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Cloyster (3.5e Monster)

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Original Creator: FrankTrollman
Date Adopted: 3/15/2010
Status: Complete
Editing: Spelling and Grammar only
091Cloyster
Cloyster from Fire Red/Leaf Green
QuantumboostAdded by Quantumboost
Cloyster
Size/Type: Medium Magical Beast (Aquatic, Cold)
Hit Dice: 12d10+93 (159 hp)
Initiative: +0 (+0 Dex)
Speed: swim 30 ft., fly 30 ft. (perfect)
Armor Class: 32 (+22 natural), touch 10, flat-footed 32
Base Attack/Grapple: +12/+32
Attack: Slam +14 melee (1d6+2) or 2-5 spikes +12 ranged (1d4+2)
Full Attack: Slam +14 melee (1d6+2) or 2-5 spikes +12 ranged (1d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Clamp, Ice Beam
Special Qualities: Withdraw, Damage Reduction 10/adamantine, Immunity to Cold, Vulnerability to Fire
Saves: Fort +15, Ref +8, Will +6
Abilities: Str 15, Dex 10, Con 25, Int 10, Wis 11, Cha 20
Skills: Bluff +15, Diplomacy +15, Swim +16, Listen +5, Use Rope +2
Feats: Weapon Focus (Slam), Iron Will, Combat ExpertiseB, Improved DisarmB, Toughness x3, Choke Hold[1]B
Environment: Any Aquatic.
Organization: Usually Solitary
Challenge Rating: 9
Treasure: Double Booty.
Alignment: Usually Neutral
Advancement: 13-18 HD (Medium), 19-25 HD (Large)
Level Adjustment:


Description::Eyes and a mouth gaze out from the darkness within the twin pairs of shells, which exude a frigid wind.

Cloysters resemble flying oysters. Inside their mound is a secondary set of lips, which contains the undiscovered treasure of the Cloyster. At the top of their crack is a secret and powerful horn, which is partially concealed by a hood.

Cloysters can be frigid and cruel, especially during their angry week. Cloysters close very strongly, and it can be extremely difficult to take things out of their holes. Larger than Shellders, Cloysters are also more refined in their tastes, and will balk at licking things you put in front of them.

Cloysters are usually modest and reserved, almost never showing their cracks to anyone - even close friends.

Combat Edit

Cloysters are more serious and mature than Shellders. They usually like to clam up, thus denying those around them access, in order to increase frustration. Cloysters prefer combat from a distance, or close-in wrestling.

Withdraw (Ex): A Cloyster can pull itself closed very tightly. If a Cloyster fights defensively, it also gains three quarters cover (+7 AC, +3 to reflex saves). If a Cloyster goes full defensive it also gains nine tenths cover (+10 to AC, +4 to reflex saves, and improved evasion). A withdrawn Cloyster does not provoke attacks of opportunity.

Clamp (Ex): For the purpose of grappling rolls, a Cloyster counts as two sizes larger and effectively has a +20 bonus to Strength. This usually translates to a +18 grapple bonus.

Ice Beam (Su): A Cloyster can freeze the whole room with the frigidity of its horn. If the Cloyster hits with a ranged touch attack, the target suffers 1d6 cold damage per hit die of the Cloyster. A Cloyster cannot use its Ice Beam for 1d4+1 rounds after using it.

The sample Cloyster has a ranged touch attack bonus of +12 and inflicts 12d6 cold damage with its Ice Beam.

Spike Cannon (Ex): A Cloyster can fire diamond hard spikes from its shell. Every time it shakes its lips, 2-5 spikes come loose. Each spike is a separate ranged attack, but each must be directed at the same target. The spikes count as a natural weapon for purposes of penetrating damage reduction.

ReferencesEdit

  1. Oriental Adventures

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