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Wooper (3.5e Monster)

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Revision as of 07:51, April 7, 2010 by Quantumboost (Talk | contribs)

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Adopted By
Quantumboost (talk)
Original Creator: Koumei
Date Adopted: 4/7/2010
Status: Complete
Editing: Spelling and Grammar only


Wooper
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
Base Attack/Grapple: +2/-9
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
Skills:
Feats: Weapon FinesseB, Improved Initiative
Environment: Swamps and marshes
Organization: Solitary or Team (4-8)
Challenge Rating: 2
Treasure: Standard.
Alignment: Neutral
Advancement: 3-5 HD (Tiny), 6-8 HD (Small)
Level Adjustment:


Combat Edit

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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