Super Hamster (3.5e Monster)

From Dungeons and Dragons Wiki
Jump to: navigation, search
Homebrew.png
Author: Leziad (talk)
Date Created: 17th September 2020
Status: Complete
Editing: Clarity edits only please
ArticleUndiscussed.png
Rate this article
Discuss this article


Super Hamster
Size/Type: Small Animal
Hit Dice: 2d8+4 (13 hp)
Initiative: +2
Speed: 40 ft.
Armor Class: 15 (+2 Dex, +2 Natural Armor, +1 Size), touch 13, flat-footed 13
Base Attack/Grapple: +1/-4
Attack: Bite +4 melee (1d4-1) or Pinball Slam +4 melee (2d6-1)
Full Attack: Bite +4 melee (1d4-1) or Pinball Slam +4 melee (2d6-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Cheek Stuff, Much, Pinball Power
Special Qualities: Compression, Defensive Curl, Low-light Vision, Scent
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 8, Dex 14, Con 15, Int 2, Wis 13, Cha 14
Skills: Escape Artist +13, Listen +7, Spot +7, Tumble +5
Feats: Weapon FinesseB, Run
Environment: Dry Plains
Organization: Solitary or Rollout (3-12 Super Hamsters)
Challenge Rating: 1
Treasure: None
Alignment: Always True Neutral
Advancement: 3-8 HD (Small)
Level Adjustment:


Standing before you is a hamster the size of a dog, it is resting on the dry ground. Once it eyes crosses yours it roll into a ball...

A strange species of oversized hamsters, the super hamsters are capable of curling into a ball and moving at high speed. It is said that it developed this ability in an example of convergent evolution with a certain type of goblin. Because of their high speed and ability to ram into foes, they only have a few predators, mostly much larger cats such as lions or tigers. Despite being cuddly, feral super hamsters are noted to be quite aggressive.

Combat[edit]

While engaged with a potential predator, the super hamster will curl into a ball and ram it at full speed. If it misses too often, or is wounded, it will use its superior speed to run away as quickly as possible.

Cheek Stuff (Ex): If a super hamster successfully bite a creature at least a size smaller than itself, it may attempt to stuff it into its cheeks. It makes a grapple check against its opponent, if it succeeds it successfully stuffs the creature into its cheeks. The super hamster's opponent counts as being grappled, but not the super hamster. The super hamster is capable of moving normally with the opponent in its square, assuming its weight does not encumber the super hamster. The super hamster may be damaged normally, but its opponent takes the normal penalty for being grappled. If the creature breaks the grapple, it is automatically ejected in one of the super hamster's adjacent spaces.

A super hamster may also hold a cubic foot of various items in its cheeks, while it does so it cannot use its cheek stuff ability to grab an opponent. It may store or eject any quantity of items, up to its normal limit, as a move action. A larger super hamster may hold twice as many items into its cheeks for each size category larger than small it is.

Compression (Ex): A super hamster counts as two size categories smaller for the purpose of squeezing through spaces. It can also share a square with any creatures of medium size or larger. A super hamster gain a a +8 racial bonus on Escape Artist checks.

Defensive Curl (Ex): A super hamster may take the total defense action as an immediate action. If it does so it does not get a standard action on it next round.

Munch (Ex): At the start of its turn, the super hamster may automatically deal its bite damage to an opponent it stuffed in its cheek. Alternatively it may eat a single food item in it cheek pouch.

Pinball Power (Ex): Super hamsters are capable of rolling themselves into a ball and move at high speed before running into things. As a full round action, they may curl themselves up and charge at a target in range. Whenever they impact with an object or creature, they take 1 nonlethal damage. An attack while curled up can automatically start a Bull Rush or Overrun check without provoking an attack of opportunity.

They gain a Feral Strike Pinball Slam while curled up, it may only be used on a charge or after moving at least 20 feet in a round, deals 2d6 Bludgeoning damage, has a 20/x2 critical threat, and counts as a two-handed weapon, Additionally, while curled up, their base land speed counts as 10 feet higher, and count as one size smaller for the purposes of squeezing through tight spaces. They may only make attacks with their Pinball Slam or their Unarmed Strike while curled up. You may make attacks with your Pinball Slam against swarms without penalties. Impacting a swarm does not deal damage with your Pinball Slam.

They may uncurl as a free action at the start of their turn, which renders them staggered until the start of their next turn. Each round they stay curled up after the first, they must make a Fortitude save (DC 10 + number of rounds they've been curled up) or uncurl and be nauseated for one round. This save is made at the start of their turn, immediately after they make the decision to stay curled or not.

Familiar[edit]

The super hamster can be taken as a familiar by a caster of at least 3rd level. It grants the owner no bonus, but the creature's own abilities are often enough.




Back to Main Page3.5e HomebrewMonsters

Leziad's Homebrew (4521 Articles)
Leziadv
AlignmentAlways True Neutral +
AuthorLeziad +
BenefitNone +
Challenge Rating1 +
EnvironmentDry Plains +
Identifier3.5e Monster +
Level Adjustment+
Prerequisite3rd +
RatingUndiscussed +
SizeSmall +
TitleSuper Hamster +
TypeAnimal +