Rampardos (3.5e Monster)

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Author: SisterAcacia (talk)
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Rampardos
Size/Type: Huge Magical Beast
Hit Dice: 10d10+70 (125 hp)
Initiative: -1 (-1 Dex)
Speed: 50 ft.
Armor Class: 27 (-1 Dex -2 size +20 natural), touch 7, flat-footed 27
Base Attack/Grapple: +10/+29
Attack: Slam +22 melee (4d6+19, 19-20/x3)
Full Attack: Slam +22 melee (4d6+19, 19-20/x3)
Space/Reach: 15 ft./10 ft.
Special Attacks: Ancient Power, Rivalry, Swift Demoralize, Takedown, Thrash, Trample
Special Qualities: Damage Reduction 10/—,
Saves: Fort +14, Ref +6, Will +4
Abilities: Str 38, Dex 8, Con 24, Int 8, Wis 12, Cha 8
Skills: Intimidate +16
Feats: Improved Natural Attack (Slam), Power Attack, Leap Attack, Run
Environment: Temperate or Warm Plains (when not extinct)
Organization: Solitary or Herd (4-10)
Challenge Rating: 10
Treasure: Standard
Alignment: Usually Neutral
Advancement: 11-15 HD (Huge), 16-20 HD (Gargantuan)
Level Adjustment:


Ancient Power (Su): Once per three rounds, Rampardos can telekinetically launch up to 3 chunks of stone within 100 feet. These are launched as ranged attacks at separate targets, and, if at least as large as a Medium character, deal 6d6 damage each. Furthermore, upon activation, Rampardos gains a +1 Enhancement Bonus to Natural Armour and to all Ability Scores for the next five minutes. Using this while the bonus is still in effect improves the bonus by 1 (to a maximum of +6 total) and resets the duration - any Rampardos of Intelligence 10 or more (including after using this) will figure out to throw random rocks around every minute or so just to keep the bonuses at the maximum.

Damage Reduction (Ex): Rampardos has Damage Reduction equal to its hit dice.

Trample: On a successful Overrun, Rampardos automatically deals Slam damage.

Thrash (Ex): As a Standard action, Rampardos may enter a rage. It rages as a 4th level Barbarian for 3 rounds, but once the rage ends it becomes confused for one minute.

Swift Demoralise (Ex): As a Swift action, Rampardos may make an Intimidate check to demoralise a foe. It has a +4 racial bonus due to being fucking enormous.

Takedown (Ex): Once per round, when making an attack, Rampardos may add 4d6 damage to a successful hit, but takes 2d8 recoil damage (ignoring DR). This increases to 6d6 damage and 3d8 recoil at 18 hit dice.

Rivalry (Ex): Rampardos have an intense rivalry with theropod dinosaurs, such as Megaraptors, Tyrannosaurus, and similar-looking prehistoric reptiles. They gain a +2 to hit and damage them in combat, as well as doubling their critical threat ranges; however, if such a creature is in sight, it must make a Will save (DC 15 + half the dinosaur's HD) or focus on attacking it, ignoring any commands. It can save again every 3 rounds, or when the opponent dies/flees.

Advancement[edit]

A Rampardos gains further powers as it advances, and receives the following attacks:

Zen Headbutt (Su): At 14 HD, as a Swift action, Rampardos may grant itself the ability to strike Incorporeal and Ethereal creatures as though they were corporeal. This lasts for one round. For the duration, it can also see such creatures as though they were visible.

Head Smash (Ex): At 20 HD, Rampardos may make a full round action to perform a mighty head smash attack. This gains a +5 bonus to hit, and deals +1d6 damage per level. Rampardos does, however, take 10d4 recoil damage - against which Damage Reduction applies.


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Back to Main Page3.5e HomebrewMonsters

AlignmentUsually Neutral +
AuthorSisterAcacia +
Challenge Rating10 +
EnvironmentTemperate or Warm Plains (when not extinct) +
Identifier3.5e Monster +
Level Adjustment+
RatingUndiscussed +
SizeHuge +
TitleRampardos +
TypeMagical Beast +