Difference between revisions of "Lapith (3.5e Monster)"

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|ac2=23 (-1 [[SRD:Dexterity|Dex]], +14 [[SRD:Natural Armor|natural]]) |touch2=9 |flat2=23
 
|ac2=23 (-1 [[SRD:Dexterity|Dex]], +14 [[SRD:Natural Armor|natural]]) |touch2=9 |flat2=23
 
|bab2=+8 |grapple2=+21
 
|bab2=+8 |grapple2=+21
|at2=[[SRD:Slam|Slam]] +17 melee (2d6+13) or [[#Headbutt|headbutt]] +12 melee (2d8+4 plus [[SRD:Stunned|stun]])
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|at2=[[SRD:Slam|Slam]] +17 melee (2d6+9) or [[#Headbutt|headbutt]] +12 melee (2d8+4 plus [[SRD:Stunned|stun]] ([[SRD:Fortitude|Fort]] DC 23))
|full_at2=2 [[SRD:Slam|slams]] +17 melee (2d6+13) and [[#Headbutt|headbutt]] +12 melee (2d8+4 plus [[SRD:Stunned|stun]])
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|full_at2=2 [[SRD:Slam|slams]] +17 melee (2d6+9) and [[#Headbutt|headbutt]] +12 melee (2d8+4 plus [[SRD:Stunned|stun]])
 
|space2=5 ft. |reach2=5 ft.
 
|space2=5 ft. |reach2=5 ft.
|sa2=[[#Boulder Heave|Boulder spit]], [[#Crushing Blow|Crushing blow]], [[#Pouncing Charge|pouncing charge]]
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|sa2=[[#Boulder Heave|Boulder spit]], [[#Crushing Blow|crushing blow]] (4d6+18), [[#Pouncing Charge|pouncing charge]]
 
|sq2=[[SRD:Darkvision|Darkvision]] 60 ft., [[SRD:Damage Reduction|DR]] 10/-, [[#Diamond Body|diamond body]]
 
|sq2=[[SRD:Darkvision|Darkvision]] 60 ft., [[SRD:Damage Reduction|DR]] 10/-, [[#Diamond Body|diamond body]]
 
|fort2=+16 |ref2=+5 |will2=+9
 
|fort2=+16 |ref2=+5 |will2=+9
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'''{{Anchor|Magic Burst}} {{Su}}:''' The Amethys may focus all its inherent magical energy as a 1-[[SRD:Round|round]] action. During the time this ability is charging, all incoming damage is halved (after applying its [[SRD:Damage Reduction|damage reduction]]). If more than 40 points of damage is done to the Amethys before the ability finishes charging, it is interrupted and the Amethys becomes [[SRD:Staggered|staggered]] for 1 [[SRD:Round|round]].  
 
'''{{Anchor|Magic Burst}} {{Su}}:''' The Amethys may focus all its inherent magical energy as a 1-[[SRD:Round|round]] action. During the time this ability is charging, all incoming damage is halved (after applying its [[SRD:Damage Reduction|damage reduction]]). If more than 40 points of damage is done to the Amethys before the ability finishes charging, it is interrupted and the Amethys becomes [[SRD:Staggered|staggered]] for 1 [[SRD:Round|round]].  
  
If the charging completes, on the start of the Amethys' next turn, it releases a massive burst of raw arcana that deals 2d6 points of damage per [[SRD:Hit Dice|HD]] it has to any creature within 15 feet, and every creature within range is [[SRD:Bull Rush|bull rushed]] away by the blast at a modifier equal to the Amethys' [[SRD:Charisma|Charisma]] bonus + 4, knocking creatures back by 5 feet for every 5 points Amethys' check beat theirs. Affected creatures may make a DC 20 [[SRD:Reflex|Reflex]] save to halve the damage dealt.
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If the charging completes, on the start of the Amethys' next turn, it releases a massive burst of raw arcana that deals 2d6 points of damage per [[SRD:Hit Dice|HD]] it has to any creature within 15 feet, and every creature within range is [[SRD:Bull Rush|bull rushed]] away by the blast at a modifier equal to the Amethys' [[SRD:Charisma|Charisma]] bonus + 4, knocking creatures back by 5 feet for every 5 points Amethys' check beat theirs. Affected creatures may make a DC 20 [[SRD:Reflex|Reflex]] save to halve the damage dealt. The save DC is [[SRD:Charisma|Charisma]] based.
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After using a magic burst, the Amethys must wait 2d4 rounds before being able to use it again.
  
