Sneasel (3.5e Monster)
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Sneasel | |
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Size/Type: | Small Magical Beast (Cold) |
Hit Dice: | 6d10+6 (39 hp) |
Initiative: | +6 |
Speed: | 30 ft. |
Armor Class: | 16 (+1 size, +2 Dex, +3 natural), touch 13, flat-footed 14 |
Base Attack/Grapple: | +6/+4 |
Attack: | 2 Claws +9 (1d4+2 plus 1d6 cold, 19-20/x2) |
Full Attack: | 2 Claws +9 melee (1d4+2 plus 1d6 cold, 19-20/x2) |
Space/Reach: | 5 ft./5 ft. |
Special Attacks: | Frost Claws, Punishment, Ice Shards |
Special Qualities: | Spell-like Abilities |
Saves: | Fort +6, Ref +7, Will +1 |
Abilities: | Str 14, Dex 15, Con 13, Int 8, Wis 8, Cha 17 |
Skills: | — |
Feats: | Improved Initiative, Power Attack, Improved Natural Attack (Claw) |
Environment: | Any Cold |
Organization: | Solitary or group (4-24) |
Challenge Rating: | 6 |
Treasure: | Standard. |
Alignment: | Usually Neutral |
Advancement: | 7-9 HD (Small) |
Level Adjustment: | — |
Combat
Frost Claws (Su): Sneasel’s claw attacks deal 1d6 additional Cold damage.
Punishment (Su): Sneasel totally ignores any magical or supernatural defences such as magic Armour/Shield/Natural/Deflection bonuses to AC, Concealment, DR or the like. Additionally, Sneasel's natural attacks deal bonus damage to anyone using magic items or benefiting from magical or supernatural effects in any way, shape or form. Each individual item, spell or effect causes an additional 1d4 (for effects with a CL less than 6), 1d6 (for all magic items, and for effects without caster levels), 1d8 (for effects with a CL of 6-10), 2d6 (for effects with a CL of 11-15) or 3d6 (for effects with a CL of 16 or more) damage to be delivered.
For instance, a level 11 Wizard is wearing a headband of intellect, a ring of protection and a cloak of resistance. He is Polymorphed into a dragon, Hasted, Displaced, Mage Armoured and Shielded, as well as having Bull's Strength. Sneasel's attacks ignore the ring of deflection, the dragon's natural armour, the haste bonus to AC, the armour and shield bonuses from spells and the miss chance from Displacement. Additionally, they will deal 1d6 for each of the headband, ring and cloak, and 2d6 for each of the spells, for a total of +15d6 damage. The wizard explodes into a fine red mist and learns a lesson upon resurrection.
Ice Shards (Su): As an Immediate action, Sneasel can suddenly flash-freeze the air and hurl a cloud of icy shards at an enemy. This requires a ranged attack out to 50' range, and deals Cold damage equal to 2d6 plus Sneasel's hit dice. This attack automatically succeeds on any roll against miss chance.
Spell-like Abilities (Sp): At will: chill metal, numbing sphere, path of frost; 3/day: SRD:Ice Storm, zone of glacial cold; 1/day: shivering touch. Caster level equals hit dice, and the Save DCs are 10 + Spell Level + Sneasel’s Charisma modifier.
- The sample Sneasel has a caster level of 6 and save DC of 13 + spell level.
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