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Ram (3.5e Monster)


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Author: Bhu (talk)
Date Created: 10/20/2014
Status: Finished
Editing: Clarity edits only please
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Ram
Size/Type: Medium Magical Beast
Hit Dice: 9d10+27 (76 hp)
Initiative: +6
Speed: 50 ft. (10 squares)
Armor Class: 18 (+2 Dex, +6 Natural), touch 12, flat-footed 16
Base Attack/Grapple: +9/+12
Attack: Head Butt +12 melee (2d4+4)
Full Attack: Head Butt +12 melee (2d4+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Ram
Special Qualities: Darkvision 60', Burst of Speed
Saves: Fort +9, Ref +8, Will +5
Abilities: Str 16, Dex 15, Con 16, Int 5, Wis 15, Cha 10
Skills: Listen +8, Spot +8
Feats: Greater Powerful Charge, improved Initiative, Reckless Charge, Powerful Charge
Environment: Temperate Hills
Organization: Solitary or Flock (6-20)
Challenge Rating: 5
Treasure: None
Alignment: Always Neutral
Advancement: 10-18 HD (Medium)
Level Adjustment: ---


"Whats wrong Bert? It's just sheep."

"Abner...the time has come to tell you why I don't like sheep. Just as soon as we climb that tree."

Rams are magically enhanced domestic sheep. They were meant to look like harmless sheep on purpose. In reality they have incredibly powerful legs that can propel them at tremendous speeds. They are also stubborn, easily excited, and virtually untrainable. Worthless as livestock, as they are too hard to control. Exactly why they were made is anyone's guess, as it's assumed the territorial little monsters killed their creator not long after being made. They do make the lives of local farmers more interesting though.

CombatEdit

Rams open with a charge before running away. So they can charge again. They love whacking people with their head from long distances. They especially love ramming into unaware people.

Ram(Ex): The Ram adds an additional 1d4 damage to it's head butt attack for every 10 ft. it moves while attacking during a charge (maximum of +10d4).

Burst of Speed(Ex): The Ram can increase it's land speed to 100 ft every 1d4 rounds, but only if it moves in a straight line.


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