Difference between revisions of "Kyurem (3.5e Monster)"

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(Like I said - Kyurem may not have the raw power of Reshiram or Zekrom, but it makes up for it with sheer brutality.)
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[[File:646Kyurem.jpg|thumb|275px|[http://www.youtube.com/watch?v=KKtn7_2w9u8 Kyurem, the Boundary Pokémon!]]]
  
 
{{3.5e Monster Classic
 
{{3.5e Monster Classic

Revision as of 18:41, 16 October 2012


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Author: Luigifan18 (talk)
Date Created: October 11, 2012
Status: Needs skills fleshed out
Editing: Clarity edits only please
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Kyurem
Size/Type: Gargantuan Dragon (Cold)
Hit Dice: 33d12+396 (800 hp)
Initiative: +9 (+5 Dex, +4 Improved Initiative)
Speed: 45 feet, fly 75 feet (clumsy)
Armor Class: 44 (-4 size, +5 Dex, +30 natural, +3 deflection), touch 14, flat-footed 39
Base Attack/Grapple: +33/+56 (+33 base attack, +11 Str, +12 size)
Attack: Claw +40 melee (1d10+5 piercing and slashing plus 1d6 cold) or bite +35 melee (1d12+1d6+11 piercing, slashing, and bludgeoning plus 1d8 cold plus 1d2 Strength damage plus slow for 2 rounds) or Tail Slap (3d12+16 bludgeoning plus 2d6 cold plus hold for 1d2 rounds)
Full Attack: 2 claws +40 melee (1d10+5 piercing and slashing plus 1d6 cold) and bite +35 melee (1d12+1d6+11 piercing, slashing, and bludgeoning plus 1d8 cold plus 1d2 Strength damage plus slow for 2 rounds) and Tail Slap (3d12+16 bludgeoning plus 2d6 cold plus 1d4 Strength damage plus hold for 1d2 rounds)
Space/Reach: 20 feet/20 feet
Special Attacks: Cold Infusion, Glaciate, Fusion Frost, Breath Weapon (Ice Beam), Outrage, Brutalize, spell-like abilities
Special Qualities: Darkvision out to 90 feet, low-light vision, Utter Malice, Ice Guard, Aura of Void, immunity to magical sleep and paralysis, cold resistance 100, fire resistance 30, electricity resistance 30, acid resistance 20, spell resistance 50, damage reduction 8/epic
Saves: Fort +31, Ref +26, Will +25
Abilities: Str 33, Dex 20, Con 35, Int 20, Wis 19, Cha 33
Skills:
Feats: Improved InitiativeB, SnatchB, Debilitating Strike, Bleeding Strike, Iron Will, Lightning Reflexes, Ability Focus (Glaciate), Ice Trail, Nightmare Fuel, Step Through The Strike, Spell Surge, Power Attack, Combat Expertise, Reliable Ability (dire winter)
Environment: The bottom of a great chasm
Organization: Solitary (only one known to exist) or one plus human companion (high-level blackguard, wizard, or Pokémon trainer)
Challenge Rating: 36
Treasure: Quintuple standard
Alignment: Neutral evil
Advancement: 19-27 (huge), 28-44 (gargantuan), 45+ (colossal)
Level Adjustment: N/A


The pale gray dragon before you looks broken and bitter. It glares at you maliciously, its tail glows a pale blue, and everything is suddenly cold... very, very cold... you can't move... you're frozen solid... The dragon grins, seizes your friend, and consumes her as you helplessly watch. What kind of monster did you just stumble upon...?!?

Kyurem is what remains of the original dragon that split into Reshiram and Zekrom. Once noble and good-hearted, this embodiment of wuji - the absence of yin and yang - has been driven insane by its loss. The loss of its yin and yang has left Kyurem utterly devoid of morals, and now it will stop at nothing to become whole again; anyone who gets in its way will have a very difficult fight on their hands, with the price of defeat being utter obliteration.

Combat

Kyurem is an empty being. The remnants of a certain Pokémon when it split into Reshiram and Zekrom... My desire is absolute rule of Unova! ...That's right! Kyurem will be the vessel into which my desires will be poured!
—Ghetsis Harmonia, Human Monster Tamer

Kyurem lacks the raw power of the dragons borne from its body, but makes up for that with a savage ruthlessness and cruelty. Its signature Glaciate attack freezes absolutely everything in its vicinity. Its Fusion Freeze is a bizarre and terrible power...

