Devon
First Post
Okay, this is the last silly creature I write up until I've created a new Devil type.
Let me know what you think.
- Devon
Blue Trundler
Large Aberration
Hit Dice: 7d8+14 (45 hp)
Initiative: +2 (Dex)
Speed: 50 ft.
AC: 17 (+6 natural, +2 Dex, -1 size)
Attacks: 4 punches +10 melee, 2 bites +5 melee; or slam +5 melee
Damage: punch 1d8+5, bite 1d4+2; or slam 2d6+7
Face/Reach: 5 ft. by 10 ft./ 5 ft.
Special attacks: trample, improved grab, whirl, spinning strike
Saves: Fort +x, Ref +x, Will +x
Abilities: Str 20, Dex 15, Con 15, Int 6, Wis 10, Cha 10
Skills: Spot +8, Listen +7, Move Silently +9
Feats: Improved bull rush
Climate/Terrain: any land or underground
Organization: solitary or herd (5 - 14)
Challenge Rating: 5
Treasure: none
Alignment: always neutral evil
Advancement: 8 - 14 HD (Large), 15 - 21 HD (Huge)
This large, living wheel grabs opponents and tramples them.
The blue trundler is a large creature shaped like a great blue wheel, ten-feet across and three feet thick, with two long, gray, muscular arms coming out of each side. Along the edge of the wheel are many slavering mouths filled with sharp teeth. Its bright blue skin is tough and somewhat flexible. It has no obvious eyes, but there is a ring of dots running the circumference of each side which seem to serve as eyes.
Combat:
The blue trundler attacks by rolling over its opponents and biting. If it grabs a victim with its arms, it will hold it, biting even harder, and possibly carrying it along as it rolls, ensuring that it gets trampled quite nicely.
Trample (Ex): As a standard action during its turn each round, the blue trundler can run over an opponent at least one size category smaller than itself by moving through its space. The trample deals 4d6+7 bludgeoning damage. Trampled opponents can attempt attacks of opportunity, but these incur a -4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflex saves for half damage (DC 18).
Improved Grab (Ex): If the blue trundler successfully hits with four punches, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity.
The trundler does one of three things with grappled opponents. They can be automatically trampled (4d6+7) each round the trundler decides to move more than 10 feet. Grappled opponents can be automatically dealt double bite damage (2d4+4) each round until they break the hold. The trundler can also use its whirl ability on grappled opponents.
Whirl (Ex): As a full-round action, the blue trundler can spin a grappled opponent at least one size category smaller than itself, for as many rounds as it desires. The opponent must make a Fortitude save (DC 15 + 1 for each round whirled) or be stunned for 2d4 rounds when released.
Spinning Strike (Ex): A blue trundler can spin in place, striking every opponent in a 5' radius with a punch attack (1d8+5). Opponents must make a Reflex save (DC 15) to avoid damage.
Traction (Ex): The blue trundler can travel on ice and other smooth surfaces without difficulty.
Let me know what you think.
- Devon
Blue Trundler
Large Aberration
Hit Dice: 7d8+14 (45 hp)
Initiative: +2 (Dex)
Speed: 50 ft.
AC: 17 (+6 natural, +2 Dex, -1 size)
Attacks: 4 punches +10 melee, 2 bites +5 melee; or slam +5 melee
Damage: punch 1d8+5, bite 1d4+2; or slam 2d6+7
Face/Reach: 5 ft. by 10 ft./ 5 ft.
Special attacks: trample, improved grab, whirl, spinning strike
Saves: Fort +x, Ref +x, Will +x
Abilities: Str 20, Dex 15, Con 15, Int 6, Wis 10, Cha 10
Skills: Spot +8, Listen +7, Move Silently +9
Feats: Improved bull rush
Climate/Terrain: any land or underground
Organization: solitary or herd (5 - 14)
Challenge Rating: 5
Treasure: none
Alignment: always neutral evil
Advancement: 8 - 14 HD (Large), 15 - 21 HD (Huge)
This large, living wheel grabs opponents and tramples them.
The blue trundler is a large creature shaped like a great blue wheel, ten-feet across and three feet thick, with two long, gray, muscular arms coming out of each side. Along the edge of the wheel are many slavering mouths filled with sharp teeth. Its bright blue skin is tough and somewhat flexible. It has no obvious eyes, but there is a ring of dots running the circumference of each side which seem to serve as eyes.
Combat:
The blue trundler attacks by rolling over its opponents and biting. If it grabs a victim with its arms, it will hold it, biting even harder, and possibly carrying it along as it rolls, ensuring that it gets trampled quite nicely.
Trample (Ex): As a standard action during its turn each round, the blue trundler can run over an opponent at least one size category smaller than itself by moving through its space. The trample deals 4d6+7 bludgeoning damage. Trampled opponents can attempt attacks of opportunity, but these incur a -4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflex saves for half damage (DC 18).
Improved Grab (Ex): If the blue trundler successfully hits with four punches, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity.
The trundler does one of three things with grappled opponents. They can be automatically trampled (4d6+7) each round the trundler decides to move more than 10 feet. Grappled opponents can be automatically dealt double bite damage (2d4+4) each round until they break the hold. The trundler can also use its whirl ability on grappled opponents.
Whirl (Ex): As a full-round action, the blue trundler can spin a grappled opponent at least one size category smaller than itself, for as many rounds as it desires. The opponent must make a Fortitude save (DC 15 + 1 for each round whirled) or be stunned for 2d4 rounds when released.
Spinning Strike (Ex): A blue trundler can spin in place, striking every opponent in a 5' radius with a punch attack (1d8+5). Opponents must make a Reflex save (DC 15) to avoid damage.
Traction (Ex): The blue trundler can travel on ice and other smooth surfaces without difficulty.