Zapdos (3.5e Monster)
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Zapdos | |
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Size/Type: | Medium Magical Beast (Electricity) |
Hit Dice: | 16d10 ( hp) |
Initiative: | +8 |
Speed: | |
Armor Class: | 29 (+4 Dex, +12 natural, +3 deflection), touch , flat-footed |
Base Attack/Grapple: | +16/+19 |
Attack: | Peck +19 melee (2d8+4 plus item theft) or talon +19 melee (1d8+3 plus 1d4 electricity) or wing +14 melee (1d8+1 plus 1d6 electricity) or bite +14 melee (1d6+1 plus 1d10 electricity plus item theft) |
Full Attack: | Peck +19 melee (2d8+4 plus potential item theft) and 2 talons +19 melee (1d8+3 plus 1d4 electricity) and 2 wings +14 melee (1d8+1 plus 1d6 electricity) and bite +14 melee (1d6+1 plus 1d10 electricity plus item theft) |
Space/Reach: | 5 ft./5 ft. |
Special Attacks: | |
Special Qualities: | Electric Pokémon Traits, Flying Pokémon Traits, Electric Static Guard, Detect, Agility, Pressure |
Saves: | Fort +13, Ref +14, Will +8 |
Abilities: | Str 17, Dex 19, Con 17, Int 17, Wis 17, Cha 21 |
Skills: | |
Feats: | Epic DodgeB, Improved Initiative (1 HD), |
Environment: | Places with abundant electricity |
Organization: | Solitary (only one known to exist) |
Challenge Rating: | 16 |
Treasure: | Double standard |
Alignment: | Neutral |
Advancement: | 17-24 HD (Medium), 25-32 HD (Large), 33+ HD (Huge) |
Level Adjustment: |
This spiky-winged yellow bird crackles with lightning. As it notices you, it slashes at thin air with its wings in a threat display before taking off and assaulting you with thunderbolts.
Combat
Electric Static Guard (Su): Zapdos has a deflection bonus to its AC equal to its Wisdom modifier.
Peck (Ex): Zapdos has a peck attack. This peck attack is considered an extra primary natural weapon (in addition to its talons), and peck attacks are considered to be a [Flying] effect even when Zapdos is on the ground.
Thundershock (Su): As a standard action, Zapdos may launch a spark of electricity as a ranged touch attack. If this attack connects, it does 2d8+5 damage (the +5 is Zapdos's Charisma modifier).
Detect (Ex): Zapdos has Epic Dodge as a bonus feat (even though it's not actually an epic-level creature). It also has improved uncanny dodge.
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AncientPower (Su): Once per three rounds, Zapdos can telekinetically launch up to 3 chunks of stone within 100 feet. These are launched as ranged attacks at separate targets, and, if at least as large as a Medium character, deal 6d6 damage each. Furthermore, upon activation, Zapdos gains a +1 enhancement bonus to natural armour and to all ability scores for the next five minutes. Using AncientPower while the bonus is still in effect improves the bonus by 1 (to a maximum of +6 total for natural armor and each ability score) and resets the duration - Zapdos knows to throw random rocks around every minute or so just to keep the bonuses at the maximum. This is a [Rock] effect.
Agility (Su): Zapdos may act as if hasted for a number of rounds per day equal to Zapdos's hit dice plus its Charisma modifier. This ability can be activated or suppressed as a free action.
Charge (Su): As a swift action, Zapdos may build up an electrical charge. This increases the save DC of its next [Electric] effect by 4; if an attack roll is made instead of allowing a save, the attack roll gains a +4 bonus instead. In either case, if the [Electric] effect is damaging, it does double the damage that it otherwise would.
Pressure (Su): Anyone who makes an attack against Zapdos must make a Will save vs. DC 23 after the attack is resolved. If they fail, they become fatigued for 3 rounds. If already fatigued, they become Exhausted instead. This applies to any harmful ability, whether it be a regular attack, a spell, a supernatural ability, or anything else that targets Zapdos or includes it in the area of effect. The save DC is Charisma-based.
For reasons that will never be explained, Cranidos, Rampardos, Reshiram, Zekrom, White Kyurem, Black Kyurem, and some specimens of Pinsir are immune to this. Scholars and loremasters, if they even know of this, would be puzzled for many years.
Advancement
At 21 HD, Zapdos learns Roost (Ex). While on the ground, Zapdos can spend a full-round action to rejuvenate itself, as if refreshing maneuvers. Instead, however, Zapdos heals itself for a number of hit points equal to half of its current maximum, and also loses its Flying Pokémon traits until its next turn.
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