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Adopted By
Quantumboost (talk)
Original Creator: FrankTrollman
Date Adopted: 3/21/2010
Status: Complete
Editing: Spelling and Grammar only


Ampharos
Size/Type: Small Magical Beast (Electricity)
Hit Dice: 6d10+6 (39 hp)
Initiative: +1 (+1 Dex)
Speed: 30 ft.
Armor Class: 16 (+1 Dex, +5 natural), touch 11, flat-footed 15
Base Attack/Grapple: +6/+6
Attack: Slam +6 melee (1d4) or Shock +7 ranged touch (2d6 electricity, stun)
Full Attack: Slam +6 melee (1d4) or Shock +7 ranged touch (2d6 electricity, stun)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells, Beacon, Shock
Special Qualities: Resistance to Cold 5, Electricity 20 and Fire 5
Saves: Fort +6, Ref +6, Will +6
Abilities: Str 11, Dex 13, Con 12, Int 14, Wis 15, Cha 14
Skills: Concentration +10, Diplomacy +11, Knowledge (Nature) +11, Spellcraft +11
Feats: Blind-Fight, Combat Reflexes, Iron WillB, Ability Focus (Shock)
Environment: Any Coastal.
Organization: Solitary
Challenge Rating: 6
Treasure: Standard.
Alignment: Usually Lawful
Advancement: 7-12 HD (Medium)
Level Adjustment:


Looking kind of like a bipedal giraffe, Ampharos reigns as the undisputed lord of all the electrical sheep. To their limited ability, Mareep and Flaaffy will attempt to aid Ampharos when requested. Ampharos, however, spend most of their time alone. An Ampharos has a large red sphere at the end of its tail which stores a lot of power and can become very very bright.

Ampharos are drawn by a duty that few understand, and spend most of their time standing upon dangerous shores, warning away ships in the night with their powerful light. Local people and Pokémon come to depend upon the brilliance of the Ampharos, and will often protect it in a time of need.

Combat[]

Tactics Round-by-Round:

Ampharos rarely have to fight anything, and fight almost exclusively with magical power.

  • Round 0: Turn on Beacon. Call lightning if practical.
  • Round 1: Shock an enemy or pull lightning out of the sky if possible.
  • Round 2: Throw a lightning bolt
  • Round 3: Shock an enemy again.
  • Round 4: Repeat one or more of these steps or run away.

Spells: An Ampharos has 5 3rd level spell slots which can be used for spell preparation and casting as a Druid of a level equal to its hit dice, save that there are always only five of them, and the Ampharos can prepare only call lightning, lightning bolt, and weather eye[1]. Advanced Ampharos gain two spell slots of a higher level for every two hit dice of advancement. For example, an 8 hit die Ampharos has 2 4th level spell slots, and a 12 hit die Ampharos has 2 4th, 5th, and 6th level spell slots. These slots can be filled with orb of electricity[2], commune with nature, and call lightning storm as appropriate.

Shock (Sp): An Ampharos can emit a shocking arc of electricity at a single target within Close range (25 ft. plus 5 ft./2 hit dice). The Ampharos must hit with a ranged touch attack, which if successful causes 2d6 electricity damage and forces the victim to make a Fortitude save (DC 10 + 1/2 Hit Dice + Charisma modifier) or become stunned for 1d3 rounds.

The sample Ampharos has a save DC of 17 for its Shock.

Beacon (Su): An Ampharos can choose to emit a tremendous amount of light, acting as the subject of a double Widened daylight spell (total radius is 180 feet). The light can be initiated or extinguished as a free action. While doing so, the Ampharos is blindingly bright, and has what is essentially a Gaze attack that functions as a flare spell against any creature within 30 feet.

The sample Ampharos has a save DC of 15 for the flare portion of its Beacon ability.

=References[]

  1. Masters of the Wild
  2. Complete Arcane

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