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Marshtomp (3.5e Monster)

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Revision as of 19:55, April 7, 2010 by Quantumboost (Talk | contribs)

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


Marshtomp
Size/Type: Tiny Magical Beast (Water, Earth)
Hit Dice: 5d10+10 (37 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 20 ft., swim 60 ft.
Armor Class: 18 (+1 size, +2 Dex, +5 natural), touch 13, flat-footed 16
Base Attack/Grapple: +5/+1
Attack: Slam +8 melee (1d4) or Mud Shot +8 ranged (5d6)
Full Attack: Slam +8 melee (1d4) or Mud Shot +8 ranged (5d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Mud Slap, Mud Shot
Special Qualities: Resistance to Fire 10 and Electricity 10, Mud Sport, Plant Vulnerability, Muddy Water
Saves: Fort +6, Ref +6, Will +3
Abilities: Str 10, Dex 14, Con 15, Int 9, Wis 15, Cha 10
Skills:
Feats: Weapon FinesseB, Improved Initiative, Power Attack
Environment: Swamps and marshes
Organization: Solitary or school (3-12)
Challenge Rating: 5
Treasure: Standard.
Alignment: Neutral
Advancement: 6-7 HD (Small), 8-10 HD (Medium)
Level Adjustment:


Combat

Mud Slap (Ex): As long as the ground is even vaguely damp, and it usually is if a Marshtomp is standing on it, Marshtomp can make a melee touch attack instead of a Slam attack. This only deals a single point of damage; however it also blinds the target for one round.

Mud Sport (Ex): By spending a full round action rolling in mud (this provokes an AoO), Marshtomp can grant itself protection against Electricity-based effects for one minute, gaining a +4 racial bonus on saving throws and taking half damage.

Mud Shot (Ex): Marshtomp can spit out, as a Standard action, a blast of thick mud. It hits with incredible power, dealing 1d6 damage per hit die, however only reaches as far as 30 feet. A struck target must also make a Reflex save (DC 14) or be staggered for one round. The save DC is Con-based.

Plant Vulnerability (Ex): Marshtomp's flesh is perfect for plants to grow from. Unfortunately, this means it takes an extra 1d6 points of damage from the natural attacks of Plant creatures and from attacks that use plants to deal damage. It also takes a -10 penalty on saving throws against desiccation/dehydration effects.

Muddy Water (Ex): If Marshtomp is in the water, a cloud of mud simply forms around it. It automatically gains Total Concealment in these situations.


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