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Lopunny (3.5e Monster)

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Revision as of 18:26, September 1, 2010 by Schpeelah (Talk | contribs)

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Adopted By
Quantumboost (talk)
Original Creator: Koumei
Date Adopted: 4/6/2010
Status: Complete
Editing: Spelling and Grammar only


Lopunny
Size/Type: Medium Magical Beast
Hit Dice: 8d10+16 (60 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 40 ft.
Armor Class: 16 (+4 dexterity, +2 natural), touch 14, flat-footed 12
Base Attack/Grapple: +8/+8
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)
Challenge Rating: 6
Treasure: Standard.
Alignment: Often Good
Advancement: 9-15 HD (Medium)
Level Adjustment:


Combat Edit

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.

Cute Charm (Su): Any foe who physically strikes Lopunny must make a Will save (DC 20). If they fail, they are affected as though by a charm monster effect, for one round per hit die.

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.

AdvancementEdit

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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