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Metroid Prime (3.5e Creature)

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Created By
Evan Laverdiere
Date Created: June 3rd, 2007
Status: I'll finish it later
Editing: Please feel free to edit constructively!
Metroid Prime in its exoskeletal form
Metroid Prime in its exoskeletal form
Metroid Prime exoskeleton Metroid Prime core
Size/Type: Colossal Outsider (Augmented Aberration) Huge Outsider (Augmented Aberration)
Hit Dice: 100d8+3800 (4250 hp) 40d8+380 (560 hp)
Initiative: +10 +10
Speed: 90ft (18 squares) 50ft flight (good)
Armor Class: 84 (-16 size, +10 dex, +45 natural, +35 deflection), touch 39, flat-footed 74 70 (-8 size, +10 dex, +8 natural, +50 deflection), touch 62, flat-footed 60
Base Attack/Grapple: +100/+136 +40/+68
Attack: Claw +20 melee (3d8+35), Bite +18 melee (5d10+35) Slam +120 melee (2d6+35)
Full Attack: 2 Claws +20/+18 melee (3d8+35 x2), Bite +16 melee (5d10+35), 2 Gore Stings +14/+12 melee (4d8+35 x2) Slam +120 melee (2d6+75), 6 Tentacles +115/+110/+105/+100/+95/+90 melee (1d4+35 plus stun x6)
Space/Reach: 30ft/30ft 15ft/30ft (tentacles)
Special Attacks: Improved Grab, Rake, Tractor Beam, spell-like abilities, Breath Weapons, Trample, Ice Line, MultiMissiles, Energy orbs Blast Wave +20 area
Special Qualities: Barrier Shift (see below), damage reduction 40/+10, Multiattack, Carapace, Thermal Vision, immunity to poison, disease and ability damage, immune to any mind-altering affects spell-like abilities, damage reduction 60/--, spell resistance 100, regeneration 40, Thermal Vision, immunity to fire, cold, electricity,poison, disease and ability damage, immunity to any mind-altering effects, Load-Bearing Boss
Saves: Fort +65, Ref +65, Will +65 Fort +65, Ref +65, Will +65
Abilities: Str 50, Dex 30, Con 50, Int 40, Wis 25, Cha 25 Str 50, Dex 30, Con 50, Int 40, Wis 25, Cha 25
Skills: Climb+40, Spot+27, Listen+27 Spot+27, Listen+27
Feats: Awesome Blow, Power Attack, Improved Bull Rush, Cleave, Great Cleave none
Environment: any any
Organization: solitary solitary
Challenge Rating: 90 90
Treasure: none none
Alignment: Neutral Neutral
Advancement: none none
Level Adjustment: -- --


Dangling from the ceiling is a gigantic black-and-silver pod of some kind. As you approach, numerous segmented legs unfurl, revealing what looks like some kind of terrestrial, heavily armoured cross between a praying mantis and a giant squid. A hatch near the center of the monstrosity slides open, revealing a pair of eyes that stare right through you with a piercing neon gaze. The creature drops from the cavern roof and flips upright, landing on its three enormous legs. A tooth-filled hinge at its base flips open with a rattling groan, and it lifts its claws as a mocking hiss escapes from its "mouth"...

From the battered and ruined carapace emerges a creature, the likes of which you've never seen before. It is essentially a floating, neon-blue head with a transparent body, a very large brain, and six thirty foot long tentacles. It narrows its disturbingly humanlike eyes in anger as it drifts toward you, energy crackling from the tips of its tentacles...

Metroid Prime is an extremely powerful creature of unknown origin. It exists as two seperate beings--the exoskeleton, which gives the creature a rigid form, and the core, the actual essence of Metroid Prime. Due to hundreds of years worth of exposure to sundry mystical, supernatural and even extraterrestrial substances, it has gained the ability to assimilate the properties of whatever substances it comes into contact with. Over the centuries, it has created a durable exoskeleton armed with numerous natural, supernatural, and mechanical weapons, including, but not limited to, four Breath Weapons, the ability to fire infinite amount of missiles, a mouthlike structure and claws capable of crushing Orichalcon, a nearly unlimited supply of rays and projectiles, tractor beams which can ensare foes from afar, and most importantly, the ability to shift its elemental properties and weaknesses at will. These place Metroid Prime at the highest possible threat level.

It should be noted that Prime is not dependant on the exoskeleton for survival: should the armour be destroyed, it will simply shed the ruined shell and confront the attacker directly. Even without its heavily-armed carapace, Metroid Prime is far from defenseless, for it is extremely resistant to all forms of damage, and can strike most foes from any distance.

[edit] Combat

Tractor Beam (Ex): At will, The metroid prime can unleash two green beams of grapple beam energy as a free action, it gains a +50 bonus on grapple checks per beam attatched, at it's own decision the metroid prime can pull the grappled creature closer at a rate of 30 feet per round if it succeeds the grapple check, it is not deterred by the size of the creature, once the creature gets within range it gets a attack of opportunity.

Breath Weapons (Ex): At will the metroid prime can fire one of four beams in a 20 foot wide, 620 foot long line, A Red one of pure fire and plasma that deals 50d10 fire damage and sets anything caught on fire. A Yellow one of Pure raw energy that deals 20d10 force damage. A White one of pure cold that deals 40d10 cold damage and has the special effect of freezing whatever it hits. And a Purple one of Electrical energy that deals 30d10 electrical damage and causes any construct to go berserk, and causes any mechanical device to go awry. All but the yellow one are free actions that can be done 3 times per round, the Yellow one is a free action that can be done 4 times per round.

Ice Line (Ex): At will the metroid prime can unleash a line of ice that is 5 feet wide and tall and is infinitely long, this is a garunteed hit unless the target succeeds a dc30 jump check to avoid it, this deals 10d10 cold damage and freezes any target solid.

Multimissiles: At will the metroid prime can fire 8 missiles that deal 12d6 damage to any target directly hit by one and deal 2d20 splash damage to everything within 10 feet of the explosion, the metroid prime can choose weather to fire at multiple targets or to concentrate on one unlucky sap, this is a garunteed hit, or it can fire 4 chemical missiles which deal the same damage as above but spread an acidic mist within 10 feet of the explosion that deals 12d6 acid damage per round and lasts 2 rounds.



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