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Omastar (3.5e Monster)

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Revision as of 02:51, March 22, 2010 by Quantumboost (Talk | contribs)

Adopted By
Quantumboost (talk)
Original Creator: Koumei
Date Adopted: 3/21/2010
Status: Complete
Editing: Spelling and Grammar only


Omastar
Size/Type: Medium Magical Beast (Earth, Water)
Hit Dice: 10d10+70 (125 hp)
Initiative: +0 (+0 Dex)
Speed: 20 ft., swim 60 ft.
Armor Class: 30 (+20 natural), touch 13, flat-footed 30
Base Attack/Grapple: +10/+12
Attack: Tentacle +12 melee (1d8+2)
Full Attack: 4 Tentacles +12 melee (1d8+2) and Bite +12 melee (1d8+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Tentacles, Improved Grab, Constrict, Water Gun, Tickle, Brine
Special Qualities: Spikes
Saves: Fort +9, Ref +5, Will -1
Abilities: Str 14, Dex 10, Con 22, Int 8, Wis 14, Cha 12
Skills: Hide +13, Swim +10
Feats: Multiattack, Improved Toughness, Improved Natural Attack (Tentacle), Improved Multiattack
Environment: Any aquatic, but usually extinct.
Organization: Solitary or Clade (4-10 Omanytes and 1-3 Omastar)
Challenge Rating: 10
Treasure: Standard.
Alignment: Usually Neutral
Advancement: 11-15 HD (Medium), 16-20 HD (Large)
Level Adjustment:


Combat

Tentacles: If using all tentacles to grapple, Omastar gains a +4 bonus to do so.

Improved Grab (Ex): If Omastar successfully hits with a tentacle attack, it may make a free grapple attempt without provoking an attack of opportunity.

Constrict (Ex): If it somehow successfully grapples a foe, Omastar may deal 4d6+3 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 muddy water. This deals 1d8 damage per 2 hit dice and can be used once per three rounds. Due to the mud, this also blinds the foe for 1 round if it hits.

{Anchor|Tickle}} (Ex): As a melee touch attack, Omastar can tickle a foe with a standard action. The foe must make a DC 19 Will save (Str-based, +2 racial bonus) or count as Dazed for 1d4 rounds as they squirm and laugh.

Brine (Su): A spray of acidic salt water may be fired in a 30' cone every 4 rounds. This deals 1d4 Acid damage per hit die (Reflex save half, DC equal to 10 + 1/2 Omastar's Hit Dice + Omastar's Charisma modifier). If the target has already taken at least 20 points of damage, or is bleeding, or has been hit by a Wounding effect, then they take double damage (Ref reduces this to normal damage) and must make a Fort save (same DC) or be Stunned with pain for 1 round.

Spikes (Ex): Omastar counts as having Armour Spikes.

Roll Out (Ex): Omastar can move at triple speed for a charge, and deals +2d6 damage on charge attacks.

Advancement

An Omastar gains further powers as it advances, and receives the following attacks:

Spike Cannon (Ex): At 12 HD, Omastar can fire two spikes up to 50 ft. as a standard action, dealing damage as a crossbow for its size.

Ancient Power (Ex): At 14 HD, once per minute, Omastar can telekinetically launch up to 3 chunks of stone within 100 feet. These are launched as ranged attacks, and, if at least as large as a Medium character, deal 10d6 damage each. Furthermore, upon activation, there is a 10% chance that Omastar will become stronger for 3 rounds, gaining a +4 bonus to Strength, a +6 bonus to Natural Armour and immunity to all negative conditions (it is only harmed by damage).

Geyser (Ex): At 20 HD, it may call powerful geysers from below the earth to strike foes. This is a Supernatural ability, and requires a full-round action. Two 30 foot bursts within 100 feet are selected, and all in the area take 2d6 damage per hit die and are knocked prone. A Reflex save (Wis-based) halves this damage and negates the prone status. This may be performed once per hour.

Each time it gains one of these powers, Omastar advances by +1 CR.


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