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Slowking (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


Slowking
Size/Type: Medium Aberration (Psionic, Aquatic)
Hit Dice: 14d8+42 (105 hp)
Initiative: -4 (-4 Dex)
Speed: 10 ft., swim 10 ft.
Armor Class: 16 (-4 Dex, +4 natural, +6 Insight), touch 12, flat-footed 10
Base Attack/Grapple: +10/+13
Attack: Slam +13 melee (1d3+3)
Full Attack: Slam +13 melee (1d3+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Psionics, Spells
Special Qualities: Always Surprised, Immune to Pain, Resistance to Fire 15, Armored in Life
Saves: Fort +6, Ref +0, Will +15
Abilities: Str 16, Dex 3, Con 15, Int 23, Wis 23, Cha 18
Skills: Profession (Fishing) +12, Swim +17, Craft (alchemy) +16, Knowledge (History) +16, Spot +16, Diplomacy +18, Sense Motive +16, Bluff +14
Feats: Toughness, Resist Poison[1], Blind-Fight, Spell Focus (Evocation), Zen Archery[2], Extend SpellB, Automatic Extend Spell (0-3)B
Environment: Any marsh, river or underground.
Organization: Usually solitary
Challenge Rating: 12
Treasure: Standard.
Alignment: Usually Neutral
Advancement: 15-20 HD (Medium), 21-28 HD (Large)
Level Adjustment:


A Slowking is a Slowpoke that has had a Shellder attached directly to its head. The toxins race through the Slowpoke's brain and make it smart - wizard smart. Slowkings are often consulted because they are so smart that they don't even need to wear pants.

Sometimes they like to wear pants, however, especially when it is very cold. This can become a time-consuming quest for them, as few tailors make pants that are capable of fitting a Slowking.

Combat Edit

Slowkings prefer diplomacy to warfare. Slowkings are very reasonable and prone to compromise, however when they are brought around to combat they rely almost entirely upon their mighty magics.

Always Surprised (Ex): Even if a Slowking notices a threat, it reacts so slowly that it cannot act during a surprise round.

Immune to Pain (Ex): Slowking do not react in any way to pain. Spells and effects that are pain based (such as a symbol of pain) do not affect them.

Spells: A Slowking casts spells as a druid of a level 2 less than their hit dice.

The sample Slowking casts spells as a 12th level druid, and has access to 8/7/6/5/4/4/3 spells per day. The sample Slowking's save DC is 16 + spell level for its druid spells. The sample Slowking might have prepared: create water x2, dawn[1], detect magic x2, light, mending, purify food and drink, calm animals, camouflage[1], cure light wounds, endure elements, entangle, faerie fire, goodberry, body of the sun[1], charm animal, creeping cold[1], lesser restoration, regenerate moderate wounds[1]/vigor[3], summon swarm, call lightning, contagion, greater magic fang, neutralize poison, standing wave[1], flame strike, forestfold[1], quench, scrying, big sky[1], commune with nature, control winds, tree stride, find the path, greater dispel magic, stone tell. All of the sample Slowking's spells of 3rd level or lower are Extended.

Psionics (Sp): At will: random action, detect thoughts, touch of madness, bolts of bedevilment, confusion, waterball[1], mind blast, and phantasmal killer as a Sorcerer of a caster level equal to its hit dice.

The sample Slowking has a save DC of 14 + spell level.

Armored in Life (Su): A Slowking adds its Wisdom modifier (if positive) as an Insight bonus to AC against any attack it is aware of.

ReferencesEdit

  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 Masters of the Wild
  2. Sword and Fist
  3. Complete Divine

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