Difference between revisions of "Quagsire (3.5e Monster)"

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Revision as of 01:22, 5 August 2012


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Author: SisterAcacia (talk)
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Status: Complete
Editing: Spelling and Grammar only
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Quagsire
Size/Type: Medium Magical Beast (Water, Earth)
Hit Dice: 7d10+21 (59 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 30 ft., swim 60 ft.
Armor Class: 18 (+1 Dex, +7 natural), touch 11, flat-footed 17
Base Attack/Grapple: +7/+9
Attack: Slam +9 melee (1d4+2)
Full Attack: Slam +9 melee (1d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Water Gun, Yawn, Egg Move, Spell-like Abilities
Special Qualities: Water Absorb, Plant Vulnerability, Amnesia, Immunity to Electricity
Saves: Fort +11, Ref +6, Will +2
Abilities: Str 15, Dex 13, Con 16, Int 6, Wis 10, Cha 15
Skills:
Feats: Improved Initiative, Power Attack, Great Fortitude
Environment: Swamps and marshes
Organization: Solitary or Team (4-8)
Challenge Rating: 7
Treasure: Standard.
Alignment: Neutral
Advancement: 8-10 HD (Medium), 11-13 HD (Large)
Level Adjustment:


Combat

Water Gun (Ex): As a standard action, Quagsire can squirt water from its mouth. This is a ranged attack out to 40 feet, and deals 1d8 damage plus its Constitution modifier (1d8+3). The sample Quagsire has a +8 bonus to hit.

Yawn (Su): Quagsire can yawn, passing on fatigue. This is a standard action, and one target within 10 feet must make a Will save (DC 15) or become fatigued. On the following round, if they are fatigued, they must save again or fall asleep for 1 minute. When they wake up, or if they pass the second save, they are no longer fatigued.

Water Absorb (Ex): Quagsire has Fast Healing equal to its hit dice whenever it is at least up to its ankles in water. Furthermore, any attacks that use water to affect the targets are simply absorbed by Quagsire, restoring HP equal to double its Hit Dice.

Plant Vulnerability (Ex): Quagsire's flesh is perfect for plants to grow from. Unfortunately, this means it takes an extra 1d6 points of damage from the natural attacks of Plant creatures and from attacks that use plants to deal damage. It also takes a -10 penalty on saving throws against desiccation/dehydration effects.

Spell-like Abilities (Sp): At will: obscuring mist, acid ball; 1/minute: solid fog, greater dispel magic; 1/day: control weather (create rain only). Caster level equals hit dice, and the Save DCs are 10 + Spell Level + Quagsire’s Charisma modifier.

The sample Quagsire has a caster level of 7 and save DC of 12 + spell level.

Egg Move (Sp): The Egg Move which Quagsire had as a Wooper improves, somewhat:

  • Bestow curse (DC 14, CL 7, normal duration for the spell)
  • Deja vu (DC 14, CL 7, repeats for 1 round/level without allowing new saves)

Amnesia (Su): With a Swift action, Quagsire can induce a temporary amnesia within itself. A benefit of this is that it gains a +6 resistance bonus on Will saves for one minute. Additionally, for the duration it suppresses any mind-affecting effects (except for the Amnesia itself).


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Back to Main Page3.5e HomebrewMonsters
AlignmentNeutral +
AuthorSisterAcacia +
Challenge Rating7 +
EnvironmentSwamps and marshes +
Identifier3.5e Monster +
Level Adjustment+
RatingUndiscussed +
SizeMedium +
SubtypeWater + and Earth +
TitleQuagsire +
TypeMagical Beast +