Warpmonster (3.5e Creature)

From D&D Wiki

Jump to: navigation, search
Warp Monster
Size/Type: Large Humanoid
Hit Dice: 6D12+150 (183 hp)
Initiative: 6 (+4 dexterity)
Speed: 40 ft (8)
Armor Class: 22 (10 + 3 armor, +4 dexterity, + 3 deflection, +3 magic), touch 19, flat-footed 21
Base Attack/Grapple: 4/3
Attack: +16/+8 Warp Blade (2D6+5/17-19/Special)
Full Attack: +16/+12/+8 Warp Blade (2d6+5/17-19/Special)
Space/Reach: 1/10 ft
Special Attacks: Warpattack
Special Qualities: Darkvision, Warp, Magic Sense, Terrifying Scream
Saves: Fort (+7), Ref (+11), Will (+10)
Abilities: Str 17, Dex 18, Con 13, Int 14, Wis 14, Cha 10
Skills: +8 Listen, +8 Move Silently, +3 Search, +10 spot, +5 Intimidate
Feats:
Environment: Any (Typically around high magic areas)
Organization: Solitary
Challenge Rating: 17
Treasure: The Warp Blade
Alignment: Always Lawful Evil
Advancement:
Level Adjustment:
This page needs an image. If you are an artist, or know of any image that would fit this page, please upload a picture and add it.

More information...

The Warpmonster wanders on in the material plane longing ad trying to get back to it's universe. It believes that if it takes enough energy from wizards (killing them and taking their manna) he can create a portal to go back. It can often be found magical places as it attempts to kill any magic user it sees. If a magic user is with a group of other adventures, the Warpmoster will focus on them and only attack the others in self defense. If more than one magic user is in the group, it will go after the higher level one.

The warp monster looks like an extremely tall and thin humanoid with claw like hands. It's long, white hair flies every which way when it moves and white eyes that seem to look into your soul when it looks at you. The Warp Blade is always carried with it, generally in it's right hand.

Combat[edit]

Upon sensing a Magic Creature with a soul, the Warpmonster will head directly towards it and attack with relentless furry. When it enters combat it lets out a Terrifying Scream. It will not attack non-wizard classes as long as they leave it alone and will retreat rather than fight if there is n0 magic user in the group.

Darkvision: The Warpmonster can see in the dark as well as it can see in daylight. Darkvision has a range of 60 feet.

Warp 3/day: The Warmonster can teleport up to 100 feet as a free action.

Magic Sense: The Warpmonster can sense any magical creature with a soul up to 150 feet away.

Terrifying Scream: Upon entering combat, the Warpmonster lets out a scream. This is so terrifying that any creature within hearing distance must make a Will save (DC 17). A fail leaves the creature shaken. A fail by 5 or more leaves the creature frightened. Any creature that has heard the scream before has a +4 on their save.

Warp Attack: After the Warpmonster has screamed it will Warp Attack to the nearest, highest leveled magic user. Warp Attack puts the Warpmonster Right in front of the magic user. The Warpmonster then gets 1 free attack at +12.

The Warp Blade: The Warpmonster's weapon, "The Warp Blade" is a mithral sword with a +2 enchantment and a crystal that draws upon extradimensional power. A critical hit with this weapon will insta kill any 1 HD creature. If it hits a multi HD creature, the user can choose to either: a) do x3 damage or b) give the target the Warp Effect.

The Warp Effect: A creature with the warp effect takes 1D4+1 damage at the end of her turn for the rest of the encounter. A creature can not be inflicted with multiple Warp Effects at a time. The Warp Effect can be removed with the Remove Curse, or Cure Moderate Wounds or higher spells.



Back to Main Page3.5e HomebrewCreaturesCR 17

Home of user-generated,
homebrew pages!


Advertisements: