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  1. - Top - End - #1
    Ogre in the Playground
     
    Chainsaw Hobbit's Avatar

    Join Date
    Dec 2009
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    Avatar by Ceika
    Gender
    Male

    tongue Spellfiend Gnoll! (3.5)

    The Spellfiend Gnoll is a gnoll warped and twisted by magical experiments. They are usually deranged.

    Ps. I know I used the "Spell Absorption" power on the Searotter Golem but I changed it a little and I think it works great on the Spellfiend Gnoll.

    Spellfiend Gnoll CR 2
    Usually Chaotic Evil Medium Aberration
    Init +1

    AC 15 FF 14 Touch 11
    (+1 Dex, +4 natural)
    HD 2
    HP 15 (2d8+6)
    Fort +6 Ref +1 Will +0

    Speed 6 squares (30 ft)
    Base Atk +1 Grp +5
    Attack Battleaxe +5 1d8+4
    Attack Short bow +2 1d6+0
    Full Attack Battleaxe +5 1d8+4
    Full Attack Short bow +2 1d6+0

    Space 1 square (5 ft) Reach 1 square (5 ft)
    Abilities: Str 19(+4) Dex 12(+1) Con 17(+3) Int 12(+1) Wis 11(+0) Cha 8(-1)
    Total Feats 1
    Skill Points 15
    Skills Listen +2.5, Sense Motive +2.5, Spot +2.5
    Gear
    Total Cost of Gear 0gp
    Darkvision(Su) 60ft
    Spell Absorption(Su) Whenever a spell fails to penetrate a Spellfiend Gnoll's spell resistance, the creature gains one of the following benefits, chosen at the time that the spell resolves.
    -Strength The Spellfiend Gnoll gains +3 enhancement bonus to Strength for 1 minute.
    -Energy The Spellfiend Gnoll gains temporary hit points equal to 3X the level of the failed spell.
    -Speed The Spellfiend Gnoll's base speed increases by a number of squares equal to the level of the failed spell.
    -Bloodlust The Spellfiend Gnoll gains a +2d6 bonus to damage but every round they don't attack they lose 1d6 hp.
    -Regeneration The Spellfiend Gnoll gains Regeneration 5 for 10 rounds.
    Spell Resistance(Ex) 16

    Advancement By character class
    Last edited by Chainsaw Hobbit; 2010-05-15 at 10:12 AM.

  2. - Top - End - #2
    Halfling in the Playground
    Join Date
    Jul 2009

    Default Re: Spellfiend Gnoll! (3.5)

    Regeneration is such a sticky thing, I nearly always use Fast Healing on my homebrew monsters.

    If you want to use regeneration, what deals normal damage to a Spellfiend when its regeneration kicks in? And how long does said regeneration last?

    Otherwise, cool idea!

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