|Editing:||Spelling and Grammar only|
|Size/Type:||Tiny Magical Beast (Earth, Water)|
|Hit Dice:||4d10+24 (46 hp)|
|Speed:||10 ft., swim 50 ft.|
|Armor Class:||21 (+2 size, +8 natural, +1 Dex), touch 13, flat-footed 20|
|Attack:||Tentacle +7 melee (1d3-1)|
|Full Attack:||2 Tentacles +7 melee (1d3-1)|
|Space/Reach:||2.5 ft./0 ft.|
|Special Attacks:||Tentacles, Constrict, Water Gun, Tickle|
|Saves:||Fort +9, Ref +5, Will -1|
|Abilities:||Str 8, Dex 12, Con 20, Int 6, Wis 6, Cha 8|
|Skills:||Hide +8, Swim +7|
|Feats:||Weapon FinesseB, Multiattack, Improved Toughness|
|Environment:||Any aquatic, but usually extinct.|
|Organization:||Solitary or Clade (4-10 Omanytes and 1-3 Omastar)|
|Advancement:||5-7 HD (Tiny), 8-10 HD (Small)|
Tentacles: If using all tentacles to grapple, Omanyte gains a +2 bonus to do so.
Constrict (Ex): If it somehow successfully grapples a foe, Omanyte may deal 2d4-1 constriction damage.
Water Gun (Su): A 30' ranged attack can be made as a standard action, hitting the foe with a high-powered stream of water. This deals 2d8 damage and can be used once per three rounds.
Tickle (Ex): As a melee touch attack, Omanyte can tickle a foe with a standard action. The foe must make a DC 15 Will save (Dex-based, +2 racial bonus) or count as Dazed for one full round as they squirm and laugh.
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