|Editing:||Spelling and Grammar only|
|Size/Type:||Medium Magical Beast (Earth)|
|Hit Dice:||8d10+32+8 (84 hp)|
|Initiative:||+0 (+0 Dex)|
|Speed:||20 ft., burrow 10 ft.|
|Armor Class:||18 (+0 dexterity, +8 natural), touch 10, flat-footed 18|
|Attack:||Bite +9 melee (1d8+1 plus Flinch, 19-20/x3)|
|Full Attack:||Bite +9 melee (1d8+1 plus Flinch, 19-20/x3)|
|Space/Reach:||5 ft./5 ft.|
|Special Attacks:||Flinch, Spike Stones, Augmented Critical (Bite)|
|Special Qualities:||Egg Move, Shed Skin, Damage Reduction 4/-|
|Saves:||Fort +13, Ref +6, Will 12|
|Abilities:||Str 12, Dex 11, Con 19, Int 7, Wis —, Cha 10|
|Feats:||Improved Natural Attack (Bite), Great Fortitude, Improved Toughness|
|Advancement:||9-11 HD (Medium), 12-14 HD (Large), 15-17 HD (Huge)|
Flinch (Ex): Any target bitten must make a DC 15 Fort save or be Stunned for one round. The save DC is Strength-based.
Shed Skin (Su): With a move action, Pupitar can shed off a thin layer of skin, emerging fresh and new. This restores 1d6 HP, plus its Charisma modifier, and also removes any effects that Pupitar considers harmful, such as stunning, paralysis, nausea, negative levels or being on fire. It does not prevent effects of the area that Pupitar happens to be in, such as darkness, time or weather. This is considered a purely mental action.
Spike Stones (Su): Pupitar can duplicate a spike stones effect at will. Caster level equals hit dice, save DC equals 10 + ½ Pupitar’s hit dice + Pupitar’s Charisma modifier.
- For the sample Pupitar, the caster level is 8, and the save DC is 14.
Egg Move: The egg move advances:
- Curse (Su): This grants a +3 profane bonus to AC, attacks and damage for three rounds, but for the duration, Initiative is at -5 and speed is halved.
- Outrage (Su): Pupitar does have draconic features, and holds a deep rage just waiting to break out and destroy shit. If it enters an Outrage, which takes a Swift action, everything within 50 feet takes 1d6 fire damage per level. This leaves a smoking crater in the ground. The following round, it automatically uses the ability again, this time hitting for 1d8 damage per level. Finally, on the third round it deals 2d6 damage per level, then becomes exhausted for one minute. This cannot be used while fatigued or exhausted.
- Iron Defence (Su): As a standard action, Pupitar can grant itself DR 8/—, a +4 bonus to natural armor, and Light Fortification (as the armor property) for three rounds.
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