Sublimitaur (3.5e Monster)

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Author: Ganteka Future (talk)
Date Created: 7 March 2019
Status: Complete
Editing: Clarity edits only please
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Sublimitaur
Size/Type: Large Monstrous Humanoid (Psionic)
Hit Dice: 8d8+24 (60 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 19 (–1 size, +2 Dexterity, +2 deflection, +6 natural), touch 13, flat-footed — (see text)
Base Attack/Grapple: +8/+16
Attack: Greataxe +11 melee (3d6+6/x3) or gore +11 melee (1d8+4)
Full Attack: Greataxe +11/+6 melee (3d6+6/x3) and gore +6 melee (1d8+2)
Space/Reach: 10 ft./10 ft.
Special Attacks: powerful charge 4d6+6
Special Qualities: Darkvision 120 ft., natural cunning, scent
Saves: Fort +7, Ref +8, Will +6
Abilities: Str 19, Dex 14, Con 16, Int 11, Wis 10, Cha 16
Skills: Decipher Script +4, Intimidate +11, Listen +15, Search +4, Spot +15
Feats: Great Fortitude, Power Attack, Track, DashB
Environment: Underground
Organization: Solitary, pair, or gang (3–4)
Challenge Rating: 6
Treasure: Standard
Alignment: Usually chaotic Evil
Advancement: By character class
Level Adjustment: +1

A relative of the minotaur, the sublimitaur stands more than 7 feet tall and weighs about 700 pounds. They have the heads and feet of cow-like creatures, and the bodies of powerful humanoids. Their skin ranges from blue to tints of gray to nearly white. A rare few are as dark as coal.

Sublimitaurs speak Giant.

Combat

Sublimitaurs prefer melee combat, where their great strength serves them well. If pressed against multiple cunning foes, it will attempt to disorganize them with suggestions and charge in, using its Dash to get into position.

Gaseous Form (Su): As an immediate action at will, a sublimitaur can assume a gaseous form as the spell with no duration. It can dismiss its gaseous form as a free action on its turn.

Powerful Charge (Ex): A sublimitaur may charge at an opponent, lowering its head to ram and skewer whatever is in its path. In addition to the normal benefits and hazards of a charge, this allows it to make a single gore attack with a +9 attack bonus that deals 4d6+6 points of damage.

Psi-Like Ability: 3/day—psionic suggestion. Manifester level 8th. The save DC is Charisma-based.

Natural Cunning (Ex): Sublimitaurs possess innate cunning and logical ability. This gives them immunity to maze spells, prevents them from ever becoming lost, enables them to track enemies and allows them to work through obtuse puzzles. Further, they are never caught flat-footed.

Skills: Sublimitaurs have a +4 racial bonus on Decipher Script, Listen, Search and Spot checks.



Back to Main Page3.5e HomebrewMonsters

AlignmentUsually chaotic Evil +
AuthorGanteka Future +
Challenge Rating6 +
EnvironmentUnderground +
Identifier3.5e Monster +
Level Adjustment+1 +
RatingUndiscussed +
SizeLarge +
SubtypePsionic +
TitleSublimitaur +
TypeMonstrous Humanoid +