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Zekrom (3.5e Monster)

237 bytes added, 08:19, 22 October 2012
Feat swap and scaling up the damage potential of Bolt Strike and Fusion Bolt, by making them Hit Die-based
|ac=44 (-4 size, +4 Dex, +30 natural, +4 deflection) |touch=12 |flat=40
|bab=+33 |grapple=+62 (+33 base attack, +14 Str, +12 size, +3 Physical Force)
|at=Claw +46 melee (1d8+2d12+7 piercing and slashing plus 1d6 electric) or bite +46 melee (3d12+14 piercing, slashing, and bludgeoning plus 1d8 electric plus 1d2 Dexterity damage plus [[SRD:Dazed|daze]] and [[SRD:Dazzled|dazzle]] for 2 rounds) or slam tail +46 melee (4d12+21 bludgeoning plus 2d6 electric plus 1d4 Dexterity damage plus [[SRD:Stunned|stun]] for 2 rounds)|full_at=2 claws +46 melee (1d8+2d12+7 piercing and slashing plus 1d6 electric) and bite +64 melee (3d12+14 piercing, slashing, and bludgeoning plus 1d8 electric plus 1d2 Dexterity damage plus [[SRD:Dazed|daze]] and [[SRD:Dazzled|dazzle]] for 2 rounds) and slam tail +46 melee (4d12+21 bludgeoning plus 2d6 electric plus 1d4 Dexterity damage plus [[SRD:Stunned|stun]] for 2 rounds)
|space=20 ft. |reach=20 ft.
|sa=[[#Electric Infusion|Electric Infusion]], [[#Natural Weapon Flexibility|Natural Weapon Flexibility]], [[#Bolt Strike|Bolt Strike]], [[#Fusion Bolt|Fusion Bolt]], [[#Breath Weapon (Thunderbolt)|Breath Weapon (Thunderbolt)]], [[#Outrage|Outrage]], [[#Wild Charge|Wild Charge]], [[#Spell-like Abilities|spell-like abilities]]
|fort=+31 |ref=+24 |will=+29
|str=38 <!-- +14 -->|dex=18 <!-- +4 -->|con=32 <!-- +11 -->|int=18 <!-- +4 -->|wis=24 <!-- +7 -->|cha=30 <!-- +10 -->
|skills=<!-- 360 skill points; Zekrom's Class Skills: Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str). --> [[SRD:Appraise Skill|Appraise]] +4 (+4 Int), [[SRD:Balance Skill|Balance]] +4 (+4 Dex), [[SRD:Bluff Skill|Bluff]] +24 (10 ranks, +10 Cha, +4 Epic Reputation), Climb +44 (30 ranks, +14 Str), Concentration +47 (36 ranks, +11 Con), Decipher Script +5 (1 rank, +4 Int), Diplomacy +50 (30 ranks, +10 Cha, +6 synergy, +4 Epic Reputation), Disguise +10 (+10 Cha), Escape Artist +4 (+4 Dex), Forgery +4 (+4 Int), Gather Information +34 (20 ranks, +10 Cha, +4 Epic Reputation), Heal +8 (1 rank, +7 Wis), Hide -8 (+4 Dex, -12 size), Intimidate +44 (30 ranks, +10 Cha, +2 synergy, +4 Epic Reputation), Jump +14 (+14 Str), Knowledge (arcana) +28 (24 ranks, +4 Int), Knowledge (history) +40 (36 ranks, +4 Int), Knowledge (religion) +6 (2 ranks, +4 Int), Listen +45 43 (36 ranks, +7 Wis, +2 Alertness), Move Silently +4 (+4 Dex), Search +10 (6 ranks, +4 Int), Sense Motive +42 (32 ranks, +7 Wis, +3 Skill Focus), Spellcraft +34 (28 ranks, +4 Int, +2 synergy), Spot +45 43 (36 ranks, +7 Wis, +2 Alertness), Survival +7 (+7 Wis)|feats=[[SRD:Power Attack|Power Attack]]<sup>B</sup>, [[SRD:Cleave|Cleave]]<sup>B</sup>, [[SRD:Great Cleave|Great Cleave]]<sup>B</sup>, [[SRD:Combat Reflexes|Combat Reflexes]]<sup>B</sup>, [[Blitz (3.5e Feat)|Blitz]] (1 HD), [[SRD:Iron Will|Iron Will]] (3 HD), [[SRD:Multiattack|Multiattack]] (6 HD), [[SRD:Skill Focus|Skill Focus (Sense Motive)]] (9 HD), [[SRD:AlertnessDeft Opportunist (3.5e Feat)|AlertnessDeft Opportunist]] (12 HD), [[SRD:Improved Initiative|Improved Initiative]] (15 HD), [[Counterstroke (3.5e Feat)|Counterstroke]] (18 HD), [[SRD:Epic Reputation|Epic Reputation]] (21 HD), [[Dire Charge-CE (3.5e Feat)|Dire Charge (Complete Epic)]] (24 HD), [[SRD:Improved Multiattack|Improved Multiattack]] (27 HD), [[Combat Reflexes, Improved (3.5e Feat)|Improved Combat Reflexes]] (30 HD), [[Combat Reflexes, Punishment (3.5e Feat)|Punishment Combat Reflexes]] (33 HD)
|env=A tower dedicated to dragonkind
|org=Solitary (only one known to exist), or one plus human companion (high-level bard, wizard, or Pokémon trainer)
'''{{Anchor|Electric Infusion}} (Su):''' Zekrom's natural weapons are treated as though they had the [[SRD:Shocking Burst|''shocking burst'']] property. This is reflected in the statistics block.