 
'''{{Anchor|Spells}}:''' An Amethys casts [[SRD:Spells|spells]] as an 8th-level [[SRD:Sorcerer|sorcerer]].  
 
'''{{Anchor|Spells}}:''' An Amethys casts [[SRD:Spells|spells]] as an 8th-level [[SRD:Sorcerer|sorcerer]].  
  
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<span id="Diaman"></span id>
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=== Diaman ===
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These stockily built lapith have a mostly colorless hue, though a faint blue tinge often pierces the faded white. Their favourite mineral to eat is diamond.
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Diamans are the most belligerent and eager to battle of the lapith, using their incredibly hard and strong bodies to beat down the foes of their kind in visceral melee. They are the first to engage the enemy, and are often found protecting the young. Diamans are incredibly resilient to all physical forms of damage.
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'''{{Anchor|Diamond Body}} {{Ex}}:''' A Diaman's body standardly halves all physical damage it takes. This effect is applied after its [[SRD:Damage Reduction|damage reduction]].
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'''{{Anchor|Boulder Spit}} {{Ex}}:''' A Diaman's only ranged move, it spits out a big rock as a [[SRD:Full-Round Actions|full-round action]] with a maximum range of 60 feet. The rock explodes in a 10-foot-radius spread, dealing 1d6/[[SRD:Hit Dice|HD]] damage ([[SRD:Reflex|Reflex]] DC 24 half) that counts as [[SRD:Adamantine|adamantine]] and is either [[SRD:Bludgeoning Weapon|bludgeoning]] or [[SRD:Piercing Weapon|piercing]], whichever is more beneficial. The save DC is [[SRD:Constitution|Constitution]]-based.
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Any creature that is hit by the boulder directly (with a successful ranged attack roll) takes an additional 4d6 points of similarly typed damage without a save.
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'''{{Anchor|Crushing Blow}} {{Ex}}:''' Taking a -2 penalty to attack, the Diaman may combine both of its [[SRD:Slam|slam]] attacks into an almighty crush that deals 4d6+18 damage and [[SRD:Stunned|stuns]] the target for 2 [[SRD:Round|rounds]] on a failed DC 23 [[SRD:Fortitude|Fortitude]] save ([[SRD:Strength|Strength]]-based). If the target of the crushing blow is already [[SRD:Stunned|stunned]], it crushes some of the creature's bones, halving all of their movement speeds based on physical movement and incurring a -4 penalty to their [[SRD:Strength|Strength]] and [[SRD:Dexterity|Dexterity]] scores. The effects of the crushing blow remain until all the damage is healed.
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After using a pouncing charge or crushing blow, the Diaman must wait 1d4+1 rounds before being able to use either again.
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In a [[SRD:Full Attack Action|full attack]], a Diaman may use its stunning headbutt first, and then follow up with a crushing blow.
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'''{{Anchor|Pouncing Charge}} {{Ex}}:''' A Diaman may make a sudden forward pounce as a double [[SRD:Move Action|move]], instantly traveling up to two times its movement speed and landing atop of its target unless it makes a DC 23 [[SRD:Reflex|Reflex]] save. If the save fails, they take damage and incur the effects of a [[#Crushing Blow|crushing blow]].
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After using a pouncing charge or crushing blow, the Diaman must wait 1d4+1 rounds before being able to use either again.
  
