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Mega Ampharos (3.5e Monster)

Revision as of 06:02, 20 November 2013 by Nolanf (talk | contribs) (Combat: small tweaks in spell-like abilities)


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Mega Ampharos
Size/Type: Medium Dragon (Electricity)
Hit Dice: 10d10+10 (65 hp)
Initiative: +1 (+1 Dex)
Speed: 30 ft.
Armor Class: 20 (+1 Dex, +9 natural), touch 11, flat-footed 19
Base Attack/Grapple: +8/+8
Attack: Slam +10 melee (1d8 + 2) or Shock +10 ranged touch (4d8 electricity, stun)
Full Attack: Slam +10 melee (1d8 + 2) or Shock +10 ranged touch (4d8 electricity, stun)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells, Beacon, Shock, Lightning Bolt, Daylight
Special Qualities: Mold Breaker, Resistance to Cold 10, Electricity 25, and Fire 10, immune to sleep and paralysis.
Saves: Fort +7, Ref +7, Will +9
Abilities: Str 15, Dex 13, Con 12, Int 14, Wis 19, Cha 18
Skills: Concentration +10, Diplomacy +13, Knowledge (Nature) +11, Spellcraft +13
Feats: Blind-Fight, Combat Reflexes, Iron WillB, Ability Focus (Shock)
Environment: Any Coastal.
Organization: Solitary
Challenge Rating: 9
Treasure: Standard.
Alignment: Usually Lawful
Advancement: 11-17 HD (Medium), 18-24 HD (Large)
Level Adjustment:


Mega Ampharos looks very silimar to its cousin, the Ampharos, except that it flaunts a thick mane of soft white fur down the back of its neck and another bright patch of fur covering its long tail. Unlike the other members of its family (Mareep, Flaaffy, and, of course, Ampharos), the Mega Ampharos has evolved to become a Dragon-type creature. Due to this quirk of evolution, they may speak Draconic. Other than that, they share very few similarities to other true dragons.

Combat

Tactics Round-by-Round:

Ampharos rarely have to fight anything, and fight almost exclusively with magical power.

  • Round 0: Turn on Beacon. Call lightning if practical.
  • Round 1: Shock an enemy or pull lightning out of the sky if possible.
  • Round 2: Throw a lightning bolt
  • Round 3: Shock an enemy again.
  • Round 4: Repeat one or more of these steps or run away.

Spells: A Mega Ampharos may cast spells as a 6th level Druid. Typical prepared Druid spells: (5/4/4/3; save DC 14 + spell level) 0—Create Water, Detect Poison, Flare, Light, Resistance; 1—Cure Light Wounds, Endure Elements, Faerie Fire, Produce Flame; 2—Fire Trap, Flame Blade, Flaming Sphere, Gust of Wind; 3—Call Lightning, Cure Moderate Wounds, Protection from Energy.

Shock (Sp): A Mega Ampharos can emit a shocking arc of electricity at a single target within Close range (25 ft. plus 5 ft./2 hit dice). The Mega Ampharos must hit with a ranged touch attack, which if successful causes 2d8 electricity damage and forces the victim to make a Fortitude save (DC 10 + 1/2 Hit Dice + Charisma modifier) or become stunned for 1d3 rounds.

The sample Mega Ampharos has a save DC of 19 for its Shock.

Beacon (Sp): At a maximum of 3 times per day, a Mega Ampharos can choose to emit a tremendous amount of light with a radius around it of 180 feet. This spell-like ability acts asdaylight and flare simultaneously (assuming a caster level of 6). Mega Ampharos may extinguish this light as a free action.

The sample Mega Ampharos has a save DC of 17 for the flare portion of its Beacon ability.

Lightning Bolt: Mega Ampharos may use lightning bolt as a spell-like ability once/day. Assume a caster level of 1/2 hit dice (maximum 10).

Daylight: Mega Ampharos may use daylight as a spell-like ability 3 times/day. Assume a caster level of 6 or 1/2 hit dice (whichever is larger).

Mold Breaker (Su): Mega Ampharos has the uncanny ability to negate the damage reduction of any opponent. While using its Slam attack or any other natural weapon, the damage it deals is not reduced.

References



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