Dark Sun Gnome
First Post
Giant Strider
Large Monstrosity, Neutral
AC– 14
Hit dice – 4d10+12 (32)
Speed – 40ft
[TABLE="class: MsoTable15Grid2Accent3"] [TR] [TD] Str[/TD] [TD] Dex[/TD] [TD="width: 47"] Con [/TD] [TD="width: 38"] Int[/TD] [TD="width: 57"] Wis[/TD] [TD="width: 50"] Cha[/TD] [/TR] [TR] [TD="width: 38"] 18
[/TD] [TD="width: 47"] 12[/TD] [TD="width: 47"] 17[/TD] [TD="width: 38"] 2 [/TD] [TD="width: 57"] 9[/TD] [TD="width: 50"] 8[/TD] [/TR] [TR] [TD="width: 38"] +4
[/TD] [TD="width: 47"] +1[/TD] [TD="width: 47"] +3[/TD] [TD="width: 38"] -2[/TD] [TD="width: 57"] -1[/TD] [TD="width: 50"] -1[/TD] [/TR] [/TABLE]
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
[TABLE="class: MsoTable15Grid2Accent3"] [TR] [TD] Str[/TD] [TD] Dex[/TD] [TD="width: 47"] Con [/TD] [TD="width: 38"] Int[/TD] [TD="width: 57"] Wis[/TD] [TD="width: 50"] Cha[/TD] [/TR] [TR] [TD="width: 38"] 18
[/TD] [TD="width: 47"] 12[/TD] [TD="width: 47"] 17[/TD] [TD="width: 38"] 2 [/TD] [TD="width: 57"] 9[/TD] [TD="width: 50"] 8[/TD] [/TR] [TR] [TD="width: 38"] +4
[/TD] [TD="width: 47"] +1[/TD] [TD="width: 47"] +3[/TD] [TD="width: 38"] -2[/TD] [TD="width: 57"] -1[/TD] [TD="width: 50"] -1[/TD] [/TR] [/TABLE]
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