Swampfire, Enlarged (3.5e Creature)

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Swampfire

CR 18

N Huge Plant (Fire)
Init/Senses +0/Listen +22, Spot +22, low-light vision
AC 24, touch 8, flat-footed 24
(+16 natural, -2 size)
hp 187 (15 HD)
Immune fire, mind effects, poison, sleep, paralysis, polymorph, stun, critical hits
Fort/Ref/Will +16/+5/+9
Weakness cold
Speed 50 ft. (10 squares)
Melee Slam +19 (1d8+10) or
Melee 2 slams +19 (1d8+10)
Space/Reach 15 ft./15 ft.
Base Atk/Grp +11/+29
Special Actions Flammable cloud, spell-like abilities
Spell-Like Abilities (CL 15th):
at will—burning hands (DC 15), scorching ray (DC 16), fireball (DC 17)
3/day—entangle (DC 15), barkskin, control plants (DC 22)
Abilities Str 30, Dex 10, Con 25, Int 18, Wis 18, Cha 18
SQ Plant traits, immune fire, vunlerable to cold, regeneration 15, DR 5/slashing
Feats Awesome Blow, Cleave, Improved Bull Rush, Improved Natural Armor, Power Attack, Snatch
Skills Intimidate +22, Knowledge(nature) +22, Knowledge(arcana) +13, Knowledge(the planes) +13, Knowledge(geography) +22, Listen +22, Spot +22
Advancement
Flammable Cloud (Ex) Swampfire's body can produce a large amount of noxious, flammable gas in a cloud with a radius of 20 feet. This cloud is summoned as a move action. Any open flame, spark, magial fire or electricity effect ignites the cloud, dealing 5d6 fire damage to all creatures in the cloud at the time of ignition (no save). After ignition, the cloud dissipates and requires another move action to call it forth. All creatures that breathe the noxious, flammable gas must succeed on a Fortitude save (DC 17) or be nauseated for 3 rounds. The save is Constitution-based.



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