Quantumboost (talk) | |
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Original Creator: | Koumei |
Date Adopted: | 3/21/2010 |
Status: | Complete |
Editing: | Spelling and Grammar only |
Omastar | |
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Size/Type: | Medium Magical Beast (Earth, Water) |
Hit Dice: | 10d10+70 (125 hp) |
Initiative: | +0 (+0 Dex) |
Speed: | 20 ft., swim 60 ft. |
Armor Class: | 30 (+20 natural), touch 13, flat-footed 30 |
Base Attack/Grapple: | +10/+12 |
Attack: | Tentacle +12 melee (1d8+2) |
Full Attack: | 4 Tentacles +12 melee (1d8+2) and Bite +12 melee (1d8+1) |
Space/Reach: | 5 ft./5 ft. |
Special Attacks: | Tentacles, Improved Grab, Constrict, Water Gun, Tickle, Brine |
Special Qualities: | Spikes |
Saves: | Fort +13, Ref +7, Will +5 |
Abilities: | Str 14, Dex 10, Con 22, Int 8, Wis 14, Cha 12 |
Skills: | Hide +13, Swim +10 |
Feats: | Multiattack, Improved Toughness, Improved Natural Attack (Tentacle), Improved Multiattack |
Environment: | Any aquatic, but usually extinct. |
Organization: | Solitary or Clade (4-10 Omanytes and 1-3 Omastar) |
Challenge Rating: | 10 |
Treasure: | Standard. |
Alignment: | Usually Neutral |
Advancement: | 11-15 HD (Medium), 16-20 HD (Large) |
Level Adjustment: | — |
Combat[]
Tentacles: If using all tentacles to grapple, Omastar gains a +4 bonus to do so.
Improved Grab (Ex): If Omastar successfully hits with a tentacle attack, it may make a free grapple attempt without provoking an attack of opportunity.
Constrict (Ex): If it somehow successfully grapples a foe, Omastar may deal 4d6+3 constriction damage.
Water Gun (Su): A 30' ranged attack can be made as a standard action, hitting the foe with a high-powered stream of muddy water. This deals 1d8 damage per 2 hit dice and can be used once per three rounds. Due to the mud, this also blinds the foe for 1 round if it hits.
{Anchor|Tickle}} (Ex): As a melee touch attack, Omastar can tickle a foe with a standard action. The foe must make a DC 19 Will save (Str-based, +2 racial bonus) or count as Dazed for 1d4 rounds as they squirm and laugh.
Brine (Su): A spray of acidic salt water may be fired in a 30' cone every 4 rounds. This deals 1d4 Acid damage per hit die (Reflex save half, DC equal to 10 + 1/2 Omastar's Hit Dice + Omastar's Charisma modifier). If the target has already taken at least 20 points of damage, or is bleeding, or has been hit by a Wounding effect, then they take double damage (Ref reduces this to normal damage) and must make a Fort save (same DC) or be Stunned with pain for 1 round.
Spikes (Ex): Omastar counts as having Armour Spikes.
Roll Out (Ex): Omastar can move at triple speed for a charge, and deals +2d6 damage on charge attacks.
Advancement[]
An Omastar gains further powers as it advances, and receives the following attacks:
Spike Cannon (Ex): At 12 HD, Omastar can fire two spikes up to 50 ft. as a standard action, dealing damage as a crossbow for its size.
Ancient Power (Ex): At 14 HD, once per minute, Omastar 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 Omastar 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).
Geyser (Ex): At 20 HD, it may call powerful geysers from below the earth to strike foes. This is a Supernatural ability, and requires a full-round action. Two 30 foot bursts within 100 feet are selected, and all in the area take 2d6 damage per hit die and are knocked prone. A Reflex save (Wis-based) halves this damage and negates the prone status. This may be performed once per hour.
Each time it gains one of these powers, Omastar advances by +1 CR.
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