Kyurem represents wuji - that is, nothingness. It is incomplete, and painfully aware of that fact. Its goal is to find Reshiram and Zekrom, and force them to become part of it once more. Anything that stands between Kyurem and its goal is just an annoyance to it - and its response to an annoyance is to rip it apart and devour the offender's corpse.

The side-effects of being hit with Kyurem's melee attacks (except for the effects of its Debilitating Strike and Bleeding Strike feats) can be negated with a DC 43 Fortitude save (the save DC is Strength-based.) The save DCs for all of Kyurem's abilities, except for its spell-like abilities, are equal to 10 + half of Kyurem's HD (16) + key ability modifier. (The save DCs of the spell-like abilities are calculated as through they were spells.)

Frost Infusion (Su): Kyurem's natural weapons are treated as though they had the icy burst property.

Natural Weapon Flexibility (Ex): Kyurem is highly skilled with its natural weapons, and its attacks never feel stiff or awkward. Its natural weapons are treated like they were manufactured weapons for the purpose of applying its Strength bonus to damage (its claws are treated as light weapons, its bite is treated like a standard weapon, and its tail slap is treated as a two-handed weapon. Kyurem is still not able to get extra attacks by courtesy of its base attack bonus, instead using all of its natural weapons in its full attack like any other creature would.

Glaciate (Su): As a full-round action that provokes attacks of opportunity, Kyurem can concentrate the essence of utter nothingness in its tail, manifested as ice - the absence of energy. As part of that same full-round action, Kyurem then blasts everything within 2500 feet of it with numbing cold that freezes everything. All creatures caught in the area take 10d10 cold damage (Reflex save for half), and creatures failing the Reflex save must make a Fortitude save or be slowed (as the spell) for 40 rounds. A creature that fails the Fortitude save must also make a Will save or else permanently lose the ability to move, frozen into ice and unable to take even mental actions as the cold utterly immobilizes body and mind. Any who suffer this fate are essentially petrified (as flesh to stone, but still aware - just unable to do anything but watch as Kyurem destroys everything in the vicinity. Kyurem may also use Fusion Freeze on a frozen opponent, as the opponent is essentially helpless. A victim of Kyurem's freezing power can only be freed from the ice if Kyurem leaves an area within 5 miles of the victim for more than 1 consecutive year, or else by Reshiram's flame or Zekrom's lightning. The save DCs are 46 (Constitution-based, enhanced by Ability Focus). Kyurem can use Glaciate once every 2d6-2 rounds.

Kyurem's Glaciate can be interrupted just like a spell, with an effective spell level of 10 (treated as an epic spell). If Kyurem is distracted while using Glaciate, it must succeed on a Concentration check, or that use of the ability will be wasted.

Fusion Freeze (Su): As a 3-round action that provokes attacks of opportunity, Kyurem can extend tendrils from its back to seize a helpless or dead opponent (or one that it has pinned) and make them part of its body. If the opponent is frozen, Kyurem only requires 1 round to absorb it. An opponent assimilated in this fashion cannot be revived, even by wish or miracle, unless the fusion can somehow be undone. Kyurem gains +1 HD for every opponent assimilated in this fashion, as well as gaining 1 special attack, special quality, or feat the opponent possesses. If Kyurem merges with Reshiram or Zekrom in this fashion, it will become White Kyurem or Black Kyurem, respectively, at the conclusion of the action.

This action is considered a 6th-level spell for the purpose of being interrupted by the actions of opponents and setting the DC of any Concentration checks Kyurem is required to make as a consequence of being distracted. If Kyurem fails a concentration check, it drops the foe it was absorbing in alarm, ruining its progress, but it can try again on its next turn. (Of course, unless it really wants the foe in question and/or is pressed for time to absorb it, it's more likely to try to shred whoever was responsible for distracting it into lifeless chunks of meat.) A foe whose helpless condition is lifted while in the process of being assimilated (or who was merely being pinned) is entitled to make a grapple check or Escape Artist check every round in order to escape; if the victim's check result beats Kyurem's grapple check, then it will either revert to grappling Kyurem (if it succeeded on a grapple check) or outright escape and be free to act on its next turn (if it succeeded on an Escape Artist check), and either way, Kyurem's progress will be foiled.

