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Hamham (3.5e Monster)

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Author: Eiji-kun (talk)
Date Created: 11-1-15
Status: Complete
Editing: Clarity edits only please
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Hamham Watchguard (Ranger 1) Hamham Priest (Cleric 3) Hamham Inquisitor (Paladin 5)
Size/Type: Small Monstrous Humanoid Small Monstrous Humanoid Small Monstrous Humanoid
Hit Dice: 1d8+1 (5 hp) 3d8+13 (26 hp) 5d10+14 (41 hp)
Initiative: +2 +5 +3
Speed: 20 ft, climb 10 ft 20 ft , climb 10 ft 20 ft, climb 10 ft
Armor Class: 18 (+2 dex, +2 heavy wooden shield, +2 size, +2 leather), touch 14, flat-footed 16 17 (+4 chain shirt, +1 dex, +2 size), touch 13, flat-footed 16 22 (+3 dex, +2 heavy steel shield, +5 mithral breastplate, +2 size), touch 15, flat-footed 19
Base Attack/Grapple: +1/-1 +2/-3 +5/+8
Attack: Bastard Sword +5 (1d8+2, 19-20/x2) or Longbow +3 (1d6, 20/x3) Morningstar +3 melee (1d6-1, 20/x2) Mwk War Torch +11 melee (1d4+3 plus 1d4 fire, 20/x2) or Mwk Repeating Light Crossbow +11 ranged (1d6, 19-20/x2)
Full Attack: Bastard Sword +5 (1d8+2, 19-20/x2) and Longbow +3 (1d6, 20/x3) Morningstar +3 melee (1d6-1, 20/x2) Mwk War Torch +11 melee (1d4+3 plus 1d4 fire, 20/x2) and Mwk Repeating Light Crossbow +11 ranged (1d6, 19-20/x2)
Space/Reach: 5 ft/5 ft 5 ft/5 ft 5 ft/5 ft
Special Attacks: Favored Enemy Undead +2, SLAs SLAs, Spells, Turn Undead 4/day Lay on Hands, SLAs, Smite Evil 2/day, Special Mount, Turn Undead 5/day
Special Qualities: Courage, Crusader, Darkvision 60 ft, Scent, Slight Build, Wild Empathy +1 Courage, Crusader, Darkvision 60 ft, Scent, Slight Build Aura of Good, Courage, Crusader, Darkvision 60 ft, Divine Grace, Divine Health, Scent, Slight Build
Saves: Fort +3, Ref +4, Will +3 Fort +5, Ref +2, Will +6 Fort +7, Ref +6, Will +4
Abilities: Str 10, Dex 15, Con 13, Int 8, Wis 16, Cha 10 Str 8, Dex 12, Con 14, Int 8, Wis 17, Cha 13 Str 10, Dex 16, Con 13, Int 8, Wis 12, Cha 14
Skills: Handle Animal +4, Knowledge Religion +1, Listen +7, Ride +6, Sense Motive +5, Spot +7, Survival +7 Concentration +8, Knowledge Religion +1, Sense Motive +5 Knowledge Religion +1, Ride +8, Sense Motive +6
Feats: TrackB, Codex Weapon Finesse Born Tough, Improved Initiative Born Tough, Codex Weapon Finesse
Environment: Temperate Forests Temperate Forests Temperate Forests
Organization: Solitary, Pair, or Garrison (3-12) Solitary or Covenant (3-7) Solitary or with 2d4 Watchguards or 1d4 Priests
Challenge Rating: 1 2 4
Treasure: Standard Standard Standard
Alignment: Usually Lawful Good Usually Lawful Good Usually Lawful Good
Advancement: By character class By character class By character class
Level Adjustment:


You had heard that helpful clerics and paladins lay in the woods, but you expected them to be... taller.

The hamhams are a race of hamster people who live in the forests and promote the forces of law and good. Among the commoners, experts, and other NPCs some stronger hamhams stand as defenders of their land.

CombatEdit

As social creatures interested in the support of their kind, the various hamhams often work together. Watchguards are the first line of defense, acting as scouts and guards to their towns and cities. When trouble rears its ugly head, the watchguard move out with purpose and pride, starting with archery and moving into melee if needed. The priests support them with clerical magic, keeping them healthy and protecting them and augmenting their battle ability. Both are generally seen as defensive forces, and are only found protecting their kind.

The inquisitors, on the other hand, are a much more active force that seeks and roots out evil at its source. Using the purifying force of fire, they are surprisingly vicious in their attacks. They are sometimes sent to investigate places which might be of a source of corruption. If they come with a small army with them, it is never a good sign for those inside.

Courage (Ex): Hamham gain a +4 bonus on saves against fear. If they become immune to fear, they can grant this bonus to all allies within 10 ft of the hamham, stacking with other bonuses against fear. If the hamham is frightened or panicked, they can choose to forgo the usual penalties and instead become staggered for the duration instead.

Crusader (Ex): Hamham gain a +1 bonus on attack and damage rolls against creatures with an alignment opposing them, or +2 if facing their exact opposite alignment. For true neutral hamhams, they choose of one of the four extremes to act as their exact opposite alignment (LG, CG, LE, or CE).

Divine Health: The hamham inquisitor is immune to all diseases, including supernatural and magical diseases.

Lay on Hands: The hamham inquisitor has lay on hands as a paladin. It can restore up to 10 hp each day with a touch.

Slight Build (Ex): The physical stature of hamhams lets them function in many ways as if they were one size category smaller. Whenever a hamham is subject to a size modifier or special size modifier for an opposed check (such as Hide), the hamham is treated as one size smaller if doing so is advantageous to the character. A hamham is also considered to be one size smaller when "squeezing" through a restrictive space. A hamham can use weapons designed for a creature one size smaller without penalty. However, the space and reach of a hamham remain those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.

Smite Evil: The hamham inquisitor can smite evil as a paladin, adding +2 to attack and +5 to damage against evil creatures.

Special Mount: The hamham inquisitor can summon a special mount as a paladin. It prefers to ride a riding dog.

Spell-Like Abilities (Sp): At will-detect chaos/evil/good/law. The hamham inquisitor, as a paladin, is treated as having concentrated all three rounds immediately.

Spells: The hamham priest can cast divine spells as 3rd-level cleric. The example hamham priest has the Protection and X domains. The save DCs are Wisdom-based.

Typical Cleric Spells Prepared (4/3/2; save DC 13 + spell level) 0—create water, detect magic, guidance, read magic; 1st—bless, obscuring mist, protection from evil, (Domain: sanctuary); 2nd—sound burst, spiritual weapon, (Domain: Soften Earth and Stone).

  • Earth Domain Ability: Turn or destroy air creatures as a good cleric turns undead. Rebuke, command, or bolster earth creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
  • Protection Domain Ability: You can generate a protective ward as a supernatural ability. Grant someone you touch a resistance bonus equal to your cleric level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.

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