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Revision as of 04:45, 19 September 2012


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Adopter: Quantumboost (talk)
Original Author: FrankTrollman (talk)
Date Created: 3/5/2010
Status: Complete
Editing: Spelling and Grammar only
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File:105Marowak.png
Marowak from Fire Red/Leaf Green
Marowak
Size/Type: Small Magical Beast (Earth)
Hit Dice: 8d10+12 (34 hp)
Initiative: -1 (-1 Dex)
Speed: 20 ft.
Armor Class: 26 (+1 size, -1 Dex, +6 bone armor, +10 natural), touch 10, flat-footed 26
Base Attack/Grapple: +8/+5
Attack: Bone Club +12 melee or thrown (2d6+6, x3)
Full Attack: Bone Clubs +12/+12/+7 melee or thrown (2d6+6, x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Bone Call
Special Qualities: Ancestral Equipment, Immunity to Electricity
Saves: Fort +9, Ref +5, Will +1
Abilities: Str 13, Dex 8, Con 17, Int 8, Wis 9, Cha 2
Skills: Craft Bone +18
Feats: Power AttackB, Quick Draw, Two-Weapon Fighting, Weapon Focus (Bone Club), Weapon Specialization (Bone Club)B
Environment: Any land or underground.
Organization: Always Solitary.
Challenge Rating: 6
Treasure: Standard (plus bone club and armor).
Alignment: Usually Neutral
Advancement: 9-14 HD (Small)
Level Adjustment:


You feel a pair of eyes glaring at you out of the darkness. A reptilian being comes out of the shadows, staring through the eye sockets of a skull which fits neatly over its own head. The bone it wields looks well-used and surprisingly sturdy.

Like the Cubone they once were, Marowak is friendless and alone. Time alone and hitting things with clubs has made Marowak hardcore like a pirate. They use even larger bones as weapons and totally smack people with bones of their mothers. Marowak spend a lot of time crying because they are very lonely, and take their frustration out on other creatures.

Marowak wander alone, filled with sadness and rage. They have nowhere to go, and no one to turn to. And they have really big clubs which they use to tap out messages to the night, hoping someone will hear. That and smash your brains out, they do that as well.

Combat

Marowak fight with two Bone Clubs.

Bone Call (Su): Any bones that a Marowak handles are considered to have the Calling, Throwing, and Returning quality with respect to the Marowak for up to 24 hours. Since the Marowak can call bones to its person, bone armor can be assembled on its body as a standard action. A Marowak gains a +8 racial bonus on any Craft checks related to bones.

Ancestral Equipment (Su): The bones of previous generations feel sorry for Marowak and look after it. A Marowak's equipment is considered to have a +3 Enhancement bonus when used as weaponry or armor, in the same manner as a Samurai's Ancestral Daisho. A Marowak can use Bone Clubs which are 2 sizes larger than itself as a light weapon. A Marowak's Bone Club counts as a large warhammer, rather than an inferior club. Also, while throwing bones, Marowak may use its Strength rather than Dexterity when determining attack bonus.


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Back to Main Page3.5e HomebrewMonsters

AdopterQuantumboost +
AlignmentUsually Neutral +
AuthorFrankTrollman +
Challenge Rating6 +
EnvironmentAny land or underground. +
Identifier3.5e Monster +
Level Adjustment+
RatingUnrated +
SizeSmall +
SubtypeEarth +
SummaryYou feel a pair of eyes glaring at you out of the darkness. A reptilian being comes out of the shadows, staring through the eye sockets of a skull which fits neatly over its own head. The bone it wields looks well-used and surprisingly sturdy. +
TitleMarowak +
TypeMagical Beast +