Monsters:
Hamstar
 
 
By: Matt Rosengren
Type: Power
Difficulty: n/a
Game: Dungeons & Dragons (D&D)

Medium Power
Hit Dice: 2d100+25 (225 hp)
Initiative: +20 (+8 Dex, +8 Racial, +2 Improved Initiative)
Speed: All forms of movement 30 ft. (6 squares)
AC: 20 (+8 Dex, +2 natural), touch 18, flat-footed 12
Base Attack/Grapple: +5/+5
Attack: Magic
Full Attack: Magic
Space/Reach: 5 ft./5 ft.
Special Attacks: All Wiz/Sor, Clr, and Drd spells at will
Special Qualities: Magic Absorb, Energy Resistance 15 (all energy types)
Saves: Fort +20, Ref +60, Will +80
Abilities: Str 10, Dex 26, Con 20, Int 100, Wis 100, Cha 75
Skills: Knowledge (All) +500, Sense Motive +30, Survival +25
Feats: Track, Forge Artifact (B), All wizard feats
Climate/Terrain: Any
Organisation: Solitary
Challenge Rating: 45
Treasure: 4d6 minor artifacts, 8d10 magic items
Alignment: Always Neutral Good
Advancement: -
Level Adjustment: -

Hamstars are immortal beings of pure magic, divine and arcane. They are peaceful, but if you draw there ire, the gods are powerless to help. A Hamstar looks like humanoid hamster.

Combat
Magic Absorb (Su): Magical attacks against the creature automatically fail.
Feats: Hamstars can create minor artifacts, by means of the Forge Artifact feat. They can teach this feat to mortals, and assist those who have it in the creation of artifacts. Obtaining artifacts, the feat, or assistance with creation from them, usually comes at a price (game master's choice: depending on the campaign/setting, e.g. gold, XP, other powerful magical items, a quest (example), etc.).

[Editor's note: statistics are not balanced for actual gameplay (e.g. actual combat with the creature). Use with caution, or as concept only.]

Licensing:
All rights reserved.

Related Material:
Hooks & Plots: Hamstar's Trial
Skills & Feats: Forge Artifact
Monsters: Tundris

Back to the Castle