fury (Ex) For every 5 hp the dire wolverine is missing, its damage increases by +1 and its bite attack gains a +1 bonus to hit (maximum +5 to hit), but it also receives a -1 penalty to its AC (maximum -5 penalty).
Frenzy (Ex) For every 10 hp the dire wolverine is missing, it gains an additional claw attack.

Dire wolverines grow up to 12 feet in length and can weigh as much as 2,000 pounds. They are capable of killing creatures many times their size.

Strategies and Tactics

A dire wolverine fights ferociously, gaining strength and attacks the more damaged they are.

If it feels like it will be killed soon, it will burrow underground and spend a couple minutes to let its fast healing restore it to half health. If its enemy is nearby, it will launch a new attack.



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