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|Editing:||Spelling and Grammar only|
|Hit Dice:||9d12+36 (94 hp)|
|Initiative:||+0 (+0 Dex)|
|Armor Class:||25 (+15 natural), touch 10, flat-footed 25|
|Attack:||Bite +11 melee (1d8+3) or Ram +11 melee (1d6+3 and Zen Headbutt)|
|Full Attack:||Bite +11 melee (1d8+3) or Ram +11 melee (1d6+3 and Zen Headbutt)|
|Space/Reach:||5 ft./5 ft.|
|Special Attacks:||Dragon Breath, Rage, Zen Headbutt|
|Special Qualities:||Egg Move, Damage Reduction 5/—, Armored|
|Saves:||Fort +11, Ref +7, Will +7|
|Abilities:||Str 15, Dex 10, Con 19, Int 8, Wis 11, Cha 12|
|Feats:||Improved Natural Attack (Bite), Luck of Heroes, Heighten Breath, Ability Focus (Dragon Breath)|
|Organization:||Solitary or gathering (3-5)|
|Advancement:||10-12 HD (Medium), 13-15 HD (Large), 16-20 HD (Huge)|
Dragon Breath (Su): Shelgon 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 20) for half. Those who fail the save by 5 or more are paralyzed for 1d4 rounds. This can be heightened by up to +4, which causes the recharge time to take an additional round per level of heightening.
Zen Headbutt (Su): Shelgon 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.
Armored (Ex): Due to the stupidly thick layers of natural armor, Shelgon negates all critical hits, turning them into regular hits. However, it is still subject to sneak attack damage and similar effects. It is also immune to any falling damage.
Egg Move: Shelgon retains the Egg move it had as Bagon:
- Dragon Dance (Su): By spending a standard action, Shelgon 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, Shelgon gains a +6 enhancement bonus to Strength and Dexterity, and its bite attack deals damage as though one size larger.
- Dragon Rush (Ex): Shelgon 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, Shelgon can continue the charge to another foe as long as it has movement left.
- Thrash (Ex): Shelgon may thrash about as a full action, attacking all adjacent creatures. This leaves it fatigued for one round.
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