Deino (3.5e Monster)

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Author: Luigifan18 (talk)
Date Created: November 6, 2012
Status: Needs skill wrapup
Editing: Clarity edits only please
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Deino from Black/White.


Deino
Size/Type: Small Dragon (Xenotheric, Pokémon)
Hit Dice: 5d12+10 (38 hp)
Initiative: +0
Speed: 30 ft.
Armor Class: 19 (+1 size, +8 natural), touch 11, flat-footed 19
Base Attack/Grapple: +5/+0
Attack: Bite +5 melee (1d8+6 plus Flinch)
Full Attack: Bite +5 melee (1d8+6 plus Flinch) and slam +0 melee (1d8+5)
Space/Reach: 5 ft./5 ft.
Special Attacks: Hustle, Egg Move, Focus Energy, Bite
Special Qualities: Dark Pokémon Traits, Dragon Pokémon Traits, Utterly Blind, Psi Resistance
Saves: Fort +6, Ref +4, Will +6
Abilities: Str 14, Dex 10, Con 14, Int 6, Wis 13, Cha 13
Skills: Hide +8, Listen +9, Sense motive +9, Climb +8
Feats: Power Attack (1 HD), Bioweapon (Sound Burst, non-psionic) (3 HD)
Environment: Caves
Organization: Solitary or group (3-8 Deino)
Challenge Rating: 5
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: 5-14 HD (small), 15-24 HD (medium), 25-30 HD (large)
Level Adjustment:


You encounter a small dragon with a rather... interesting hairstyle. It doesn't seem to be able to see you (or anything, for that matter), but as soon as you make a sound, it stumbles clumsily in your direction, bonking its head against several cave walls on its way.

Deino is a rather comical-looking dragon with a bad temper. Unfortunately for it, its utter lack of vision tends to repeatedly screw it over in the enclosed areas it hunts in. This doesn't help its comical image.

Combat[edit]

Deino may be clumsy, but it's also strong. If you allow it to hit you, you're going to feel it.

Deino isn't quite "alien", but its biology is rather robust and bizarre. It is considered a Xenotheric creature, and it qualifies to take Xenotheric feats (in fact, it already has one).

Hustle (Ex): Deino is severely lacking in terms of accuracy, but makes up for this with raw power. It has a −3 penalty to all attack rolls and a +3 bonus to damage rolls. This is in addition to any bonuses or penalties it may take due to Power Attack.

Utterly Blind (Ex): Deino has no eyes, which means that it's blind. As such, it tends to rely on its other senses, mainly hearing and smell, to figure out where it and its prey are. (Unlike many naturally blind creatures, Deino has no blindsense, which is probably why it's so clumsy. Don't be surprised if its attack ends up nowhere near its target.)

Egg Move: Deino hatches knowing two of the following moves (one "Fang" and one of the other three):

  • Earth Power (Sp): This is a flame strike from below rather than from above. Instead of divine energy, half of the damage is a [Ground] effect. (Actually, the whole move is a [Ground] effect, not a [Fire] effect, even though half of the damage is fire damage.) Deino's caster level is equal to its Hit Dice. Save DC is Charisma-based. Deino may use earth power once per day for every 4 Hit Die it possesses (minimum once per day). (Unfortunately for Deino, its lack of vision means that it's prone to missing wildly.)
  • Dark Pulse (Sp): Deino may generate a ripple of nightmares as a standard action once every 1d4 rounds. This ripple creates 3 10-foot-radius bursts within Medium range of Deino. Any creature caught within one of these bursts takes 1d10+Int negative energy damage and is immobilized for 1 round; a Fortitude save is allowed to halve the damage and negate the immobilization (the DC is Intelligence-based). This is a [Dark] effect. (Unfortunately for Deino, its lack of vision means that it's prone to missing wildly.)
  • Head Smash (Ex): Deino has its headbutt attack right away, but the headbutt does not have the flinch effect until Deino has at least 6 HD. When making its headbutt attack, Deino may elect to add 4d12 damage to the attack. If it does, it takes 2d12 backlash damage. This is a [Rock] effect.
  • Fire Fang (Su): Deino's bite attack inflicts an additional 1d4 fire damage, and a failure by 5 or more on the Fortitude save causes the target to become burned. This is a [Fire] effect.
  • Thunder Fang (Su): Deino's bite attack inflicts an additional 1d4 electric damage, and a failure of 5 or more on the Fortitude save causes the target to become numbed. This is an [Electric] effect.
  • Ice Fang (Su): Deino's bite attack inflicts an additional 1d4 cold damage, and a failure of 5 or more on the Fortitude save causes the target to become frozen, as the freeze[1] spell, until it manages to break free with a DC 12 Strength check. This is an [Ice] effect.

