View Full Version : D&D 3.x Other Random homebrew that totally isn't taken from Pokemon

2014-08-03, 09:50 AM
Flame Lizard
Size/Type: Small Magical Beast [Fire]
Hit Dice: 5d10-5 (25 hp)
Initiative: +7
Speed: 30 ft. (6 squares)
Armor Class: 16 (+3 Dex, +2 natural, +1 size), touch 14, flat-footed 13
Base Attack/Grapple: +4/+4
Attack: Claw +7 melee (1d6-1)
Full Attack: 2 claws +7 melee (1d6-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Flame Breath
Special Qualities: Darkvision 60 ft., low-light vision, scent
Saves: Fort +3, Ref +7, Will +3
Abilities: Str 9, Dex 16, Con 8, Int 10, Wis 12, Cha 11
Skills: Listen +8, Spot +8
Feats: Improved Initiative, Iron Will, Weapon Finesse [B].
Environment: Mountains
Organization: Solitary or Pack (3-9)
Challenge Rating: 4
Treasure: None
Alignment: Any
Advancement: By character class or hit dice.
Level Adjustment: --

The flame lizard is a bipedal, reptilian creature with an orange body, though its underside and soles are cream-colored. It has two small fangs visible in its upper and lower jaws and blue eyes. Its arms and legs are short with four fingers and three clawed toes. A fire burns at the tip of this creature’s slender tail, and has blazed there since the lizard's birth. The flame can be used as an indication of the lizard's health and mood, burning brightly when the creature is strong, weakly when it is exhausted, wavering when it is happy, and blazing when it is enraged.

Flame Breath (Ex):
Flame lizards can breath gouts of fire. They can create the effect of the spell Burning Hands at will (CL is the lizards HD, save is Cha-based). Note: despite mimicking the effect of a spell, this ability is extraordinary.

(Yes, this is totally isn't just Charmander with the serial numbers filed off. Thanks to Bulbapedia for the description text I have taken.)

Containment Crystal:
This green crystal dodecahedron can be used to capture a magical beast. Using the crystal takes a standard action (command word). Make a ranged touch attack targeting the creature you want to capture. If this attack hits, the effect is as follows:

-If the user has fewer HD than the target, there is no effect.
-If the targeted creature is at 0 hit points or less, there is no effect.
-If the targeted creature is not a magical beast or has a CR higher than 5, there is no effect.
-If the targeted creature is a magical beast with a CR 5 or lower, the targeted creature makes a DC 13 Fortitude save. For every 25% of their hit points the target has lost, they suffer a -3 penalty on this save (e.g. below 75% HP, they suffer -3, below 50% HP, they suffer -6, below 25% HP, they suffer -9). If they fail this save, the crystal captures the creature. If they pass the save, there is no effect.

Once a crystal has captured a creature, it can no longer be used to attempt a capture.

A crystal that has captured a creature can be used to summon that creature. It takes a standard action to summon or recall the creature. Only the creature that captured the creature can summon or recall it.

The captured creature gains extra hit dice such that it has the same number of hit dice as the creature that captured it.

Price: "hell if I know" gp

(And this totally isn't a pokeball.)