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Mawile (3.5e Monster)


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Mawile
Size/Type: Small Magical Beast (Metal)
Hit Dice: 8d10+16 (60 hp)
Initiative: +2 (+2 Dex)
Speed: 20 ft.
Armor Class: 17 (+1 size, +2 dexterity, +4 natural), touch 13, flat-footed 15
Base Attack/Grapple: +8/+6
Attack: Bite +11 melee (2d6+3)
Full Attack: Bite +11 melee (2d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Fake Tears, Tickle, Flash Cannon, Crunch, Sucker Punch
Special Qualities: Rock Polish, Egg Move, Fairy Pokemon Traits, Steel Pokemon Traits, Gem Eater, Damage Reduction 4/Cold Iron
Saves: Fort +9, Ref +9, Will +2
Abilities: Str 15, Dex 14, Con 14, Int 11, Wis 8, Cha 15
Skills: Bluff +16, Intimidate +18
Feats: Luck of Heroes, Improved Natural Attack (Bite), Skill Focus (Bluff)
Environment: Caves
Organization: Solitary
Challenge Rating: 8
Treasure: Standard.
Alignment: Neutral
Advancement: 9-11 HD (Small), 12+ HD (Medium)
Level Adjustment:


CombatEdit

Crunch (Ex): Mawile's Bite is a [Dark] effect and one size larger than normal. Additionally, it deals 2 points of Constitution damage, and bestows a −4 Penalty to Armour Class to the target until the Con damage is healed.

Sucker Punch (Ex): Making an attack against Mawile provokes an Attack of Opportunity from it. This is a special Slam attack that is a [Dark] effect and deals 1d6 + Strength in damage. In a Contest, this automatically goes first.

Fake Tears (Ex): With a Full-Round Action, Mawile can pretend to cry, fooling the target into lowering their defences. It makes a Bluff check, and if it beats their Sense Motive check or Will save, it fools them and, regardless of how they would normally act, they lose a Standard Action on their next turn. Additionally, the targeted foe takes a −4 penalty to AC and all saving throws for one minute. This is a [Dark] effect, and can be used with Bluff in Cute Contests, gaining a +4 Bonus.

Tickle (Ex): With a melee touch attack, Mawile can tickle a foe with a Standard Action. The foe must make a DC 18 Will save (Dex-based, +2 racial bonus) or count as dazed for one full round as they squirm and laugh. This is a [Normal] effect and gains a +3 Bonus in Cute Contests.

Flash Cannon (Su): With a Full-Round Action, Mawile can focus sunlight to shine off its metal skin and direct it at an enemy in a blast. This is a 60 ft. long line, and deals 1d6 Light damage per hit die. This damage is halved on a successful Reflex save (Charisma-based), and cannot be used again for 1 minute. If a light-sensitive creature fails the saving throw, they are blinded for one minute. If an undead is struck, they take double damage (or half damage on a save). The sample Mawile deals 8d6 damage with a DC of 16. This is a [Steel] effect.

Gem Eater (Ex): Mawile's favourite food is rocks, specifically gems. Any time Mawile eats precious stones worth at least 500 GP, it gains a +2 Morale Bonus to absolutely all rolls for the rest of the day. If the meal is worth at least 5,000 GP, the bonus increases to +4.

Rock Polish (Su): Using a Standard Action, Mawile can polish itself to shine magnificently. This somehow increases its speed, granting the benefits of a haste effect for three rounds. This is a [Steel] effect. Used in a Contest, Mawile automatically acts first on the following Turn.

Egg Move: Mawile gains one of the following upon hatching.

  • Punishment (Su): With a Standard Action, Mawile 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.
  • Poison Fang (Ex): The bite attack gains a poison (Constitution-based DC, damage 1d6 Con/1d6 Con). Using this is a [Poison] effect and cannot be done at the same time as Crunch - you have to choose which to use.
  • Swords Dance (Su): bull's strength and divine favor can be cast at will (CL = HD), both with the same action. This is a [Normal] effect. In a Contest, this earns no points of its own unless used with Perform (Dance), but doubles all points gained on the next Round.
  • Thunder Fang (Su): With a Standard Action, Mawile can bite for +4d6 Electricity. The target must make a Fortitude save (Strength-based) or be stunned for one round. This is an [Electric] effect.
  • Fire Fang (Su): With a Standard Action, Mawile can bite for +4d6 Fire. The target must make a Reflex save (Strength-based) or catch fire, taking 2d6 fire damage per round. This is a [Fire] effect.

Advancement: Every hit die, increase Natural Armour and either Strength or Constitution by 1. Every even hit die, increase Charisma or Dexterity by 1, as well as Damage Reduction. At ten, fifteen and twenty hit dice, increase Intelligence by 1.

At 12 hit dice, Mawile can Megavolve itself, as per the Druid Spell, as a Spell-Like Ability once per hour.

At 13 hit dice, Mawile's metal mouth grows larger, increasing the base damage of the Bite to 2d6 (increased to 3d6 by Improved Natural Attack). It also gains a +4 Bonus to Grapple checks as though one size category larger, and gains the Improved Grab ability.

At 16 hit dice, Mawile gains Augmented Critical: Bite, and anyone hit by its Bite attack must pass a Fortitude Save (Strength-based) or be Staggered for 1 round. On a Critical Hit, a failed save causes them to be Stunned for 1 round instead.

At 19 hit dice, Mawile's metal mouth becomes even larger, increasing the Bite damage to 3d6 base damage (increased to 4d6 by Improved Natural Attack). The Bonus to Grapple checks improves to +8.

Pokemon Traits: Fire and Ground attacks are Super Effective, but Normal, Grass, Ice, Fairy, Flying, Psychic, Bug, Rock, Ghost, Dragon and Dark attacks are Not Very Effective. Mawile takes 1d6 Acid damage per hit die from Rust effects, and is magnetic. It is immune to Fear effects, as well as being poisoned or diseased, and gains Evasion. It does not suffer Critical Hits from things that aren't Super Effective.

Megavolution: when the subject of a Megavolve effect, Mawile grows an extra giant mouth, increasing the damage size of its Bite attacks by another two categories, and granting it one additional Bite attack when it makes a Full Attack. Its Constitution, Wisdom and Natural Armour all improve by +6 for the duration, and its Strength improves by +8 for the duration. Its Bite attacks become Magic Weapons for the duration as well, with an Enhancement Bonus to attack and damage rolls of +1 per 3 hit dice, the ability to hit Incorporeal creatures (with a 50% miss chance) and bypassing Damage Reduction x/magic.

Note: if using Tome Feats, replace Luck of Heroes with Great Fortitude and Skill Focus with Blitz or Juggernaut.


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