Psi Resistance: Deino automatically passes saving throws against Psionic effects. If an ability does not allow a save and deals damage, it takes half damage. It also gains a +4 bonus on saves against against mind-affecting spells.

Focus Energy (Ex): If Deino spends a Swift action focusing, and does not move more than 5' in the round, its next bite attack threatens a critical on a natural 17-20. If Improved Critical is taken, this becomes 15-20.

Bite (Ex): Deino's bite is laced with dark energy. If its bite connects, the target must succeed on a DC 14 Fortitude save or be stunned for 1 round. This is a [Dark] effect.

Advancement[edit]

At 6 HD, Deino learns Headbutt (Ex): Deino has a headbutt attack as a secondary natural weapon, which does 1d8+Str damage (plus an additional +3 due to Hustle) and is capable of causing the target to flinch just like the bite attack. This is a [Normal] effect.

At 7 HD, Deino learns Dragonbreath (Su): Deino gains a breath weapon, usable once every 1d4 rounds, which deals 1d6 damage per HD Deino has. The breath weapon takes the form of a 50-foot line. Creatures caught in the path of the attack can halve the damage with a Reflex save (save DC is Constitution-based). A creature that fails its save by 5 or more is paralyzed for 5 rounds. This is a [Dragon] effect.

At 8 HD, Deino learns Crunch (Su): Deino can now bite hard enough to smash bones. Deino's bite attack deals damage as though it was one size category larger, and a creature that fails the Fortitude save loses 1 point of natural armor and 1 point of damage reduction for 1 minute. Another successful Crunch reduces the target's natural armor and damage reduction by a further 1 (to a maximum penalty of −6) and refreshes the duration. This is a [Dark] effect.

Deino may spend bio-energy when using Crunch to increase its save DC by 1 per bio-energy charge spent, or drain bio-energy charges to increase the save DC by 2 per bio-energy charge drained. As Deino's Bite and its elemental fang (Fire Fang, Thunder Fang, or Ice Fang) share the same save DC as Crunch, spending bio-energy in this fashion increases their save DCs as well.

At 10 HD, Deino learns Dragon Pulse (Su): At will, Deino may use a standard action to launch a ranged touch attack with a range increment of 60 feet that does 1d12 points of damage. This is a [Dragon] effect. Deino adds its Charisma modifier to the damage roll.

At 12 HD, Deino learns Work Up (Ex): As a swift action, Deino can get itself hyped up for battle. It gains a +1 bonus to damage rolls and save DCs for 1 minute.

At 13 HD, Deino learns Dragon Rush (Ex): Deino gains additional power when charging, and can slam its body into foes in a most devastating manner. When charging, if it hits, the foe takes an additional 1d6 points of damage per hit die and is knocked prone if they fail a Balance check (the DC is equal to the damage dealt). If the foe is knocked prone, Deino can continue the charge to another foe as long as it has movement left. This is a [Dragon] effect.

At 15 HD, Deino learns Hyper Voice (Su): Deino gains an alternate breath weapon that takes the form of a 40-foot cone of intense sound. This cone does 1d4 damage per HD Deino has (the damage can be halved with a Reflex save, save DC is Constitution-based). A creature that fails its save by 5 or more is deafened for the rest of the encounter. This is a [Normal] effect.

Oddly enough, Hyper Voice is completely useless on creatures with "soundproof" qualities, such as Electrode, Exploud, and Mr. Mime.

At 20 HD, Deino learns Outrage (Su): When Deino enters an Outrage, which takes a full-round action, everything within 30 feet takes 1d4 damage per hit die. This leaves a smoking crater in the ground. The following round, it automatically uses the ability again, this time hitting for 1d6 damage per hit die out to 60 feet. Finally, on the third round, it deals 1d8 damage per hit die out to 90 feet, then becomes exhausted for one minute. This cannot be used while Fatigued or Exhausted. This is a [Dragon] effect.


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Facts about "Deino (3.5e Monster)"
AlignmentUsually chaotic evil +
AuthorLuigifan18 +
Challenge Rating5 +
EnvironmentCaves +
Identifier3.5e Monster +
Rated ByFoxwarrior + and Leziad +
RatingRating Pending +
SizeSmall +
SubtypeXenotheric + and Pokémon +
SummaryDeino is a rather comical-looking dragon with a bad temper. Unfortunately for it, its utter lack of vision tends to repeatedly screw it over in the enclosed areas it hunts in. This doesn't help its comical image. +
TitleDeino +
TypeDragon +