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[edit]

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. 



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