Coulombra (3.5e Monster)

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Author: Sulacu (talk)
Date Created: September 29, 2012
Status: Complete
Editing: Clarity edits only please
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Size/Type: Medium Magical Beast
Hit Dice: 6d10+18 (51 hp)
Initiative: +6
Speed: 50 ft. (10 squares)
Armor Class: 22 (+6 Dex, +3 natural, +3 deflection), touch 19, flat-footed 16
Base Attack/Grapple: +6/+10
Attack: Bite +12 melee (1d8+6) or tail +10 melee (1d4+2) or jolt +12 ranged touch (4d6 electricity)
Full Attack: Bite +12 melee (1d8+6) and 2 claws +10 melee (1d6+2) and tail lash +10 melee (1d4+2 plus 2d6 electricity plus stunning)
Space/Reach: 5 ft./5 ft.
Special Attacks: Electrify, tail lash, twinned discharge
Special Qualities: Darkvision 60 ft., immunity to electricity and compulsion effects, low-light vision
Saves: Fort +8, Ref +11, Will +4
Abilities: Str 18, Dex 22, Con 17, Int 5, Wis 15, Cha 12
Skills: Jump +12, Listen +9, Spot +8
Feats: Alertness, Multiattack, Weapon FinesseB
Environment: Arid plains and temperate marshes
Organization: Solitary, pair (one male and one female), family (one male, one female and 2d4 young) or group (2d6 adults and 1d4 young for every two adults)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 7-15 HD (Medium)
Level Adjustment:

These supernatural canines trek across arid wastelands in tightly knit groups, fouraging for food. Their bodies are sleek and muscular, built for speed over strength, though its features are usually hidden below coats bristling with static electricity. The electrocuted remains of dozens of adventurers are found yearly in the Cibolan Borderlands, courtesy of these elusive beasts. Do make sure you are sufficiently grounded before venturing there.

Coulombra are very rare beasts whose physiology conducts large amounts of electricity. They are canine in nature and stand roughly 2 feet at the shoulders, with a very long tail that has the power to stun its prey with electricity. Coulombra have a very strong sense of community, as males and females that are inclined toward each other have a tendency to develop opposing charges (i.e. positive and negative). As such, Coulombra mate for life; when male and a female Coulombra attune to each other, they do not separate until they die.


Coulombra are easily startled when encountered in the wild, often fleeing as soon as they spot a humanoid creature, or retaliating with electric attacks when they feel particularly threatened. A coulombra's jolt attack has an effective range of 30 feet and can be used once every other round.

Coulombra use some strange form of electromagnetism to repel attackers, giving them a deflection bonus to Armor Class equal to half their Hit Dice.

A coulombra's electric charge is constantly active within its body. Because of this, it is immune to any effect that directly alters brain waves (most notably, magical and psionic compulsions of any kind), as its own internal current immediately overrides any attempt to influence their brains.

Electrify (Ex): As a standard action, a coulombra can charge its body with electricity by exciting the muscles below the skin, building static in their bristly fur, which allows the dormant charge inside their bodies to pour out. Every physical attack the coulombra makes gains the shocking burst quality. When activated, electrify lasts for a number of rounds equal to their Hit Dice.

When in an arid or otherwise low-humidity environment, an electrified coulombra automatically deals 1d6 electricity damage to any creature within 15 feet at the beginning of its turn. This effect allows no save, but does not stack if multiple coulombra are present.

Tail Lash (Ex): When an electrified coulombra hits a living creature with its tail attack, the creature must make a DC 16 Fortitude save or be stunned for 2 rounds. The save DC is Constitution-based.

Twinned Discharge (Ex): When two electrified mated coulombra are within 60 feet of each other, they can release a massive discharge that arcs between them. Everything within a straight 5-foot-thick line between the two coulombra's positions takes damage as though hit by a lightning bolt spell (DC 18 Reflex save half), with a caster level equal to the coulombra's Hit Dice (no damage cap). The save DC is Constitution-based and includes a +2 circumstance bonus for being generated between two coulombra). Using this ability immediately ends both coulombra's electrified state and prevents them from using their electrify ability again for 1d4 rounds.

Back to Main Page3.5e HomebrewMonsters

AlignmentAlways neutral +
AuthorSulacu +
Challenge Rating5 +
EnvironmentArid plains and temperate marshes +
Identifier3.5e Monster +
Level Adjustment+
Rated ByLeziad + and Eiji-kun +
RatingRating Pending +
SizeMedium +
TitleCoulombra +
TypeMagical Beast +