|Editing:||Spelling and Grammar only|
|Size/Type:||Tiny Magical Beast (Bug)|
|Hit Dice:||1d8 (4 hp)|
|Initiative:||+0 (+0 Dex)|
|Speed:||20 ft., climb 10 ft.|
|Armor Class:||14 (+2 size, +2 natural), touch 12, flat-footed 14|
|Attack:||Gore +2 melee (1d3-1 and poison)|
|Full Attack:||Gore +2 melee (1d3-1 and poison)|
|Space/Reach:||2.5 ft./0 ft.|
|Special Attacks:||String Shot, Poison|
|Saves:||Fort +2, Ref +0, Will +0|
|Abilities:||Str 9, Dex 11, Con 10, Int 1, Wis 10, Cha 8|
|Skills:||Climb +12, Hide +14, Move Silently +8|
|Feats:||Weapon FinesseB, Stealthy|
|Environment:||Forests and plains|
|Organization:||Solitary, pack (3-5), or swarm (100 or more)|
|Advancement:||2-4 HD (Tiny), 5-6 HD (Small)|
Looking like a grub with a sharp horn on its head, a Weedle is a grub with a sharp horn on its head. The horn is poisonous, so most creatures try to avoid it. Weedles can be brown or orange, but are usually yellow.
Weedles are somewhat dangerous, but live in constant terror, and can usually be avoided just by giving them a wide berth.
Weedles usually attempt to bind their opponents in sticky silk, then stab them repeatedly with their head horns until they die.
String Shot (Su): A Weedle can fire a series of sticky strands at its enemies, making it difficult for them to move. A Weedle's string shot suffers no range penalties and has a maximum range of Close (25 ft. plus 5 ft. per 2 hit dice). If the Weedle hits with a ranged touch attack the opponent is entangled (-4 effective Dexterity and -2 on to-hit rolls), until they are freed. The strings of Weedle silk can be escaped with a full-round action, (Escape Artist DC 15) or snapped with a full-round action (Strength check DC 15). The strands can be escaped or broken as a move action (DC 25) or free action (DC 35). The strands can also be burned off, which takes one round and is harmless (except for whatever damage is inflicted by the fire itself), or cut with a slashing weapon (hardness 8, 3 hit points).
Poison (Ex): A Weedle's Gore Attack is poisonous, DC 10 + 1/2 Hit Dice + Constitution Modifier, Initial and Secondary damage 1d6 Constitution damage.
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