Hamstower (3.5e Monster)
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|Size/Type:||Fine Magical Beast|
|Hit Dice:||1/2d10 (2 hp)|
|Speed:||10 ft. (2 squares), Climb 5 ft., Burrow 5 ft.|
|Armor Class:||21 (+8 Size, +3 Dex), touch 21, flat-footed 18|
|Attack:||Nibble +9 melee touch (Attach)|
|Full Attack:||Nibble +9 melee touch (Attach)|
|Space/Reach:||0 ft./0 ft.|
|Special Attacks:||Nibble, OW!|
|Special Qualities:||Low Light Vision, Darkvision 60'|
|Saves:||Fort +2, Ref +5, Will +2|
|Abilities:||Str 1, Dex 16, Con 11, Int 5, Wis 14, Cha 14|
|Skills:||Balance +12, Climb +12, Hide +24, Move Silently +8, Swim +11|
|Environment:||Any except Aquatic|
|Organization:||Solitary, Pair, or Colony (10-100)|
"Abner?? Abner wake up there's lil furry critters nibblin' on yer toes.."
As a side effect of one of Prak's many legendary oddball experiments, a group of his pet hamsters became materially unstable. Despite this they have beaten the odds, escaped captivity, and managed to breed a small populace of potential unwelcome dangers...
A few Hamstowers go straight for the grapple while the rest of their colony flees. They're darn loyal critters.
Nibble(Ex): If the Hamstower hits with a melee Touch Attack, it attaches itself to it's opponent effectively Grappling it. The Hamstower loses it's Dexterity Bonus to AC, but has a +12 Bonus to Grapple Checks (as well as ignoring Size/Strength penalties to Grapple Checks). It can be struck with a weapon, or removed by pinning it in a Grapple.
OW!(Su): Hamstowers are notoriously unstable. If they take enough damage to reduce them to negative hit points they explode doing 2d4 damage in a 5 ft. square.
Skills: Hamstowers have a +4 Racial Bonus on Hide and Move Silently Checks. They also have a +8 Racial Bonus on Balance, Climb, and Swim Checks. They may use their Dex instead of Str modifier for Climb and Swim Checks. They can always choose to take 10 on Climb or Swim Checks.