Metroid (3.5e Creature)

From D&D Wiki

Jump to: navigation, search


Size/Type: Small Aberration
Hit Dice: 8d8+24 (60 hp)
Initiative: +4
Speed: Fly 30 ft (average)
Armor Class: 19 (+1 size, +4 dex, +4 natural), touch 15, flat-footed 15
Base Attack/Grapple: +6/+10
Attack: Bite +11 melee (1d4 plus attach)
Full Attack: Bite +11 melee (1d4 plus attach)
Space/Reach: 5ft/5ft
Special Attacks: Attach, energy drain, pierce armor
Special Qualities: Acid immunity, blind, blindsight 120 feet, cold vulnerability, damage reduction 10/piercing
Saves: Fort +7, Ref +6, Will +6
Abilities: Str 11, Dex 18, Con 17, Int 1, Wis 10, Cha 7
Skills: Hide +13, Move Silently +10
Feats: HoverB, Great Fortitude, Weapon Focus (bite), Weapon Finesse
Environment: Underground
Organization: solitary or cluster (4-12)
Challenge Rating: 9
Treasure: None
Alignment: always Neutral
Advancement: 9-12 HD (Small), 13-16 HD (Medium), 17-24 HD (Large)
Level Adjustment:
This page needs an image. If you are an artist, or know of any image that would fit this page, please upload a picture and add it.

More information...


Attach (Ex): A metroid that hits with its bite attack latches onto the opponent's body with its fangs and tentacles. An attached metroid loses its Dexterity bonus to AC and thus has an AC of 15.

An attached metroid can be struck with a weapon or grappled itself. To remove an attached metroid through grappling, the opponent must achieve a pin against the creature. Attacking an attached metroid carries a risk of hitting the metroid's victim: if an attack roll is made against an attached metroid and fails, a second attack roll must be made against the victim's flat-footed AC; if this second attack roll succeeds, the victim is hit instead of the metroid. Dealing more than 20 damage (after factoring in damage reduction) to an attached metroid in a single attack will remove it.

Blind: Metroids have no eyes and rely entirely on their blindsight. They are immune to gaze attacks, visual effects, visual illusions, and any other attack forms that rely on sight.

Energy Drain (Ex): A metroid sucks the life energy from its victim, causing 2 negative levels each round it remains attached. For each negative level it causes in this way, the metroid gains 5 temporary hit points. The Fortitude save DC to remove the negative levels is 17 and is Constitution-based.

Pierce Armor (Ex): A metroid's fangs are strong enough to pierce the toughest armor and its life-draining tentacles are thin enough to find their way into the smallest openings. A metroid's bite attack ignores Armor and Natural Armor bonuses to AC.

Metroids have a +8 racial bonus on Grapple checks.

Back to Main Page3.5e HomebrewCreaturesCR 9

This page may resemble content endorsed by, sponsored by, and/or affiliated with the Metroid franchise, and/or include content directly affiliated with and/or owned by Nintendo. D&D Wiki neither claims nor implies any rights to Metroid copyrights, trademarks, or logos, nor any owned by Nintendo. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Home of user-generated,
homebrew pages!