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

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Revision as of 01:11, 5 August 2012


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Rhyperior from Diamond/Pearl
Rhyperior
Size/Type: Large Elemental (Earth)
Hit Dice: 14d8+84 (147 hp hp)
Initiative: -1 (-1 Dex)
Speed: 30 ft. (6 squares), burrow 20 ft.
Armor Class: 26 (-1 size, -1 Dex, +18 natural), touch 8, flat-footed 26
Base Attack/Grapple: +10/+21
Attack: Gore +16 melee
Full Attack: Gore +16 melee (2d6+10, 19-20/x4) and Tail +16 melee (1d8+10) and 2 Slams +16 melee (1d8+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Trample, Augmented Critical, Stampede, Spell-like Abilities, Scary Face, Horn Drill, Poison
Special Qualities: Acid Weakness, Damage Reduction 9/—, Immunity to Electricity, Invincible Charge
Saves: Fort +14, Ref +3, Will +6
Abilities: Str 25, Dex 8, Con 21, Int 12, Wis 14, Cha 17
Skills: Intimidate +20
Feats: Power Attack, Improved Bull Rush, Multiattack, Improved Toughness, Improved Multiattack
Environment: Underground
Organization: Solitary, pair or herd (4-8)
Challenge Rating: 14
Treasure: Standard
Alignment: Usually Neutral
Advancement: 15-18 HD (large) 19-20 HD (huge)
Level Adjustment:


A vaguely humanoid being, like a living tank made of stone, lumbers along. Its arms are hollow, and every so often it shoots rocks from them.

Combat

Trample (Ex): Rhyperior can trample Small creatures or smaller. It deals 2d6+14 damage (for the sample Rhyperior) and the save DC is 24.

Stampede (Ex): When Rhyperior makes a charge attack, it is practically an unstoppable force. Everything in its path can either step aside (if there is room to do so) as a non-action or stand there like an idiot. If they stand there, then they may make an attack of opportunity. If that doesn't stop the Rhyperior, it gets a free horn attack and may attempt a bull rush as well.

Scary Face (Su): Rhyperior can make itself look extra fierce, and is able to make an Intimidate check to demoralize as a Swift action.

Horn Drill (Ex): Whenever it scores a critical hit with a Gore attack, Rhyperior deals 4 points of Constitution damage through blood loss.

Acid Weakness (Ex): Rhyperior takes double damage from acid, and gets pissed off.

Invincible Charge (Ex): When Rhyperior charges, it doubles its DR and gains Mettle and immunity to critical hits. These last until its next turn begins.

Spell-like Abilities (Sp): At will: earthquake, spike stones, crumble; 1/day: rock wrecker (all in 100 ft./CL take 2d6/CL bludgeoning, Fort half, leaves an enormous crater and a sandstorm). Caster level equals hit dice, and the Save DCs is 10 + Spell Level + Rhyperior’s Charisma modifier.

The sample Rhyperior has a caster level of 14 and save DC of 13 + spell level.

Poison (Ex): With a move action, Rhyperior can generate a dose of poison, coating the horn. A dose lasts for 3 rounds before disintegrating. The DC is 22, and the damage is 1d6 Str/1d6 Str.


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Back to Main Page3.5e HomebrewMonsters
AlignmentUsually Neutral +
AuthorSisterAcacia +
Challenge Rating14 +
EnvironmentUnderground +
Identifier3.5e Monster +
Level Adjustment+
RatingUndiscussed +
SizeLarge +
SubtypeEarth +
SummaryA vaguely humanoid being, like a living tank made of stone, lumbers along. Its arms are hollow, and every so often it shoots rocks from them. +
TitleRhyperior +
TypeElemental +