Heatran (3.5e Monster)

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Author: Luigifan18 (talk)
Date Created: November 13, 2012
Status: In Progress (feats needed)
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Heatran, the Lava Dome Pokémon! Artwork from Diamond and Pearl.


Heatran
Size/Type: Medium Elemental (Fire, Metal)
Hit Dice: 30d8+210 (345 hp)
Initiative: +3
Speed: 25 ft., climb 25 ft.
Armor Class: 53 (+3 Dex, +40 natural), touch 13, flat-footed 50
Base Attack/Grapple: +30/+36
Attack: Bite +36 melee (2d8+9 plus 1d10 fire plus defense breaking plus burn) or slam +31 melee (1d10+6 plus flinch)
Full Attack: Bite +36 melee (2d8+9 plus 1d10 fire plus defense breaking plus burn) and slam +31 melee (1d10+6 plus flinch)
Space/Reach: 5 ft./5 ft.
Special Attacks: AncientPower, fire elemental aura (4d6 fire damage to all within 10 feet), Fire Fang, Scary Face, Crunch, Lava Plume, Iron Head, Earth Power, Stone Edge, Magma Storm
Special Qualities: Fire Pokémon Traits, Steel Pokémon Traits, Flash Fire, spell resistance 38, martial defense 38, immune to acid, cold resistance 90, sonic resistance 40, electric resistance 10, fire anti-resistance 20, damage reduction 30/epic and adamantine
Saves: Fort +24, Ref +20, Will +24
Abilities: Str 22, Dex 16, Con 25, Int 10, Wis 25, Cha 32
Skills:
Feats: Super Scaler (1 HD), Blind Fighting (Tome) (3 HD), Leap of the Heavens (6 HD), Elemental Aura (fire) (9 HD), Dynamic Potential (12 HD)
Environment: Volcanic mountains
Organization: Solitary
Challenge Rating: 30
Treasure: Triple standard
Alignment: Always neutral
Advancement: 31-36 HD (Medium), 37-45 HD (Large), 46+ HD (Huge)
Level Adjustment:


As you reach the heart of the volcano, you hear an angry roar. You look up to see a lava-red tortoise-like creature glaring down at you, clinging to a wall. It leaps down from its perch and comes crashing down in front of you, clearly unwilling to let you pass without a fight.

The embodiment of volcanoes, Heatran is the most famous member of the "Tran trio". It guards Stark Mountain in the Sinnoh region, protecting the Magma Stone from those who would abuse the power of lava. Heatran is a tortoise-like creature (which might also be based on a ram) with a reddish-brown body that has orange and gray spots. Heatran has metal bangles locked on its legs and the four claws on each of its feet are in a cross formation. Heatran has a gray underside, its face is covered by an iron mask, and it has red-orange eyes. Whenever it is seen with its mouth open, an orange glow emanates from inside it. Because of its intense body heat, certain parts of its body are melted slightly out of shape.

Combat

Heatran is ferocious in battle. Unlike its cousins Frostran and Voltran, Heatran has no horribly low ability scores to exploit, with its lowest ability being its Intelligence (which it has no real use for). It's not as powerful physically as Frostran, but much stronger than Voltran. Likewise, its special attacks may not pack as much oomph as Voltran's, but they're stronger than Frostran's. Its defenses may not be as solid as Frostran's, but they're strong enough to keep it safe from most opponents. Heatran's also quick enough to keep up with smaller enemies, and it can use its climbing abilities to cut off foes that think they can outrun it. Heatran's a dangerous adversary both up close and from far away, so you'd better be ready for a big fight!

Flash Fire (Su): Whenever hit by an effect that would normally deal Fire damage to Frostran, that damage is negated, and unless the effect originated from Heatran itself, it becomes even more powerful, Empowering any fire effects it unleashes in the next round. If the effect continues over multiple rounds, it remains Empowered for each round. Even if Flash Fire is suppressed, Heatran is still immune to fire.

AncientPower (Su): Once per three rounds, Heatran 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, Heatran gains a +1 Enhancement Bonus to Natural Armour and to all ability scores for the next five minutes. Using AncientPower while the bonus is still in effect improves the bonus by 1 (to a maximum of +6 total for natural armor and each ability score) and resets the duration - Heatran knows to throw random rocks around every minute or so just to keep the bonuses at the maximum. This is a [Rock] effect.

Fire Fang (Su): Heatran's bite attack inflicts an additional 1d10 fire damage, and a failure of 5 or more on a DC 30 Fortitude save (Strength-based) causes the target to become burned. This is a [Fire] effect.

Scary Face (Su): Heatran can make itself look extra fierce, and is able to make an Intimidate check to demoralize as a Swift action.

Crunch (Su): Heatran's bite attack deals damage as though it was one size category larger, and forces any creature struck by it to succeed on a DC 30 Fortitude save (the save DC is Strength-based). A creature that fails the Fortitude save loses 1 point of natural armor, 1 point of damage reduction, and 1 point of martial defense for 1 minute. Another successful Crunch reduces the target's natural armor, damage reduction, and martial defense by a further 1 (to a maximum penalty of -6) and refreshes the duration. This is a [Dark] effect.

Lava Plume (Su): As a standard action usable once every 1d3 rounds, Heatran may emit a massive burst of fire affecting all squares within 90 feet of it. All creatures in the area take 15d6 fire damage, with a DC 35 Reflex save allowed for half (the save DC is Charisma-based). Creatures who fail the save by 5 or more are burned. This is a [Fire] effect.

Iron Head (Ex): Any creature struck by Heatran's slam attack must succeed on a DC 30 Fortitude save or be stunned for 1 round. The save DC is Strength-based.

Earth Power (Sp): This is a flame strike from below rather than from above. Instead of divine energy, half of the damage is a [Ground] effect and the other half is fire damage. (Actually, the whole move is a [Ground] effect, not a [Fire] effect, even though half of the damage is fire damage. It's still considered a fire effect, though - the move is considered a [Ground] effect for interacting with Pokémon traits, and half of the damage is considered fire damage for the purpose of interacting with other game effects.) Heatran's caster level is equal to its Hit Dice. The save DC of 34 is Charisma-based. Heatran may use earth power at will.

Stone Edge (Sp): Heatran may cast spike stones at will. This is a [Rock] effect.

Magma Storm (Su): Once every 1d6 rounds, Heatran may launch a serpentine torrent of magma as a ranged touch attack at a single target within Long range. If the move connects, that creature takes 30d12 fire damage and is entangled with no save allowed. Every round that the creature remains entanged, it takes an additional 11d12 fire damage. A DC 36 Escape Artist check is necessary to escape the entangling magma, but it fades out of existence on its own after 5 rounds if the creature has not escaped by then. The check DC and continuous damage are Charisma-based (the initial damage is HD-based.) This move is a [Fire] effect.


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Luigifan18's Homebrew (383 Articles)
Luigifan18v
AlignmentAlways neutral +
AuthorLuigifan18 +
Challenge Rating30 +
EnvironmentVolcanic mountains +
Identifier3.5e Monster +
RatingUndiscussed +
SizeMedium +
SubtypeFire + and Metal +
SummaryThe embodiment of volcanoes, Heatran is the most famous member of the "Tran trio". It guards Stark Mountain in the Sinnoh region, protecting the Magma Stone from those who would abuse the power of lava. +
TitleHeatran +
TypeElemental +