Bomb (3.5e Monster)

From Dungeons and Dragons Wiki
Jump to: navigation, search
Homebrew.png
Author: The-Marksman (talk)
Date Created: January 2024
Status: Complete
Editing: Clarity edits only please
ArticleUndiscussed.png
Rate this article
Discuss this article
A Bomb Esper

A mass of solidified flickering flames floats here in the shape of an orb that is 3 feet wide. The front of the orb has a smooth uninterrupted surface that appears to have a pair of flaming eyes and an extensively large fang filled mouth covering the front. It has a pair of stubby arms sticking out from either side, with continual spikes of flames coming up from the back side.

Bomb
Size/Type: Small Outsider (Fire, Esper)
Hit Dice: 4d12 + 8 (56 hp)
Initiative: 6
Speed: 5 ft (50 ft flying, good menuverability)
Armor Class: 19 (6 Dex, +1 size), touch 16, flat-footed 11
Base Attack/Grapple: 6/2 (4 BAB, 0 Str, -4 size)
Attack: Bite +4 melee (1d4 + 1d4 fire damage)
Full Attack: Bite +4 melee (1d4 + 1d4 fire damage)
Space/Reach: 2 1/2 ft/2 1/2 ft
Special Attacks: Burn, Body Blow, Spell-like Abilities, Grow, Self-Destruct

Word of Recall (Su): While on the Material Plane, Espers can use Word of Recall at will, as the spell (cl 14th), except that it can only take them back to their home plane and also works across planar boundries and the creature can transport only itself and up to 50 pounds of objects.

Special Qualities: Darkvision 120 ft, Low-Light Vision, 25% Fortification against critical strikes, immune to banishment, dismissal, petrification, death-effect, polymorphing, fear and any enchantment or compulsion effects. +4 racial bonus on saves against all stunning effects, poisons and diseases., elemental traits, immunity to fire, vulnerability to cold
Saves: Fort 6, Ref 10, Will 5
Abilities: Str 10, Dex 22, Con 15, Int 4, Wis 12, Cha 13
Skills: Intimidate +8, Listen +8 Move Silently +13, Spot +8, Tumble +13
Feats: Power Attack, Improved Overrun
Environment: Warm or temperate plains or Underground
Organization: Solitary or Cluster (3)
Challenge Rating: 4
Treasure: None
Alignment: Always Chaotic Evil
Advancement:
Level Adjustment:


Like a fire elemental, a bomb is both fast and agile, and the merest touch from its fiery body is enough to set most materials aflame. Unlike a fire elemental though, as an Outsider, a Bomb can enter water or other non-flammable liquid without suffering ill effect. Bombs vary in size from have a width of 2-4 feet and generally have negligible weight. Bombs generally speak Ignan and have hot tempered, foul personalities.

Combat

A Bomb generally likes to reserve its burning hands attack for only the most annoying and difficult opponents, instead preferring to use its bite and Body Blow attacks freely but will always act as directed by the Summoner.

Special Attacks

Burn (Ex): A Bomb's bite attack deals piercing damage plus fire damage from the Bomb's flaming body. Those hit by a Bomb's bite attack also must succeed on a Reflex save or catch on fire. The flame burns for 1d3 rounds, and the save DC is 14. A burning creature can take a move action to put out the flame; the save DC is Constitution-based. Creatures hitting a Bomb with natural weapons or unarmed attacks take fire damage as though hit by the Bomb's attack, and also catch on fire unless they succeed on a Reflex save.

Body Blow (Ex): In place of their standard bite attack, a Bomb may instead make a "body blow" attack. This is resolved as an overrun / trample attack. To do so, a Bomb spins in place before flying at its run speed of 200 ft for the round but with poor maneuverability for the purpose of this attack and hurls itself at its target. If successful, the target takes 2d6 points of fire damage. Regardless of whether the attack was successful or not, the Bomb uses his remaining movement, generally to return to the area which he started the round in. A Bomb still provokes attacks of opportunity for its movement.

Spell-like Abilities: 3/day Burning Hands (DC 12). Caster level is equal to the Summoner's class level (minimum of 1st). The save DC is Charisma based.

Grow (Su): Each time a Bomb is struck with a physical attack it absorbs some of that energy and grows slightly in size. Every 2 hits cause it to grow 1 size category, from Small to Medium and then Medium to Large, etc. For every size category it grows, it gains +1d8 bonus damage on its next Self-Destruct attack and takes a -1 size penalty to AC and gains +1 natural AC bonus (keeping its normal AC the same).

