Dwimmerlaik (3.5e Creature)

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Dwimmerlaik
Size/Type: Gargantuan Magical Beast
Hit Dice: 22d10+78 (199 hp)
Initiative: +2
Speed: 30ft, fly 80 ft (good)
Armor Class: 28, touch 19, flat-footed 27
Base Attack/Grapple: +22/+36
Attack: Bite +30 melee (3d8+14) or tail +28 melee (3d8+16)
Full Attack: Bite +30 melee (3d8+14) and tail +28 melee (3d8+16) or bite +30 melee (3d8+14) and claw +33 melee (3d6+17)
Space/Reach: 20ft/15ft long, 20ft up
Special Attacks: Frightful Presence, Improved Grab, Swallow Whole
Special Qualities: Damage Reduction 10/slashing and good, Darkvision 60ft, Low-Light Vision
Saves: Fort +28, Ref +25, Will +16
Abilities: Str 36, Dex 12, Con 27, Int 9, Wis 12, Cha 19
Skills: Intimidate +20, Scent +13, Search +12, Spot +10, Survival +9
Feats: Flyby Attack, Improved Initiative, Improved Natural Attack (Bite, Claw, and Tail), Power Attack, Snatch, Wingover
Environment: Any
Organization: Solitary, Pair, Pack (3-5), or Nest (Mated pair plus 1d3 offspring)
Challenge Rating: 16
Treasure: None
Alignment: Often neutral evil
Advancement: 23-29HD (Gargantuan), 30-35HD (Colossal)
Level Adjustment:
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More information...

This vast monster stands as high as a house, and the flapping of its huge leathery wings concusses the air around it. A small, distorted head with a toothy mouth and small, beady, black eyes, rests on a neck as long as its body.

Dwimmerlaiks are primarily scavengers, and they spend most of their time searching for a fresh kill or hunting. A dwimmerlaik will almost never tolerate another dwimmerlaik in its territory, which can be upwards of 300 square miles, unless it is a potential mate. The only time dwimmerlaiks will form a group is during a mass hunt. A typical dwimmerlaik is 50 feet long, can rear up to a heigh of 45 feet, an weighs about 33 tons.

Combat

Dwimmerlaiks prefer to use their flyby and snatch attacks together and fling aside the caught creatures while flying in for another attack. However, when faced with a more formidable opponent, they will land and face the threat on the ground in order to be able to attempt to swallow it. A dwimmerlaik's natural weapons are treated as evil-aligned for the purpose of overcoming damage reduction.

Frightful Presence (Ex): A dwimmerlaik can inspire terror by emitting an incredibly loud, high-pitched shriek. Any creatures within 100 feet of the dimmerlaik must succeed on a DC 25 Will save or become shaken for for 3d6 rounds. A creature with a successful save cannot be affected by the same dwimmerlaik's frightful presence for 24 hours.

Improved Grab (Ex): To use this ability, a dwimmerlaik must hit a creature at least one size smaller than it with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the opponent in the following round. A dwimmerlaik can also use its improved grab ability on a claw attack. If it wins the grapple check, it establishes a hold, picks up the opponent, and transfers it to the mouth as a free action, automatically dealing bite damage.

Swallow Whole (Ex): A dwimmerlaik can try to swallow a grappled opponent by making a successful grapple check. Once inside, the opponent takes 2d6+2 points of crushing damage and 2d6 points of acid damage per round from the dwimmerlaik's digestive juices. A swallowed creature can cut its way out by dealing 35points of damage to the dwimmerlaik's digestive tract (AC 18). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

    A Huge dwimmerlaik's gullet can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents. 



Template:3.5e Creatures CR 16 Breadcrumb

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