Dark Sun Gnome
First Post
Giant Strider
Large Monstrosity, Neutral
AC– 14
Hit dice – 4d10+12 (32)
Speed – 40ft
Saving Throws – Dexterity +3
Immunities – Fire
Resistances – Magic
Vulnerabilites – Cold
Passive Perception – 10
Challenge – ½
Fire Healing – Once every three rounds that a giant strider is exposed to intense heat or flame, the creature heals (2d8+1) hp. A fireball spell or other attack that does fire damage restores the creatures HP instantly.
Fireball – Twice per hour, a a giant strider can emit a fireball from ducts near its eyes. The fireball can be fired 60ft and when it makes contact with a solid surface or travels 60ft, it explodes in a 10ft radius. All creatures in the radius must make a Dexterity saving throw (DC13) or take 2d6 points worth of fire damage.
Bite – Melee weapon attack: +3 to hit, reach 5ft,
Hit - one target 8 (2d8+4) Piercing damage
Kick - Melee weapon attack: +3 to hit, reach 5ft
Hit - one target 8 (2d8+4) Slashing damage
Large Monstrosity, Neutral
AC– 14
Hit dice – 4d10+12 (32)
Speed – 40ft
Str | Dex | Con | Int | Wis | Cha |
18 | 12 | 17 | 2 | 9 | 8 |
+4 | +1 | +3 | -2 | -1 | -1 |
Saving Throws – Dexterity +3
Immunities – Fire
Resistances – Magic
Vulnerabilites – Cold
Passive Perception – 10
Challenge – ½
Fire Healing – Once every three rounds that a giant strider is exposed to intense heat or flame, the creature heals (2d8+1) hp. A fireball spell or other attack that does fire damage restores the creatures HP instantly.
Fireball – Twice per hour, a a giant strider can emit a fireball from ducts near its eyes. The fireball can be fired 60ft and when it makes contact with a solid surface or travels 60ft, it explodes in a 10ft radius. All creatures in the radius must make a Dexterity saving throw (DC13) or take 2d6 points worth of fire damage.
Bite – Melee weapon attack: +3 to hit, reach 5ft,
Hit - one target 8 (2d8+4) Piercing damage
Kick - Melee weapon attack: +3 to hit, reach 5ft
Hit - one target 8 (2d8+4) Slashing damage