  

Revision as of 18:26, 30 September 2016

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Author: Sulacu (talk)
Date Created: September 30, 2019
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Amethys Diaman Emeral
Size/Type: Medium Magical Beast (Earth) Medium Magical Beast (Earth) Medium Magical Beast (Earth)
Hit Dice: 8d10+56 (100 hp) 8d10+80 (124 hp) 8d10+56 (100 hp)
Initiative: +3 +3 +4
Speed: 30 ft. (6 squares), climb 15 ft. 30 ft. (6 squares) 30 ft. (6 squares), burrow 10 ft.
Armor Class: 24 (+3 Dex, +11 natural), touch 13, flat-footed 21 23 (-1 Dex, +14 natural), touch 9, flat-footed 23 25 (+4 Dex, +11 natural), touch 14, flat-footed 21
Base Attack/Grapple: +8/+13 +8/+21 +8/+12
Attack: Bite +13 melee (2d6+7 plus devour magic) or 2 claws +11 melee (1d8+2) Slam +17 melee (2d6+9) or headbutt +12 melee (2d8+4 plus stun (Fort DC 23)) Claw +14 melee (1d8+6) or bite +12 melee (2d6+3)
Full Attack: Bite +13 melee (2d6+7 plus devour magic) and 2 claws +11 melee (1d8+2) 2 slams +17 melee (2d6+9) and headbutt +12 melee (2d8+4 plus stun) 2 claws +14 melee (1d8+6) and bite +12 melee (2d6+3)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: Devour magic, magic burst, spells Boulder spit, crushing blow (4d6+18), pouncing charge Acid spit,
Special Qualities: Darkvision 60 ft., DR 7/-, spell resistance 25 Darkvision 60 ft., DR 10/-, diamond body Darkvision 60 ft., DR 7/-, acid absorption
Saves: Fort +13, Ref +9, Will +10 Fort +16, Ref +5, Will +9 Fort +13, Ref +10, Will +8
Abilities: Str 20, Dex 17, Con 24, Int 9, Wis 18, Cha 23 Str 28, Dex 9, Con 30, Int 5, Wis 12, Cha 11 Str 22, Dex 19, Con 24, Int 7, Wis 14, Cha 15
Skills: Climb +13, Listen +6, Spot +6, Spellcraft +13 Intimidate +20, Listen +3, Spot +3 Listen +10, Spot +11
Feats: AlertnessB, Spell Focus (evocation), Skill Focus (Spellcraft), MultiattackB AlertnessB, Improved Initiative, Iron Will, Power Attack, Powerful Build B AlertnessB, Improved Initiative, MultiattackB
Environment: Mountains, volcanic areas and subterranean places Mountains, volcanic areas and subterranean places Mountains, volcanic areas and subterranean places
Organization: Solitary, party (3-5 random lapith) or cluster (10-25 random lapith) Solitary, party (3-5 random lapith) or cluster (10-25 random lapith) Solitary, party (3-5 random lapith) or cluster (10-25 random lapith)
Challenge Rating: 8 8 8
Treasure: 2d4 amethysts (average value 100gp) 10% chance for 1 blue-white diamond (average value 5,000 gp) 50% chance for 1 emerald (average value 1,000 gp)
Alignment: Usually neutral Usually neutral Usually neutral
Advancement: 9-12 HD (Medium), 13-24 HD (Large) 9-12 HD (Medium), 13-24 HD (Large) 9-12 HD (Medium), 13-24 HD (Large)
Level Adjustment:


