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Scyther (3.5e Monster)


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Author: SisterAcacia (talk)
Contributors: Quantumboost
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File:123Scyther.png
Scyther from Fire Red/Leaf Green.
Scyther
Size/Type: Medium Magical Beast (Bug)
Hit Dice: 7d10+14 (52 hp)
Initiative: +10 (+6 Dex, +4 Improved Initiative)
Speed: 40 ft., fly 20 ft. (average)
Armor Class: 20 (+6 Dex, +4 natural), touch 16, flat-footed 14
Base Attack/Grapple: +7/+7
Attack: Claw +12 melee (2d6+5, 19-20/x7)
Full Attack: 2 Claws +12 melee (2d6+5, 19-20/x7)
Space/Reach: 5 ft./5 ft.
Special Attacks: Augmented Critical, Sharpness, Spell-like Abilities, Fury Swipes
Special Qualities: False Swipe, Acceleration, Darkvision 60 ft., Bug Pokemon Traits, Flying Pokemon Traits
Saves: Fort +7, Ref +11, Will +2
Abilities: Str 15, Dex 22, Con 15, Int 8, Wis 11, Cha 8
Skills: Hide +16 (+20 in grassy areas)
Feats: Improved Initiative, Power Attack, Improved Natural Attack (Claw)
Environment: Grassy areas
Organization: Solitary
Challenge Rating: 7
Treasure: Standard.
Alignment: Usually Neutral
Advancement: 8-10 HD (Medium), 11-14 HD (Large)
Level Adjustment:


CombatEdit

Augmented Critical: Scyther will murderise you with its claws, they're that sharp. Their critical threat range is 19-20 and their critical multiplier is x7. Try not to get critted by them. Ever. Any time it uses False Swipe or Fury Swipes in a Contest, any success is upgraded to an astounding success.

Fury Swipes (Ex): With a Full Round Action, Scyther can make multiple attacks: it makes a Full Attack as though its claws were a pair of dual-wielded manufactured weapons. This is a [Bug] effect. The sample Scyther would attack at +12/+12/+7/+7. In a Contest, when Scyther uses this it makes two rolls and picks the higher one.

Sharpness (Su): Scyther's claws are ultra-sharp. As such, they have an Enhancement Bonus to Attack and Damage rolls equal to 1/3 of their Hit Dice, round up - and likewise are able to hit Incorporeal (with a 50% Miss Chance) and penetrate DR /magic. The sample Scyther has a +3 bonus. Its claws are [Bug] effects.

False Swipe (Ex): Scyther can, if it feels like it, pull back all strength at the last moment, leaving a foe on precisely 1 HP, 0 HP, or -1 and stable. Often, it will do this to a lone attacker, unless they meet again, or it will do this to one member of a group in an attempt to make the others stop. This is a [Normal] effect.

Spell-like Abilities (Sp): At will: cat's grace, summon swarm (spiders, locusts, or bees only); 1/minute: mirror image, wind wall; 1/day: haste, creeping doom. Caster level is equal to its Hit Dice, and the save DC is Dexterity-based. Cat's Grace, Mirror Image, and Haste are [Psychic] effects, Summon Swarm and Creeping Doom are [Bug] effects, and Wind Wall is a [Flying] effect.

The sample Scyther has a save DC of 16 + spell level for its spell-like abilities, and a caster level of 7.

Acceleration (Ex): Did you just see Scyther then? No? 'Course not, it's too damn fast. Scyther can elect, as a subconscious free action, to automatically win Initiative when combat begins. If it does this, however, it becomes fatigued in three rounds. This ability cannot be used while fatigued.


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