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|Editing:||Spelling and Grammar only|
|Size/Type:||Tiny Magical Beast (Water, Earth)|
|Hit Dice:||2d10+2 (13 hp)|
|Initiative:||+6 (+2 Dex, +4 Improved Initiative)|
|Speed:||20 ft., swim 50 ft.|
|Armor Class:||15 (+2 size, +2 Dex, +1 natural), touch 14, flat-footed 13|
|Attack:||Slam +6 melee (1d2-3)|
|Full Attack:||Slam +6 melee (1d2-3)|
|Space/Reach:||5 ft./0 ft.|
|Special Attacks:||Water Gun, Yawn, Egg Move|
|Special Qualities:||Water Absorb, Plant Vulnerability, Immunity to Electricity|
|Saves:||Fort +4, Ref +5, Will +0|
|Abilities:||Str 5, Dex 15, Con 12, Int 6, Wis 10, Cha 13|
|Feats:||Weapon FinesseB, Improved Initiative|
|Environment:||Swamps and marshes|
|Organization:||Solitary or Team (4-8)|
|Advancement:||3-5 HD (Tiny), 6-8 HD (Small)|
Water Gun (Ex): As a standard action, Wooper can squirt water from its mouth. This is a ranged attack out to 40 feet, and deals 1d8 damage plus its Constitution modifier (1d8+1). The sample Wooper has a +6 bonus to hit.
Yawn (Su): Wooper can yawn, passing on fatigue. This is a standard action, and one target within 10 feet must make a Will save (DC 12) or become fatigued. On the following round, if they are fatigued, they must save again or fall asleep for 1 minute. When they wake up, or if they pass the second save, they are no longer fatigued.
Egg Move (Sp): Wooper hatches knowing one Egg move, usable at will.
- Bestow curse (DC 12, CL 2, 1 round/HD duration)
- Deja vu (DC 12, CL 2)
Water Absorb (Ex): Wooper has Fast Healing equal to its hit dice whenever it is at least up to its ankles in water. Furthermore, any attacks that use water to affect the targets are simply absorbed by Wooper, restoring HP equal to double its Hit Dice.
Plant Vulnerability (Ex): Wooper's flesh is perfect for plants to grow from. Unfortunately, this means it takes an extra 1d6 points of damage from the natural attacks of Plant creatures and from attacks that use plants to deal damage. It also takes a -10 penalty on saving throws against desiccation/dehydration effects.
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