Tyranitar (3.5e Monster)

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Tyranitar from HeartGold and SoulSilver.
Tyranitar
Size/Type: Large Magical Beast (Earth)
Hit Dice: 12d10+60 (126 hp)
Initiative: +0 (+0 Dex)
Speed: 40 ft., burrow 20 ft.
Armor Class: 23 (-1 size, +0 dexterity, +12 natural), touch 9, flat-footed 23
Base Attack/Grapple: +12/+24
Attack: Bite +19 melee (2d6+12 plus Flinch, 19-20/x3) and Tail Slap +19 melee (1d8+12)
Full Attack:
Space/Reach: 10 ft./10 ft.
Special Attacks: Flinch, Spike Stones, Earthquake, Stone Edge, Fire Fang, Augmented Critical (Bite)
Special Qualities: Egg Move, Dark Pokemon Traits, Rock Pokemon Traits, Terrible Weak Point
Saves: Fort +13, Ref +6, Will +3
Abilities: Str 26, Dex 11, Con 19, Int 7, Wis 14, Cha 14
Skills: Survival +17
Feats: Improved Natural Attack (Bite), Great Fortitude, Improved Toughness, Ability Focus (Flinch), Power Attack, Sandstream (B)
Environment: Mountainous areas
Organization: Solitary
Challenge Rating: 12
Treasure: Standard.
Alignment: Neutral
Advancement: 13-14 HD (Huge), 15-16 HD (Gargantuan), 18-19 HD (Colossal), 20+ HD (BigLargeMcFuckenHuge)
Level Adjustment:


Combat[edit]

As a pseudo-legendary Pokémon, Tyranitar's stats are all impressive, but special mention should go to its physical attack power. Tyranitar is powerful enough to demolish a mountain with ease, so if it hits you, it's not going to be pretty. It's no slouch with special attacks, either, and while rumors of it being more invincible than the Tarrasque are probably an exaggeration, what is certainly not an exaggeration is that Tyranitar can shrug off ridiculous amounts of damage without feeling any pain. However, Tyranitar is rather slow, so keep a decent distance and you may have a good chance of winning.

Flinch (Ex): Any target bitten must make a DC 26 Fort save or be stunned for one round. The save DC is Strength-based. This is a [Dark] effect.

Spike Stones (Su): Tyranitar can duplicate a spike stones effect at will. Caster level equals hit dice, save DC equals 10 + ½ Tyranitar’s hit dice + Tyranitar’s Charisma modifier. This is a [Rock] effect.

For the sample Tyranitar, the caster level is 8, and the save DC is 14.

Earthquake (Sp): Tyranitar can cast earthquake (caster level equals hit dice) once per minute. The save DC is Charisma-based, and for the sample Tyranitar is 18. This is a [Ground] effect.

Stone Edge (Su): With a Standard Action, Tyranitar can cause hardened granite to form around its tail in an unusually sharp "blade" of stone and strike a foe. It makes a regular tail attack, and if it hits, it deals an additional 10d6 damage. It threatens a critical hit on a 16-20 (11-20 if it takes Improved Critical), but the bonus damage is of course not multiplied. If it hits, the stone shatters so the ability must be activated again with a Standard action. If it misses, it remains in effect for future attacks, until it successfully hits. This is a [Rock] attack. In a Contest, if it wins a point it automatically gains a massive success, gaining an extra point and raising the DC.

Fire Fang (Su): With a Standard Action, Tyranitar can make a Bite attack that deals an additional 4d8 points of Fire damage. The target, if bitten, must also make a Reflex save (same DC as Flinching) or catch fire, taking 2d6 Fire damage per round until they put it out. This is a [Fire] effect.

Egg Move: The egg move improves.

  • Curse (Su): This grants a +4 profane bonus to AC, attacks, and damage for three rounds, but for the duration, Initiative is at -5 and speed is halved. This is a [Ghost] effect. If used in a Contest, on the following Round it goes last but wins an extra point if it wins any.
  • Outrage (Su): Tyranitar does have draconic features, and holds a deep rage just waiting to break out and destroy shit. If it enters an Outrage, which takes a Full Round Action, everything within 50 feet takes 1d6 fire damage per level. This leaves a smoking crater in the ground. The following round, it automatically uses the ability again, this time hitting for 1d8 damage per level out to 75 feet. Finally, on the third round it deals 2d6 damage per level out to 100 feet, then becomes Exhausted for one minute. This cannot be used while Fatigued or Exhausted. This is a [Dragon] effect.
  • Iron Defence (Su): As a standard action, Tyranitar can grant itself DR 10/—, a +8 bonus to natural armour, and Moderate Fortification (as the armour property) for three rounds. This is a [Steel] effect. If used in a Contest, it becomes immune to point-theft for the rest of the Round.

Terrible Weak Point (Ex): Unfortunately, Tyranitar was built in a very vulnerable way. All Slam attacks (such as those made by monks) gain a +4 bonus to hit, and deal double damage if they do hit. If using the Pokemon Type rules of The Gaming Den, ignore this, as it is factored into its Types.

Additional Hit Dice: Every hit die, increase Natural Armour by 1. Every even level, increase Strength or Constitution by 1.

At 15 Hit Dice, it gains Sand Veil as a Bonus Feat, ignoring the usual restriction. At 18 Hit Dice, it gains Mean as a Bonus Feat.

Note: if using Tome Feats, replace Improved Toughness with Mage Killer, Ability Focus with Juggernaut, and Power Attack with Blitz.


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Back to Main Page3.5e HomebrewMonsters

AlignmentNeutral +
AuthorSisterAcacia +
Challenge Rating12 +
EnvironmentMountainous areas +
Identifier3.5e Monster +
Level Adjustment+
RatingUnrated +
SizeLarge +
SubtypeEarth +
TitleTyranitar +
TypeMagical Beast +