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Rapidash (3.5e Monster)

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Adopted By
Quantumboost (talk)
Original Creator: FrankTrollman
Date Adopted: 3/16/2010
Status: Complete
Editing: Spelling and Grammar only


Rapidash
Size/Type: Large Elemental (Fire)
Hit Dice: 10d8+50 (95 hp)
Initiative: +9 (+5 Dex, +4 Improved Initiative)
Speed: 275 ft.
Armor Class: 20 (-1 size, +6 natural, +5 Dex), touch 14, flat-footed 15
Base Attack/Grapple: +7/+16
Attack: Horn +15 melee (2d6+5 and Fire)
Full Attack: 2 Hooves +12 melee (1d6+2 and Fire) and Horn +15 melee (2d6+5 and Fire)
Space/Reach: 10 ft./5 ft.
Special Attacks: Fire, Spell-like Abilities, Diamond Strike
Special Qualities: Elemental, Fire Subtype, Carrying Capacity, Leap, Agility, Damage Reduction 10/magic
Saves: Fort +8, Ref +12, Will +2
Abilities: Str 20, Dex 21, Con 21, Int 10, Wis 9, Cha 26
Skills: Balance +40, Jump +42, Tumble +23
Feats: Improved Initiative, RunB, Dodge, EnduranceB, Acrobatic, Weapon Focus (Horn)
Environment: Any grassland.
Organization: Solitary or herd (3-18 Ponytas and 1 Rapidash).
Challenge Rating: 8
Treasure: Standard.
Alignment: Usually Neutral
Advancement: 11-20 HD (Large)
Level Adjustment:


Rapidash are powerful equines, with gleaming white coats and manes of raging flames. Every Rapidash is the center of a constant conflagration, and their passing scorches the earth. Rapidash know no equal in grace and speed and are difficult to catch. Rapidash have a single ivory colored horn which grows from the center of their forehead.

Rapidash are consummate runners and jumpers, although the constant inferno which surrounds them makes them useless as steeds to most creatures. Rapidash are difficult to control, those willing and able to control a Rapidash are few and far between (Handle Animal DC 25 + hit dice, and requires at least 20 points of fire resistance).

Rapidash move so quickly that their hooves barely touch the ground. However, the flames which surround them crawl along the ground beneath them continuously even so.

Combat Edit

Rapidash are very competitive and rarely back down from a confrontation.

Diamond Strike (Su): A Rapidash's hooves and horn are imbued with the power of fire and are considered +3 weapons for as long as they are alive. A Rapidash can strike incorporeal creatures, bypass damage reduction, sunder magical weapons, or perform any other task with its hooves and horn as normal for a creature using a +3 weapon.

Agility (Ex): A Rapidash can change directions quickly, even while running. A Rapidash can make a number of 90 degree turns each round equal to its Dexterity modifier while running or charging.

Carrying Capacity (Ex): A Rapidash calculates its weight allowance as an additional 50% more than normal for its size and strength. However, simple leverage keeps a Rapidash from acting as a mount to a creature the same size as itself or larger.

The light load for the sample Rapidash is 400 pounds, the medium load is 800 pounds, and the heavy load is 1200 pounds.

Leap (Ex): A Rapidash has a racial bonus of +20 to Jump and Balance checks. A Rapidash's maximum jump distance is not limited by height.

Fire (Ex): A Rapidash is constantly on fire, and a significant portion of it is fire. Any natural weapon attack of the Rapidash also inflicts 2d6 of fire damage, and the target must make a reflex save (DC 10 + 1/2 HD + Con Modifier) or catch fire. The flames burn for 1d4 rounds. In addition, if a creature strikes the Rapidash with a natural weapon or unarmed attack they suffer damage and potentially catch fire as above.

The sample Rapidash has a save DC of 20 for fire.

Spell-like Abilities (Sp): At will - burning hands, produce flame, pyrotechnics, haste, Aganazzar's scorcher[1], as a Sorcerer of a level equal to its hit dice.

The sample Rapidash has a save DC of 18 + spell level for its spell-like abilities.

ReferencesEdit

  1. Forgotten Realms Campaign Setting

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