Overdrive

Self-Destruct (Su): When used, the Bomb will attempt to do its Self-Destruct attack. When using its Self-Destruct attack, a Bomb will target the last person who successfully struck it for damage. The Bomb will take a move action to get as close to the target of the attack as possible, up to adjacent if such movement is possible, and will then explode in a 15 ft radius, dealing 4d8 + (summoner's level X 3) fire damage to any creature within 15 feet. Using Self-Destruct dismisses the Bomb immediately upon exploding.


Marksman's Homebrews
^The-Marksmanv
Classes Battle Juggernaut, Bewitcher, Bounty Hunter, Cat Burglar, Divine Healer, Enchantress, Footpad, Grimslayer, Half-Nymph, Half-Rylvain, Hunter, Ki Warrior, Martial Artist, Noble, Platinum Dragoon, Radiant Champion, Rylvain, Saiyan Warrior, Scout, Socialite Deluxe, Spy, Undead Slayer, Undead Stalker, Warlord, Wolverine
Races Elven Nymph, Half-Drow, Elf, Half-Giant, Half-Nymph, Half-Rylvain, Half-Saiyan, Liantia, Moogle, Namekian, Ronso, Rylvain, Saiyans, Xanthian
Character Options Ascended Super Saiyan, Ascetic Juggernaut, Awesome Blow, Enhanced Ki Pool, Full Power Super Saiyan, Saiyan Elite, Tail Defense, Ultra Super Saiyan
Equipment Cloak of Bullshit, Cloak of Greater Bullshit, Cloak of Lesser Bullshit, Dragon Balls, Excalibur, Potion of Youth
Spells & Powers Condition, Eternal Charm Monster, Eternal Charm Person, Eternal Slumber, Reraise, Restore Youth, Steal Youth, Summon Wyvern
Invocations After Image, Alternate Delivery, Beam Blast, Candy Beam, Death Beam, Destructo Disc, Dragon Fist, Energy Channel, Energy Rings, Explosive Wave, Final Explosion, Flash Step, Four Witches, Fusion Dance, Greater Ki Transmutation, Healing Spirit, Improved Intimidating Ki, Improved Ki Charging, Improved Ki Flying, Improved Ki Volley, Instant Transmission, Intimidating Ki, Kaio-ken, Ki Barrage, Ki Charging, Ki Enhancement, Ki Flying, Ki Sense, Ki Shield, Ki Sight, Ki Supression, Ki Sword, Ki Transmutation, Ki Wind, Lesser Electrical Transmutation, Lesser Fire Transmuation, Lesser Frost Transmutation, Master Ki Transmutation, Multi-Form, Neo Tri Beam, Nova Chariot, Power Ball, Scatter Shot, Solar Flare, Spirit Ball, Spirit Bomb, Super Ghost Kamikaze Attack, Tri Beam, Warp Blast
Espers Bomb, Cactuar, Cait Sith, Chocobo Esper, Cockatrice, Esper, Goblin, Kirin, Mindflayer, Shiva, Siren, Sylph, Tonberry, Unicorn
Monsters Adamantoise, Ash Viper, Behemoth, Drake, Malboro V.2, Murder of Crows, Tangle Tree
Other Aralhal, Celesdra, Golbez System, James Houlton, Levels That Spells Are Obtained, Rydel Taerun, Shenron, Spirit Beast
Sandbox 1 / Box 2 / Box 3 / Box 4 / Box 5 / Box 6 / Box 7 / Box 8 / Box 9 / Organized table of published races with statistics / Talk page



Back to Main Page3.5e HomebrewGlossary

Legal Disclaimer

This web page is Not in any way, shape, or form affiliated with the owner(s) of any copyright material presented on this page. Copyrights and trademarks for any books, films, and other promotional materials are held by their respective owners and their use is allowed under the fair use clause of the Copyright Law.
Facts about "Bomb (3.5e Monster)"
AlignmentAlways Chaotic Evil +
AuthorThe-Marksman +
Challenge Rating4 +
EnvironmentWarm or temperate plains or Underground +
Identifier3.5e Monster +
Level Adjustment+
RatingUndiscussed +
SizeSmall +
SubtypeFire + and Esper +
TitleBomb +
TypeOutsider +