Spiritomb (3.5e Monster)

From Dungeons and Dragons Wiki
Revision as of 01:18, 5 August 2012 by Quantumboost (talk | contribs)
Jump to: navigation, search


Homebrew.png
Author: SisterAcacia (talk)
Date Created:
Status: Complete
Editing: Spelling and Grammar only
ArticleUndiscussed.png
Rate this article
Discuss this article
Spiritomb
Size/Type: Small Aberration (Incorporeal)
Hit Dice: 12d8+60 (114 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: fly 30 ft. (average)
Armor Class: 17 (+1 size, +2 Dex, +4 Deflection), touch 17, flat-footed 15
Base Attack/Grapple: +9/+4
Attack: Slam +12 melee touch attack (1d4)
Full Attack: Slam +12 melee touch attack (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Sneak Attack +4d6, Spell-like Abilities, Ominous Wind
Special Qualities: Psychic Immunity, Incorporeal Traits
Saves: Fort +9, Ref +9, Will +10
Abilities: Str —, Dex 14, Con 20, Int 10, Wis 14, Cha 19
Skills:
Feats: Improved Initiative, Ability Focus (Ominous Wind), Alertness, Lightning Reflexes, Sudden Ability Focus
Environment: Abandoned Ruins/Deep Underground
Organization: Solitary
Challenge Rating: 9
Treasure: Standard
Alignment: Usually Evil
Advancement: 13-15 HD (Small), 16-20 (Medium)
Level Adjustment:


Combat

Ominous Wind (Su): A gust of eerie wind is summoned and sent out, covering two 5' squares per hit die (24 for the sample Spiritomb). It must start adjacent to Spiritomb, and the squares must be connected as a single area. All in the area take Cold damage equal to 3d6 + the Spiritomb's hit dice, double if they have the [Psionic] subtype. A successful Fortitude save (DC 22, Charisma-based) halves this damage. Additionally, all of Spiritomb's ability scores gain a +1 enhancement bonus for one minute. Multiple uses of the ability will increase the bonus by +1 each time, to a maximum of +6. Ominous Wind may not be used two turns in a row.

Psychic Immunity: Spiritomb is completely immune to all Psionic effects.

Spell-like Abilities (Sp): At will: damning darkness, vampiric touch, bestow curse; 3/day: eyebite, shadow ball (Negative energy fireball), crushing despair, nightmare terrain; 1/day: energy drain. Caster level equals hit dice, and the Save DCs is 10 + Spell Level + Spiritomb’s Charisma modifier.

The sample Spiritomb has a caster level of 12 and save DC of 14 + spell level.

Advancement

As Spiritomb becomes stronger, its magic powers likewise improve. At 15 HD, it can unleash Gengar's Curse, and can cast greater curse 1/day. At 20 HD, it can cast weird 1/day.


Legal Disclaimer

This web page is Not in any way, shape, or form affiliated with the owner(s) of any copyright material presented on this page. Copyrights and trademarks for any books, films, and other promotional materials are held by their respective owners and their use is allowed under the fair use clause of the Copyright Law.
Back to Main Page3.5e HomebrewMonsters
AlignmentUsually Evil +
AuthorSisterAcacia +
Challenge Rating9 +
EnvironmentAbandoned Ruins/Deep Underground +
Identifier3.5e Monster +
Level Adjustment+
RatingUndiscussed +
SizeSmall +
SubtypeIncorporeal +
TitleSpiritomb +
TypeAberration +