Rubathos Topian Sapphiron
Size/Type: Medium Magical Beast (Earth) Medium Magical Beast (Earth) Medium Magical Beast (Earth)
Hit Dice: 8d10+72 (116 hp) 8d10+64 (108 hp) 8d10+72 (116 hp)
Initiative: +5 +8 +5
Speed: 30 ft. (6 squares), climb 15 ft. 20 ft. (4 squares), fly 60 ft. (poor) 30 ft. (6 squares), jump 30 ft.
Armor Class: 24 (+1 Dex, +13 natural), touch 11, flat-footed 23 26 (+4 Dex, +12 natural), touch 14, flat-footed 22 24 (+1 Dex, +13 natural), touch 11, flat-footed 23
Base Attack/Grapple: +8/+15 +8/+10 +8/+15
Attack: Bite +15 melee (2d6+10) or claw +13 melee (1d8+3) Bite +12 melee (2d6+4) Claw +15 melee (1d8+7) or bite +13 melee (2d6+3)
Full Attack: Bite +15 melee (2d6+10) and 2 claws +13 melee (1d8+3) Bite +12 melee (2d6+4) 2 claws +15 melee (1d8+7) or bite +13 melee (2d6+3)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: Flame breath, ignite, spell-like abilities Spell-like abilities, wind scythes Glacial spike, frost armor, spell-like abilities
Special Qualities: Darkvision 60 ft., DR 9/-, fire absorption Darkvision 60 ft., DR 8/-, improved evasion Darkvision 60 ft., DR 9/-, cold absorption
Saves: Fort +15, Ref +7, Will +8 Fort +14, Ref +12, Will +10 Fort +15, Ref +7, Will +8
Abilities: Str 24, Dex 13, Con 28, Int 5, Wis 14, Cha 21 Str 14, Dex 19, Con 26, Int 7, Wis 20, Cha 15 Str 24, Dex 13, Con 28, Int 5, Wis 14, Cha 21
Skills: Climb +24, Listen +6, Spot +6 Listen +9, Spot +9, Survival +12 Jump +24, Listen +6, Spot +6
Feats: AlertnessB, Improved Initiative, MultiattackB AlertnessB, Improved Initiative, Lightning Reflexes, Track, Weapon FinesseB AlertnessB, Improved Initiative, MultiattackB
Environment: Mountains, volcanic areas and subterranean places Mountains, volcanic areas and subterranean places Mountains, volcanic areas and subterranean places
Organization: Solitary, party (3-5 random lapith) or cluster (10-25 random lapith) Solitary, party (3-5 random lapith) or cluster (10-25 random lapith) Solitary, party (3-5 random lapith) or cluster (10-25 random lapith)
Challenge Rating: 8 8 8
Treasure: 50% chance for 1 ruby (average value 1,000 gp) 1d3-1 golden yellow topaz (average value 500 gp) 50% chance for 1 blue sapphire (average value 1,000 gp)
Alignment: Usually neutral Usually neutral Usually neutral
Advancement: 9-12 HD (Medium), 13-24 HD (Large) 9-12 HD (Medium), 13-24 HD (Large) 9-12 HD (Medium), 13-24 HD (Large)
Level Adjustment:


Once jealously herded by covetous nobles, these so called 'gem beasts' have drawn the interests of penniless adventurers the world over.

Living in the remotest rocky areas both above and below ground, Lapith are a type of magical beast that feeds on raw minerals and gemstones. With a hard defense befitting a reptile-like monster of living stone, few other creatures care to make the reclusive and nearly impossible-to-chew Lapith their prey. Generally living throughout abandoned mines, quarries, and near gem deposits, they occasionally run afoul of deep-delving prospectors.

Lapith each have a favourite type of raw mineral that they like eating more than anything else, and that type of mineral determines the way they develop. For example, the green-hued Emeral are highly fond of the taste and sheen of emeralds, whereas the powerful Diaman have honed their jaws and teeth to be able to chew and chip away at the diamonds they find delicious. As a result of this, the lapith grow in many different ways, the exposure to different gems and the latent magical energies therein granting them different abilities.

What makes the lapith uniquely sought after however is how some gems are refined within their bodies, meaning that when killing one, its body might yield cut and polished gems of great value. As such, their one and only natural predator are the civilized races.

A lapith generally has four limbs and a tail, with a broad, solid body that moves in a salamander-like gait, however different types have slightly different body shapes. A fully grown lapith weighs roughly 500 to 800 pounds.

Lapith all speak terran.

Combat

All lapith share the toughness one would expect from the hard minerals that make up their bodies, but depending on their development they awaken vastly different abilities. Though lapith have different types, as a species they are technically one and the same. Lapith do not discriminate between 'gem types', and congregate together in groups with any combination of different types. They are highly intelligent magical beasts that can understand speech and converse in simple Terran phrases, and lapith are capable of using strategy and tactics, efficiently combining the abilities and strength of their different development types in combat against enemy threats.

See individual gem type listings below for information on abilities.

