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|Editing:||Spelling and Grammar only|
|Size/Type:||Medium Magical Beast|
|Hit Dice:||8d10+16 (60 hp)|
|Initiative:||+8 (+4 Dex, +4 Improved Initiative)|
|Armor Class:||16 (+4 dexterity, +2 natural), touch 14, flat-footed 12|
|Attack:||Kick +12 melee (1d6)|
|Full Attack:||2 Kicks +12 melee (1d6)|
|Space/Reach:||5 ft./5 ft.|
|Special Attacks:||Jump Kick, Charm, Bounce|
|Special Qualities:||Endure, Cute Charm, Egg Move|
|Saves:||Fort +9, Ref +10, Will +4|
|Abilities:||Str 10, Dex 18, Con 15, Int 11, Wis 12, Cha 19|
|Skills:||Escape Artist +15, Jump +19|
|Feats:||Luck of Heroes, Improved Initiative, Weapon FinesseB, Ability Focus (Cute Charm)|
|Environment:||Temperate plains, grassy areas|
|Organization:||Solitary, pair or family (3-9,001)|
|Advancement:||9-15 HD (Medium)|
Jump Kick (Ex): If Lopunny charges a foe and makes a DC 15 Jump check, it deals an additional 1d6 points of damage. If it succeeds by 5 or more, this improves to +2d6, and if it succeeds by 10 or more, it improves to +3d6. If it completely fails this check, Lopunny falls prone and cannot attack.
Charm (Sp): Lopunny can cast charm monster at will, with a caster level equal to its hit dice and a save DC of 10 + half its hit dice + its Charisma modifier. Only one creature at a time can be charmed.
- The sample Lopunny has a DC of 18 for Charm.
Endure (Ex): Lopunny can spend a standard action bracing itself. Doing so grants it immunity to critical hits (and similar effects) and DR 18/— until its next turn. Furthermore, any damage actually taken ends up being nonlethal damage. Every round, there is a 10% chance that this ability will fail.
Egg Move: Lopunny retains the Egg Move it had as a Buneary:
- Fake Tears (Ex): As a full-round action, Lopunny can pretend to cry, fooling the target into lowering their defences. It makes a Bluff check, and if it beats their Sense Motive check or Will save, it fools them and, regardless of how they would normally act, they lose a standard action on their next turn. Additionally, the targeted foe takes a -4 penalty to AC and all saving throws for one minute.
- Sweet Kiss (Su): As a melee touch attack that does not provoke, Lopunny can place a kiss on a foe, forcing a Will save (DC 13) against confusion for 1 round per it die.
- Low Kick (Ex): Whenever Lopunny kicks a foe, they must make a Balance check. If they do not match or beat the attack roll, they fall prone.
Bounce (Ex): Lopunny is really good at jumping. With a DC 25 Jump check, it can leap into the air as though making a double move straight up, but only taking a single move action that does not provoke.
On the following round, it falls and lands, taking no falling damage. It can choose where to land anywhere within a move action of its original location. If it lands on a foe, it can make a single Kick attack as a free action, and deals an additional 1d6 damage per hit die.
Skills: Lopunny gains a +4 racial bonus to Jump checks, and it may choose to use Dexterity instead of Strength on Jump checks.
At 15 HD, Lopunny gains the following attack:
Hyper Beam (Su): Once per minute, Lopunny can fire a 50 foot line which deals 1d8 Force damage per hit die to everyone in the area, with a Reflex save of 10 + 1/2 Lopunny's Hit Dice + Lopunny's Charisma Modifier for half damage. For some inexplicable reason, Incorporeal creatures are immune to this, despite it being a Force effect (though it still carries over into the Ethereal).
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