Lapith (3.5e Monster)

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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 15 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 plus 2d6 acid)
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, burrow strike, corrosive mantle
Special Qualities: Darkvision 60 ft., DR 7/-, spell resistance 25 Darkvision 60 ft., DR 10/-, diamond body Darkvision 60 ft., DR 7/-, acid absorption, tremorsense 30 ft.
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) Wind scythe +12 ranged (2d6+4) or 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) 2 Wind scythes +12 ranged (2d6+4) and 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 19 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, Pyromaniac 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. When in combat, they usually use their climb speed to find a place with a good oversight of the battle.

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 full-round action, instantly traveling up to its movement speed and landing atop of its target unless it makes a DC 23 Reflex save. If the save fails, the target takes damage and incurs 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.

Emeral

Of all the Lapith the Emerals are the sleekest, and, according to popular opinion, the most dangerous looking. Carrying an ominous, deep green sheen, their favourite mineral to eat is emerald.

Emerals are sneaky and prefer ambushes. They can coat their sleek bodies in corrosive acid that softens rock and steel alike, and use that ability to burrow underground and ambush unwitting enemies from below.

Acid Spit (Su): The Emeral spits a gout of intensely concentrated acid from its mouth. On a successful ranged touch attack, the targeted creature is splashed with acid, causing intense pain and burning. The target will take 2d6 points of acid damage every round for up to a number of rounds equal to the Emeral's HD. Otherwise, only washing the acid away with water will stop the damage from accumulating. While the acid works and up to 2 rounds after, the target is sickened and must make a DC 21 Fortitude save at the start of its every turn or become nauseated for 1 round.

The acid is merciless not just to the target but also to any gear he wears. Any armor of cloth, leather and steel the target is wearing is sundered for 1d6 points of acid damage every round until rinsed clean or completely melted away.

After using its acid spit, the Emeral must wait 1d4+1 rounds before being able to use it again.

Burrow Strike (Ex): Using its tremorsense to approach enemies from below, the Emeral makes a bite attack to a target from underground as a standard action. If the attack hits, it deals double damage and the target must make an opposed grapple check or be drawn underground. The Emeral gains a +4 circumstance bonus on its opposed grapple check for the purpose of mounting a burrow strike.

Corrosive Mantle (Ex): The Emeral's body is clad in a toxic-looking greenish acid that corrodes anything that touches it. All attackers that touch the Emeral in any way take 2d6 points of acid damage, and melee weapons are automatically sundered for 2d6 acid damage with every successful attack.

This ability may be turned on or off at will as a move action.

Rubathos

Of the Lapith, the Rubathos are the most salamander-like in form, and they have a strong affinity for the element of fire. Their favourite mineral to eat is ruby.

Rubathos are eager to set their surroundings ablaze, and are often the most impulsive of the Lapith. They often use their climbing ability to bathe their enemies in a sea of flames from above.

Flame Breath (Su): The Rubathos has a genuine breath weapon. It may focus it in either a 40-foot line or a 20-foot cone, and deals 1d6+1 points of fire damage per HD (counting the bonus from the Pyromaniac feat. A creature caught within the effect may make a DC 23 Reflex save to halve the damage dealt. The save DC is Constitution-based.

Ignite (Sp): As a standard action, the Rubathos may choose to ignite its entire body. The initial ignition acts as a fireball (DC 18) that is centered on the Rubathos, dealing the appropriate damage to all creatures within a 20-foot-round burst. Afterwards, the Rubathos' entire body is coated in flames. All its natural weapons deal an additional 2d6 points of fire damage, and every creature striking or touching the Rubathos direction, as well as those that start its turn in a square adjacent to it will also take 2d6 points of fire damage. The effect lasts 1 minute.

This ability is the equivalent of a 4th-level spell that is usable 1/day, caster level 8th.

Spell-Like Abilities: At will—burning hands (DC 16); 3/day—pyrotechnics (DC 17); 1/day—wall of fire (DC 19). Caster level 8th. Save DCs are Charisma-based.

Topian

These bright-yellow Lapith are uniquely light and have a strong affinity for wind. Their favourite mineral to eat is golden topaz.

Topian are the Lapith considered to undergo the most significant change from their diet. Their bodies grow thin and they develop membranous wings that are intensely sturdy, allowing them to fly with the same speed and dexterity as a large bird of prey. Topians lack strong attacking abilities, but avail themselves with their ability to scout and track.

Wind Scythe (Su): A Topian's wings are capable of storing and releasing pressurized streams of air that strike like a huge, sharp sickle at range. The wind scythe is considered a ranged natural weapon that has a base damage of 2d6 slashing, and adds Charisma instead of Strength to damage. The wind scythe can be used both on the ground and in the air, can attack at a maximum range of 30 feet and two wind scythes can be used on a full attack.

Spell-Like Abilities: At will—gust bellow (DC 15); 3/day—gust of wind (DC 16); 1/day—arcane eye. Caster level 8th. Save DCs are Charisma-based.

Sapphiron

The deep blue luster of these Lapith is chilling to the eye, evident of their strong affinity for cold energies. Their favourite mineral to eat is blue sapphire.

Sapphiron wield the powers of frost to impede and damage their foes and clad themselves in ice armor. In large battles they usually provide crowd control to protect their kin.

Glacial Spike (Sp): This spell-like ability functions as sudden stalagmiteSpC, except it is made of ice and the damage is split evenly between cold and adamantine piercing. It is the equivalent of a 4th-level spell that is usable 1/day, caster level 8th.

Frost Armor (Ex): The Sapphiron cloaks itself in a layer of jagged frost shards that accumulates into hard armor. While the frost armor is active, its movement speed halves and it incurs a -6 penalty to Dexterity. However, while the armor is active, each natural attack made by the Sapphiron deals 1d6 points of extra slashing damage and 1d4 points of bleed to the target.

While the frost armor is active, the Sapphiron has fast healing 10, and it gains an effective shield that has 5 hit points per HD and hardness 10. The shield restores 5 of its hit points per round. Once the shield reaches 0 hit points, the frost armor shatters and cannot be used again for 2d4 rounds. Fire deals double damage to the frost armor.

Spell-Like Abilities: At will—lesser cone of cold (DC 16); 3/day;frostbite (DC 17); 1/day—wall of ice (DC 19). Caster level 8th. Save DCs are Charisma-based.



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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 +