Amethys

The amethys' body are a deep purple hue that gleams with a magical sheen. Their favourite mineral to eat is amethyst.

Amethys are the smartest of all lapith, achieving an as good as human-level intellect. As such, they are often the ones that coordinate group battles against large parties of enemies. Their physiques are suffused with raw magical energy and they are incredibly resilient to magic.

Devour Magic (Su): When an Amethys performs a successful bite attack on a creature that has any form of spellcasting, a 1d6 is rolled, and a spell slot of a level equal to the result is drained. If the creature has no remaining spell slot as high as the result, a spell slot of the highest level he has remaining is drained. The Amethys regains one spell slot of a level up to the level of the devoured spell slot - 1.

Advancement will make this ability stronger, increasing the die size to a d8 at 11 HD, and a d10 at 14 HD.

Magic Burst (Su): The Amethys may focus all its inherent magical energy as a 1-round action. During the time this ability is charging, all incoming damage is halved (after applying its damage reduction). If more than 40 points of damage is done to the Amethys before the ability finishes charging, it is interrupted and the Amethys becomes staggered for 1 round.

If the charging completes, on the start of the Amethys' next turn, it releases a massive burst of raw arcana that deals 2d6 points of damage per HD it has to any creature within 15 feet, and every creature within range is bull rushed away by the blast at a modifier equal to the Amethys' Charisma bonus + 4, knocking creatures back by 5 feet for every 5 points Amethys' check beat theirs. Affected creatures may make a DC 20 Reflex save to halve the damage dealt. The save DC is Charisma based.

After using a magic burst, the Amethys must wait 2d4 rounds before being able to use it again.

Spells: An Amethys casts spells as an 8th-level sorcerer.

Diaman

These stockily built lapith have a mostly colorless hue, though a faint blue tinge often pierces the faded white. Their favourite mineral to eat is diamond.

Diamans are the most belligerent and eager to battle of the lapith, using their incredibly hard and strong bodies to beat down the foes of their kind in visceral melee. They are the first to engage the enemy, and are often found protecting the young. Diamans are incredibly resilient to all physical forms of damage.

Diamond Body (Ex): A Diaman's body standardly halves all physical damage it takes. This effect is applied after its damage reduction.

Boulder Spit (Ex): A Diaman's only ranged move, it spits out a big rock as a full-round action with a maximum range of 60 feet. The rock explodes in a 10-foot-radius spread, dealing 1d6/HD damage (Reflex DC 24 half) that counts as adamantine and is either bludgeoning or piercing, whichever is more beneficial. The save DC is Constitution-based.

Any creature that is hit by the boulder directly (with a successful ranged attack roll) takes an additional 4d6 points of similarly typed damage without a save.

Crushing Blow (Ex): Taking a -2 penalty to attack, the Diaman may combine both of its slam attacks into an almighty crush that deals 4d6+18 damage and stuns the target for 2 rounds on a failed DC 23 Fortitude save (Strength-based). If the target of the crushing blow is already stunned, it crushes some of the creature's bones, halving all of their movement speeds based on physical movement and incurring a -4 penalty to their Strength and Dexterity scores. The effects of the crushing blow remain until all the damage is healed.

After using a pouncing charge or crushing blow, the Diaman must wait 1d4+1 rounds before being able to use either again.

In a full attack, a Diaman may use its stunning headbutt first, and then follow up with a crushing blow.

Pouncing Charge (Ex): A Diaman may make a sudden forward pounce as a double move, instantly traveling up to two times its movement speed and landing atop of its target unless it makes a DC 23 Reflex save. If the save fails, they take damage and incur the effects of a crushing blow.

After using a pouncing charge or crushing blow, the Diaman must wait 1d4+1 rounds before being able to use either again.



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Facts about "Lapith (3.5e Monster)"
AlignmentUsually neutral +
AuthorSulacu +
Challenge Rating8 +
EnvironmentMountains, volcanic areas and subterranean places +
Identifier3.5e Monster +
Level Adjustment+
RatingUndiscussed +
SizeMedium +
SubtypeEarth +
TitleLapith +
TypeMagical Beast +