Breath Weapon (Ice Beam) (Su): Kyurem's breath weapon is a 75-foot line of severe cold, 15 feet high and 15 feet wide, that deals 8d8 points of cold damage, Reflex save half (DC 43, Constitution-based). After using its breath weapon, Kyurem cannot use it again for 1d4 rounds.

Outrage (Su): As a dragon, Kyurem is capable of entering a truly terrifying rage. This Outrage lasts for three rounds. During the Outrage, Kyurem increases the save DC of all of its abilities by +4 and gains a +4 bonus to its attack rolls. Additionally, any damage it delivers (physical, spell-like, or otherwise) is increased by 1d8 per two hit dice. Entering an Outrage is a Swift action. It cannot be cut short. When Outrage ends, Kyurem becomes fatigued and confused for one minute.

Brutalize (Ex): If Kyurem successfully pins a foe and isn't interested in absorbing it, then that foe is in for a very rough time. With a successful grapple check, Kyurem can freely attack an opponent that it has pinned with its entire full attack routine (using a full-round action as normal), and every attack is treated as though it was a coup de grace (automatic critical hit, target must make a Fortitude save for each attack (DC = 10 + damage dealt) or die). Furthermore, the target automatically fails its Fortitude saves to avoid taking Strength damage and being slowed and held. ...Yes, that's right, Kyurem hits the target with four coup de grace attacks in a single round. As with an ordinary coup de grace, Kyurem provokes an attack of opportunity by doing this (in fact, it provokes two attacks of opportunity by thoroughly focusing its attention on its victim, but this is an overly fine detail to anyone without Combat Reflexes or a similar feat). If Kyurem is struck by an attack while using Brutalize, its attack routine is disrupted and the opponent gets to make a grapple check to escape. Any target killed by the Brutalize attack is ripped to pieces by Kyurem's fury, rendering it impossible for Kyurem to absorb that creature but also preventing it from being restored to life by anything less powerful than a resurrection spell.

Spell-like Abilities: At will: ice dagger[1], ice ball (fireball that does cold damage instead of fire damage), icelance[1], bonechilling wind guard, cone of cold, sleet storm, cold snap[1], freeze[1], orb of cold[1], energy vortex[1] (cold only). Usable 8 times/day: creeping chills, freezing fog[1], freezing sphere, greater creeping cold[1], antimagic ray[1], absorption[1], ice flowers[1]. Usable 4 times/day: fimbulvetr, frozen stillness, glacial juggernaut, Stromberg's frozen court, field of icy razors[1]. Usable 2 times/day: sphere of ultimate annihilation[1], dire winter. Kyurem's caster level for its spell-like abilities is equal to 3/4 its Hit Dice, rounded up (25 for the example Kyurem). The save DCs are Charisma-based.

Utter Malice (Ex): Kyurem is thoroughly determined to become whole again, and anyone who would get in its way is bound to face its wrath. Every time an opponent deals damage to Kyurem, Kyurem gains a +1 bonus to attack and damage rolls for every 5 points of damage that it took (minimum +1.) These bonuses apply to melee attacks, spell-like abilities, and special attacks. These bonuses stack with each other and last until the end of the encounter. Thus, any party facing Kyurem should try to make sure that the sturdiest and most evasive characters are the ones who do the most damage. If any one member of the party does most of the damage, he or she will probably wind up dead in short order.

Kyurem gets really pissed off when its Fusion Freeze fails. Disrupting its concentration of Fusion Freeze will cause it to gain a +5 bonus to its attack and damage rolls against you (in addition to the increase it got from taking damage).

Ice Guard (Su): Kyurem's body is perpetually frozen. Any foe striking Kyurem with a natural weapon or unarmed attack takes 1d4 cold damage. In addition, Kyurem has a +3 deflection bonus to AC and a +3 deflection bonus to saving throws (reflected in its statistics block).

Aura of Void (Su): Kyurem's body is like a black hole - it constantly draws energy into itself. On Kyurem's initiative count each round, it does 4d4 points of cold damage to all within 60 feet of it (targets are allowed a DC 44 Fortitude save to halve the damage). It gains temporary hit points equal to half of the damage it inflicts in this way.


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Facts about "Kyurem (3.5e Monster)"
AlignmentNeutral evil +
AuthorLuigifan18 +
Challenge Rating36 +
EnvironmentThe bottom of a great chasm +
Identifier3.5e Monster +
Level AdjustmentN/A +
RatingUnrated +
SizeGargantuan +
SubtypeCold +
TitleKyurem +
TypeDragon +