'''{{Anchor|Natural Weapon Flexibility}} (Ex):''' Zekrom 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 one-handed weapon, and its slam (an attack with its tail) is treated as a two-handed weapon (including its use of its tail in [[#Bolt Strike|''Bolt Strike'']] and [[#Fusion Bolt|''Fusion Bolt'']], which are more akin to a tail sweep and a tail slap, respectively)). Zekrom is still not able to get extra attacks by courtesy of its [[SRD:Base Attack Bonus|base attack bonus]], instead using all of its natural weapons in its full attack like any other creature would.
'''{{Anchor|Bolt Strike}} (Su):''' As a full-round action, Zekrom can infuse its tail with electricity to deliver a devastating electrically-supercharged physical blow to all enemies within range. It makes a single melee tail slap attack, using a single attack roll, against all targets in range. (Though treated as a tail sweep, ''Bolt Strike'' can affect opponents of any size category.) The attack deals 5d12+21 points of bludgeoning damage and 15d121d12+84 points of electricity damage, plus 2d12 additional electricity damage for each Hit Die Zekrom possesses. (The Zekrom's Strength modifier as applied to the electricity damage is 34&times; the modifier added to the physical damage.) Any targets struck and damaged by this attack must make a [[SRD:Reflex|Reflex]] save or be knocked back 2d10&times;5 feet and must make a [[SRD:Fortitude|Fortitude]] save or be [[SRD:Stunned|stunned]] for 7 rounds (failure by 5 or more on the Fortitude save results in being [[SRD:Paralyzed|paralyzed]] for 7 rounds instead). Both saves are made independently. Any creature that fails both saves must immediately succeed on a [[SRD:Will|Will]] save or take 4d6 points of [[SRD:Dexterity|Dexterity]] [[SRD:Ability Damage|damage]] and 1d6 points of Dexterity [[SRD:Ability Drain|drain]], permanently lose 10 feet from all movement speeds, and lose the ability to cast spells from the Conjuration school (other than healing spells), as well as all class features and innate abilities that summon other creatures to one's aid (such as the wizard and sorcerer's familiar, the druid and ranger's animal companion, the paladin's mount, and the blackguard's fiendish servant) for 24 hours. (The movement speed loss and duration of summoning ability loss can stack with themselves if a creature gets struck with multiple ''Bolt Strikes''; however, no matter how many times a creature gets hit with ''Bolt Strike'', none of its movement speeds can be reduced to 0. The minimum movement speed is 5 feet.) The loss of movement speed and Conjuration spellcasting ability can be cured with [[SRD:Remove Curse|''remove curse'']] if its caster succeeds on a DC 50 caster level check. The save DCs are 46 (Strength-based). The duration of the stun and paralysis effects is half Zekrom's Strength modifier. Zekrom can use ''Bolt Strike'' five times per day.
Unlike Reshiram's ''Blue Flare'', Zekrom's ''Bolt Strike'' is a melee attack, and therefore cannot be interrupted, nor does it provoke attacks of opportunity.
'''{{Anchor|Fusion Bolt}} (Su):''' As a standard action, Zekrom can infuse its tail with electricity and make a single attack against a single opponent that does 5d12+21 points of bludgeoning damage and 10d121d12+63 points of electricity damage, plus an additional 1d12 electricity damage for each Hit Die Zekrom possesses. (Though treated as a tail slap, ''Fusion Bolt'' can affect opponents of any size category.) (The Strength modifier applied to the electricity damage is 23&times; the modifier added to the physical damage.) Because ''Fusion Bolt'' is a melee attack with no additional effects, the target is not entitled to a saving throw, but the attack will deal no damage if Zekrom fails to beat its target's [[SRD:Armor Class|Armor Class]]. ''Fusion Bolt'' is a partial touch attack; it ignores armor and shield bonuses to AC from metal armor and shields, but not natural armor, armor and shield bonuses from nonmetal items, or armor and shield bonuses derived purely from magic (such as from [[SRD:Mage Armor|''mage armor'']]). This attack's damage is doubled if any other creature has used ''Fusion Flare'' within 90 feet of Zekrom during the current round. Zekrom can use ''Fusion Bolt'' once every 3 rounds.
Unlike Reshiram's ''Fusion Flare'', Zekrom's ''Bolt Strike'' is a melee attack, and therefore cannot be interrupted, nor does it provoke attacks of opportunity.
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