Haboob Elemental (3.5e Monster)
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Haboob Elemental | |
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Size/Type: | Fine Elemental (Air, Earth, Extraplanar, Swarm) |
Hit Dice: | 16d8+16 (88 hp) |
Initiative: | +5 |
Speed: | fly 100 ft (perfect) |
Armor Class: | 23 (+5 dex, +8 size), touch 23, flat-footed 18 |
Base Attack/Grapple: | +12/- |
Attack: | Swarm Attack (4d6 plus abrasion) |
Full Attack: | Swarm Attack (4d6 plus abrasion) |
Space/Reach: | 10 ft/0 ft |
Special Attacks: | Abrasion, Distraction |
Special Qualities: | Blinding Winds, Darkvision 60 ft, Elemental Traits, Immune to Weapon Damage, Swarm Traits |
Saves: | Fort +9, Ref +17, Will +7 |
Abilities: | Str 12, Dex 21, Con 12, Int 6, Wis 11, Cha 11 |
Skills: | Disguise +0/+10 in sand, Listen +11, Spot +12 |
Feats: | Improved Initiative, Run, Lightning Reflexes, Great Fortitude, Iron Will, Alertness |
Environment: | Elemental Plane of Earth, Deserts |
Organization: | Solitary |
Challenge Rating: | 6 |
Treasure: | None |
Alignment: | Always True Neutral |
Advancement: | None |
Level Adjustment: | — |
A swirling sandstorm approaches, you swear you see the image of a screaming head appear in its winds as it engulfs you.
A haboob elemental is a being of the desert, combining air and earth, wind and sand, into a swirling sandpaper storm that erodes all it touches. Haboob elementals seem discomforted by rough and unpolished objects, and grind them into smoother and polished shapes.
Haboob elementals speak Auran and Terran, and weigh 4 lbs.
CombatEdit
Haboob elementals are swarms and so their tactics are simple; move over the opponent and wait for the grinding winds to tear them apart. At rest it falls into a pile of sand, and can hide in sandy surroundings it prefers.
Abrasion (Ex): Creatures subject to the swarm attack have their skin ground away leaving horrifying stripped muscle and bone. They must make a DC 19 Fortitude save or lose 1d4 points of natural armor, save negates. Creatures without natural armor have an effective natural armor of 1 for the purposes of this ability. When their natural armor reaches 0, their skin is torn and they lose 2 hp each round until they are brought to full hp or until subject to any form of regeneration. Treat lost natural armor as ability damage for the purposes of restoring it.
Blinding Wings (Ex): Creatures in the haboob elemental's space are blinded and cannot speak or breath.
Distraction (Ex): Any living creature that begins its turn with a haboob elemental in its space must succeed on a DC 19 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Skills: The haboob elemental gains a +10 bonus on Disguise checks to look like a pile of sand in sandy conditions.
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