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|Editing:||Spelling and Grammar only|
|Hit Dice:||13d12+65 (149 hp)|
|Initiative:||+0 (+0 Dex)|
|Speed:||40 ft., fly 80 ft. (clumsy)|
|Armor Class:||24 (-1 size, +15 natural), touch 9, flat-footed 24|
|Attack:||Bite +17 melee (2d6+7), or Ram +17 melee (1d8+7)|
|Full Attack:||Bite +17 melee (2d6+7) and Tail Slap +12 melee (1d8+7), or Ram +17 melee (1d8+7)|
|Space/Reach:||10 ft./10 ft.|
|Special Attacks:||Dragon Breath, Rage, Zen Headbutt, Lightning Fang, Terrifying Aura|
|Special Qualities:||Egg Move, Damage Reduction 5/—|
|Saves:||Fort +14, Ref +9, Will +10|
|Abilities:||Str 21, Dex 10, Con 21, Int 10, Wis 13, Cha 14|
|Skills:||Bluff +18, Intimidate +25, Sense Motive +17|
|Feats:||Improved Natural Attack (Bite), Luck of Heroes, Heighten Breath, Ability Focus (Dragon Breath), Skill Focus (Intimidate)|
|Organization:||Solitary or gathering (3-5)|
|Advancement:||14-15 HD (Large), 16-20 HD (Huge)|
Dragon Breath (Su): Salamence has a breath weapon, a 30' cone. It can be used once per 1d4+1 rounds, and deals 1d8 Fire damage per hit die, with a Reflex save (DC 23) for half. Those who fail the save by 5 or more are paralyzed for 1d4 rounds. This can be heightened by up to +5, which causes the recharge time to take an additional round per level of heightening.
Zen Headbutt (Su): Salamence can use its Ram attack against even ethereal and incorporeal foes, and never incurs a miss chance when using its Ram attack, for any reason.
Lightning Fang (Su): As a Swift action, Salamence can cause lightning to leap from tooth to tooth, ready to be unleashed. All bite attacks it makes during that round, including attacks of opportunity, deal an additional 4d6 electricity damage and require the target to make a Fortitude save (DC 21) or flinch, being stunned for one round. If they fail by 5 or more, they are paralyzed for 1d4 rounds instead.
- The save DC is Strength-based.
Terrifying Aura (Su): A 50' aura extends from Salamence, inspiring dread in all who step in. Salamence may, as a free action, make an Intimidate check once per round. All who are within the area must beat its result with a Wisdom + level check, or become shaken until they can no longer see or hear Salamence. If already shaken, they become frightened. If frightened, they cower.
Egg Move: Salamence retains the Egg move it had previously:
- Dragon Dance (Su): By spending a standard action, Salamence can initiate a strange dance that conjures up powerful ancient energies. Sustaining the dance requires a move action, and the effect lasts while sustained, and a number of rounds afterwards equal to its Charisma bonus. While the effects last, Salamence gains a +6 enhancement bonus to Strength and Dexterity, and its bite attack deals damage as though one size larger.
- Dragon Rush (Ex): Salamence gains additional power when charging, and can slam its body into foes in a most devastating manner. When charging, if it hits, the foe takes an additional 1d6 points of damage per hit die and is knocked prone if they fail a Balance check (the DC is equal to the damage dealt). If the foe is knocked prone, Salamence can continue the charge to another foe as long as it has movement left.
- Thrash (Ex): Salamence may thrash about as a full action, attacking all adjacent creatures. This leaves it fatigued for one round.
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