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Thread: Critters II!

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    Ettin in the Playground
    Bhu's Avatar

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    Mar 2008
    Hell itself (Ohio)

    Default Re: Critters II!

    Wombat of Doom
    Colossal Magical Beast
    Hit Dice: 48d10+576 (840 hp)
    Initiative: +4
    Speed: 40 ft. (8 squares), Burrow 40 ft.
    Armor Class: 32 (-8 Size, +30 Natural), touch 2, flat-footed 32
    Base Attack/Grapple: +48/+84
    Attack: Claw +85 melee (5d10+20)
    Full Attack: 2 Claws +85 melee (5d10+20) and 1 Bite +79 melee (4d12+10)
    Space/Reach: 30 ft./20 ft.
    Special Attacks: Tunnel Fighting, Trample (6d6+30), Squish
    Special Qualities: Dark Vision 60', Armored Butt, Speed Burst, Deceptively Cute, DR 15/Epic, SR 32, Energy Resistance 15 (Acid, Cold, Electricity, Fire, Sonic)
    Saves: Fort +38, Ref +26, Will +17
    Abilities: Str 50, Dex 10, Con 35, Int 2, Wis 12, Cha 16
    Skills: Climb +26, Hide -10, Intimidate +3, Listen +7, Move Silently+6, Search +2, Spot +7, Survival +7, Swim +26
    Feats: Awesome Blow, Cleave, Cometary Collision, Devastating Critical (Claws), Dire Charge, Great Cleave, Improved Bull Rush, Improved Critical (Claws), Improved Initiative, Improved Overrun, Large and in Charge, Overwhelming Critical (Claws), Power Attack, Power Critical (Claws), Shock Trooper, Tunnel Fighting, Weapon Focus (Critical)
    Environment: Warm Plains and Forest
    Organization: Solitary or Colony (4-8)
    Challenge Rating: 19
    Treasure: None
    Alignment: Always Neutral
    Advancement: 49+ HD (Colossal)
    Level Adjustment: ---

    Little is known about the Wombat of Doom beyond it's clumsiness, voracious appetite, and legendary cudliness. Many an opponent has fallen against the Wombat by failing to grasp just exactly how dangerous it truly was. It is necessary to drive him away however as he can devastate croplands if left alone. He doesn't mean harm, but his apparent indestructability rivals that of the Tarrasque (well almost). Some part of it is that opponents staring into his huge blank eyes just can't bring themselves to really hurt him.

    Tunnel Fighting (Ex): The Wombat's penalties for fighting in restricted spaces (see Underdark page 112) are lowered by an additional -2.

    Trample (Ex): DC 54 Reflex Save, Save DC is Str based.

    Squish (Ex): The Wombat of Doom is notoriously fumbly. Anytime an opponent requires it to make a Reflex Save it falls over. If the opponent is within melee the Wombat falls on him. If he is at range everything on adjacent squares to 1 side of the Wombat (roll 1d6, even it falls left, odd it falls right). Victims the Wombat falls on take 10d6+30 damage.

    Armored Butt (Ex): Wombats have thick smooth hide on their behinds to prevent predators from pulling them from burrows. The Wombat of Doom's DR increases to 30/Epic against attacks from the rear.

    Speed Burst (Ex): If scared, or it wishes to leave, once per hour the Wombat may move up to ten times it's base Land Speed for 1 full round as long as it takes the Run action.

    Deceptively Cute (Ex): The Wombat is unusually dumb and cuddly looking. If he fails an Intimidate Check against an opponent that opponent gains a -2 Penalty to AC until he takes damage from an attack the Wombat makes.

    Combat: The Wombat isn't a predator and doesn't much initiate Combat unless scared or surprised. He is notoriously stubborn though and will not give up a good food patch once he has found it.
    Last edited by Bhu; 2012-10-06 at 04:51 PM.
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