Diablos, the Two-Horned Dragon (PEACH) [Archive] - Wizards Community

Post/Author/DateTimePost
Psychoticpsymon

06-21-07, 02:29 PM
Hey guys, I was hoping for some critiques, and I'm sorry if I made any mistakes. This is a Wyvern from Monster Hunter Freedom, it might be the beginning of several I'm working on for experience. So, I'm thinking CR14, yes or no?

Thanks for help on Thallids, my PCs loved them!

Also, I need a good CR estimation on this creature because I'm terrible at that.

Diablos
Huge Dragon

Hit Dice: 12d12 + 84 (162)

Initiative: +3

Speed: 50 ft. (10 squares), Burrow 30 ft. (6 squares)

Armor Class: 18 (10 + 12 natural – 2 dex – 2 size)

Base Attack/Grapple: +10/+5/+0 / +20 (+8 size modifier)

Attacks:
Slam +20 melee (1d8+10) Bludgeoning
Bite +20 melee (2d8+10) Piercing
Gore +20 melee (2d6+10) Piercing
Tail +20 melee (2d6+10) Bludgeoning

Full Attack:
1 bite +20 melee 1 gore +15 melee 1 tail +10 melee
2d8+10 2d6+10 2d6+10
Piercing Piercing Bludgeoning

Space/Reach: 15/15 ft. / 10 ft. (long)

Special Attacks: Powerful Charge, Trample, Roar, Underground Gore

Special Qualities: Resistance to Fire 10, Resistance to Cold 10, Resistance to Electricity 10, Vulnerability to Sonic, Fast Healing 2 (only while sleeping), Damage Reduction 5/magic, Frightful Presence, Tremorsense
(As per Dragon type) Darkvision 60 ft., Immunity to sleep and paralysis, Proficiency with natural weapons only

Saves: Fortitude +15, Reflex +7, Will +7

Abilities: Str 30, Dex 7, Con 25, Int 8, Wis 8, Cha 24

Skills: Hide +7 (15 ranks, -8 size), Listen +15, Spot +15, Intimidate +15, Swim +15

Feats: Skill Focus(Roar)1, Power Attack3, Improved Bull Rush6, Awesome Blow9, Improved Initiative12

Environment: Desert

Organization: Solitary

Challenge Rating: (I dunno! :( )

Treasure: None

Alignment: Chaotic-Evil

Advancement:

Level Adjustment: -[/CODE]

This large black creature pops out of the ground in a shower of dirt and dust, scans the location it came up in, then orients on any creature it can see. Covered in dark scales and standing nearly 20 feet in the air, just its gaze is enough to turn a man coward. Two gnarled horns grace the plate on its forehead, while its sharpened beak hangs lowly below its smoldering eyes. The huge beast ends in a two-pronged tail that looks like a giant hammer.
You might be able to hit its knees with a lance.

A Diablos is a wyvern of huge size that stalks through the desert underground, waiting until it can find prey using its tremorsense. Once it does, it uses its burrow ability to get right beneath it, then comes up from the underground dealing its gore damage to any creatures located there, often collecting corpse meat afterwards.
A typical Diablos will weigh around 10-14 tons, while the largest of the variety manage a good 16, while it measures from horn to tail they average 26-27 feet, with the largest on record being 30 feet.
As soon as a Diablos notices a creature, it orients on them and roars once, then burrows into the ground for an Underground Gore. It run after 5d6 rounds to a location about 200 feet away, where it waits 2d6 rounds or until another enemy arrives, at which point the process repeats.
In combat, a Diablos will not perform any of its special abilities more then once except for it’s Powerful Charge ability, which it will use up to 1d3 times. It rarely uses its Powerful Charge unless it has no creatures near it, which usually occurs after it attempts a Trample. It roars whenever it’s original roar wears off, and often uses the Underground Gore ability to escape when it is swarmed.

Powerful Charge: When charging, the Diablos does an additional 1d8 bludgeoning damage to any creature whose space it passes through on the way to its destination. However, Diablos are not intelligent creatures and they always spend a move-equivalent action at the start of their charge to swing their heads around and put their horns towards the ground. This is done during the full-round action that the charge entails. The difference is that the Diablos chooses a person to attack during the move action, so anyone in its path has a chance to move out of the way as a readied action. If they do not move and are against a wall, the Diablos can get its horns stuck in the wall after the attack, leaving it open to attack and unable to act otherwise for 1d6 rounds.
Trample: As a full round action, a Diablos can move at twice its speed in a single direction and trample any who are run over in the process. They are dealt 1d6+15 damage from this attack. Trampled opponents can make attacks of opportunity at a -4 penalty, however they forfeit the chance to take half damage from a reflex save DC26.
Roar: As a move-equivalent action the Diablos roars, activating its Frightful Presence ability. All enemies within 30 ft. are paralyzed for 1 full round and shaken for 5d6 rounds. This ability only affects enemies with less hit dice then the Diablos, and the save DC to resist the ability is Reflex DC23 to cover ears (still shaken), or a DC23 will save (still paralyzed).
Underground Gore: A Diablos that has burrowed underground can, as a full-round action, move in the direction it last saw an enemy and come up from underground in its location, dealing 4d6+15 damage to any caught in its space.
Psychoticpsymon

06-22-07, 08:52 AM
No love for the two-horned demon? :(
jakelslang21

06-22-07, 03:08 PM
Oh the Diablos... That was a tough battle. I have the first Monster Hunter and it introduced it as a fifth level urgent mission after the Monoblos. I always thought it would be neutral as it never really did evil acts, just try to survive. (In the game the monsters were considered animals with strange abilities.)

Also I think it should do a little more damage with powerful charge since it will be unable to act for six rounds, plenty of time for the cleric to buff and heal the allies and the rogue to sneak attack via flanking. Also switch resistance to water with cold and thunder with electricity.
Psychoticpsymon

06-22-07, 03:36 PM
My bad with the resistances! >.<

The diablos is only stuck if it runs into a wall while trying to hit an enemy, and it could be anything from 1 to 6 rounds, not always 6.

The alignment is actually different in my campaigns so I gave it according to how I play it. (In my campaign, you could say Chaotic Evil means, 'By whatever means necessary / increase your own power and improve your situation')

Edit: Do you have a CR estimation per chance?
jakelslang21

06-23-07, 02:14 AM
Oh I guess I didnt read enough of the powerful charge to realize that, my bad. And I also meant if it was six rounds... Forgot to add that again, my bad. I'm no good with CR but my guess (though it may be incredibally inaccurate) is 13-15. Hope that helps.
bhu

06-23-07, 04:49 AM
I'd give it a CR 12.
Psychoticpsymon

06-23-07, 09:38 AM
Thanks bhu, thanks jakel!

Any further opinions, anyone? I want to know if this is a good start to begin churning out wyverns :D
Psychoticpsymon

07-05-07, 11:44 PM
Bumpage :/
Psychoticpsymon

12-15-07, 12:20 AM
Bumpage :/ (Lol)
Pezz

02-04-08, 03:44 PM
I wouldn't make it in the wall for 1d6 rounds, i dont remember the diablos ever being stuck for 36 seconds. maybe 1d3+1 rounds? 2 rounds (12 seconds) to 4 rounds (24 seconds) seems a bit more like what it was in the game.