Cradily (3.5e Monster)
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Cradily | |
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Size/Type: | Large Plant (Water) |
Hit Dice: | 10d8+70 (115 hp) |
Initiative: | +0 (+0 Dex) |
Speed: | 20 ft., burrow 20 ft., swim 50 ft. |
Armor Class: | 27 (-1 size, +18 natural), touch 9, flat-footed 26 |
Base Attack/Grapple: | +7/+18 |
Attack: | Vine +14 (1d8+7, Improved Grab) |
Full Attack: | 8 Vines +14 (1d8+7, Improved Grab) |
Space/Reach: | 10 ft./10 ft. |
Special Attacks: | Acid Spray, Ancient Power, Confusion, Constrict, Improved Grab, Tickle |
Special Qualities: | Fast Healing 10 |
Saves: | Fort +14, Ref +3, Will +4 |
Abilities: | Str 24, Dex 10, Con 24, Int 4, Wis 12, Cha 6 |
Skills: | — |
Feats: | Multiattack, Improved Multi-Attack, Improved Natural Attack (Vine), Weapon Focus (Vine) |
Environment: | Any aquatic, but usually extinct |
Organization: | Solitary |
Challenge Rating: | 10 |
Treasure: | Standard |
Alignment: | Usually Neutral |
Advancement: | 11-15 HD (Large), 16-20 HD (Huge) |
Level Adjustment: | — |
Improved Grab (Ex): If a vine attack hits, Cradily may start a grapple as a free action without provoking an attack of opportunity. If more than one vine hits, then every vine after the first grants a +2 bonus to grapple checks.
Constrict (Ex): If it succeeds on a grapple check, Cradily may deal automatic vine damage for each vine attached.
Acid Spray (Ex): Once per three rounds, Cradily may spray a 45' cone of acid. It deals 1d6 Acid damage per hit die (Reflex half DC 22), and those who fail their save take a -6 penalty to AC for three rounds.
Fast Healing (Su): Cradily has Fast Healing equal to its hit dice.
Ancient Power (Su): Once per minute, Cradily can telekinetically launch up to 3 chunks of stone within 100 feet. These are launched as ranged attacks, and, if at least as large as a Medium character, deal 10d6 damage each. Furthermore, upon activation, there is a 10% chance that Cradily will become stronger for 3 rounds, gaining a +4 bonus to Strength, a +6 bonus to Natural Armour and immunity to all negative conditions (it is only harmed by damage).
Confusion (Su): Cradily can, as a standard action at will, force one target within 30 feet to make a Will save (Wis-based) or become confused for one minute.
Tickle (Ex): As a melee touch attack, Cradily can tickle a foe with a standard action. The foe must make a DC 17 Will save (Dex-based, +2 racial bonus) or count as dazed for one full round as they squirm and laugh.
Advancement
A Cradily gains further powers as it advances, and receives the following abilities:
Stockpile (Ex): At 12 HD, Cradily gains the ability to store sunlight for energy. By spending one minute doing nothing, just staying motionless in a source of sunlight, it can stockpile one level of energy. Up to 3 levels can be stored at once. Alternatively, it can absorb any [Light] effect cast within 30 feet to stockpile a level. This may be spent as a Swift action to restore 20 HP per stockpiled level.
Spit Up (Ex): At 14 HD, Cradily may fire stockpiled energy as a ranged touch attack out to 50 feet. It deals 1d4 Light damage per HD per stockpiled level.
Swallow (Ex): At 18 HD, Cradily can spend a stockpiled level to remove any ability damage/drain, negative level or disease from itself.
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