Difference between revisions of "Lugia (3.5e Monster)"
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Revision as of 21:20, 19 September 2013
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Lugia | |
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Size/Type: | Huge Magical Beast (Water, Psionic) |
Hit Dice: | 24d12 ( hp) |
Initiative: | |
Speed: | 20 ft., 300 ft. fly (good) |
Armor Class: | (−2 size, +40 natural), touch , flat-footed |
Base Attack/Grapple: | +24/ |
Attack: | |
Full Attack: | |
Space/Reach: | 15 ft./15 ft. |
Special Attacks: | Whirlwind, Weather Ball, Gust, Dragon Rush, Extrasensory, Hydro Pump, Aeroblast, Punishment, AncientPower |
Special Qualities: | Psychic Pokémon Traits, Flying Pokémon Traits, Pressure, Rain Dance |
Saves: | Fort , Ref , Will |
Abilities: | Str 22, Dex 26, Con 32, Int 30, Wis 37, Cha 22 |
Skills: | |
Feats: | Improved Hit Die (1 HD), |
Environment: | |
Organization: | |
Challenge Rating: | 26 |
Treasure: | Double standard |
Alignment: | Neutral good |
Advancement: | |
Level Adjustment: |
'
Combat
Lugia's offensive capabilities are weak compared to its peers, but it is an absolute titan on defense. Even without Recover, few creatures can manage to deplete Lugia's mountain of hit points.
Weather Ball (Su): This ability can be used once per 2 rounds. It is cast like a Fireball, except the damage and descriptor varies based on the weather:
- Daylight: Fire [Fire], failed save sets alight for 2d6 Fire per round.
- Downpour: Acid [Water], failed save causes drowning as per the spell
- Hail Storm: Cold [Ice], failed save Slows for 1 minute
- Sandstorm: Piercing [Ground], failed save causes blindness for 1 minute
- Darkness: Negative [Dark], failed save causes fatigue
Caster Level is equal to hit dice, save DC is 10 + ½ Lugia's Hit Dice + Lugia's Charisma modifier.
Gust (Ex): As a standard action, Lugia can trample creatures it flies over. Lugia merely has to fly above the enemy within 15 feet of it (that is, the opponent has to be in Lugia's melee reach). Lugia's gust attack deals 1d8 + Dexterity Modifier of subdual damage. A gusted opponent may attempt an attack of opportunity with a −4 penalty to the attack roll (assuming that it has a reach of 5 feet or more). A gusted opponent who chooses not to make an attack of opportunity may instead attempt a Reflex save for half damage (DC 10 + 1/2 Hit Dice + Dexterity Modifier). This is a [Flying] effect.
Dragon Rush (Ex): Lugia 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, Lugia can continue the charge to another foe as long as it has movement left. This is a [Dragon] effect.
Extrasensory (Ps): As a standard action, Lugia can overload the senses of a single opponent within Medium Range, doing 1d8 damage per Hit Die and stunning that opponent for 1d4−1 rounds. A Will save is allowed to halve the damage and negate the stun (save DC is Charisma-based). This is equivalent to a 7th-level power. This is a [Psychic] effect.
Rain Dance (Su): As a swift action, Lugia may replicate the effects of the Drizzle feat (even though Lugia isn't a Water-type Pokémon), except that Lugia's rain ends after 5 rounds have passed.
Hydro Pump (Ex): As a standard action, Lugia may launch a high-pressure stream of water at an adversary. This stream of water is resolved as a ranged touch attack and, if it hits, does 1d10 damage per Hit Die Lugia has. This is a [Water] effect.
Punishment (Ex): With a Standard Action, Lugia may make a Touch Attack against a foe, and if they have any ongoing magic effects on them, it deals 1d6 damage per Caster Level of the highest-CL effect on them. In a Contest, if this is used, then anyone in the same round who tries some kind of dirty trick but rolls lower finds it backfiring, and loses a point. This is a [Dark] effect.
AncientPower (Su): Once per three rounds, Lugia can telekinetically launch up to 3 chunks of stone within 100 feet. These are launched as ranged attacks at separate targets, and, if at least as large as a Medium character, deal 6d6 damage each. Furthermore, upon activation, Lugia gains a +1 enhancement bonus to natural armour and to all ability scores for the next five minutes. Using AncientPower while the bonus is still in effect improves the bonus by 1 (to a maximum of +6 total for natural armor and each ability score) and resets the duration - Lugia knows to throw random rocks around every minute or so just to keep the bonuses at the maximum. This is a [Rock] effect.
Advancement
At 25 HD, Lugia learns Recover (Ps). As a standard action, Lugia psionically heals itself, regaining up to half its maximum hit points. This is the equivalent of a 6th-level power. Lugia may use Recover once every 1d4 rounds.
At 26 HD, Lugia learns Safeguard (Sp). As a move action, Lugia may cloak itself in a shining aura that completely protects it from all negative status conditions (including paralysis, numbing, poison, disease, confusion, stunning, dazzling, dazing, burning, and being set on fire) for 5 rounds. This ability is the equivalent of a 4th-level spell.
At 29 HD, Lugia learns Calm Mind (Ps). As a standard action, Lugia may meditate and gain a +1 insight bonus to Wisdom and Charisma for 2 minutes. It may repeat this as many times as it wishes, with each usage increasing the bonus by +1 (to a maximum of +6) and resetting the duration. This is the equivalent of a 2nd-level power.
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