Spiritomb (3.5e Monster)

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Author: SisterAcacia (talk)
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Spiritomb
Size/Type: Small Aberration (Incorporeal)
Hit Dice: 9d8+45 (85 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: +6/+2
Attack: Slam +9 melee touch attack (1d4)
Full Attack: Slam +9 melee touch attack (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Sneak Attack +3d6, Spell-like Abilities, Ominous Wind, Spellcasting
Special Qualities: Psychic Immunity, Incorporeal Traits, Dark Pokemon Traits, Ghost Pokemon Traits
Saves: Fort +9, Ref +9, Will +10
Abilities: Str —, Dex 14, Con 20, Int 10, Wis 14, Cha 19
Skills: Know: Planes +13, Concentration +17, Listen +16
Feats: Improved Initiative, Alertness, Lightning Reflexes, Attune Sphere: Voracity
Environment: Abandoned Ruins/Deep Underground
Organization: Solitary
Challenge Rating: 9
Treasure: Standard
Alignment: Usually Evil
Advancement: 10-15 HD (Small), 16-20 HD (Medium), 21+ HD (Large)
Level Adjustment:


Combat

Ominous Wind (Su): Once per minute, Spiritomb may use a Full Round Action to unleash a gust of eerie wind. Two 5' squares per hit die are covered, starting adjacent to Spiritomb, and the squares must form a single connected area. All in the area suffer 3d6 damage plus its Hit Dice plus its Charisma Bonus. A successful Fortitude Save (Charisma-based) halves the damage. When using this, Spiritomb gains a +1 Enhancement Bonus to all ability scores for the next hour, or increases an existing Enhancement Bonus by +1 (to a maximum of +6). This bonus lasts for an hour, and each use resets the duration of the bonus, so Spiritomb typically uses it every ten minutes or so just to keep the maximum bonus. The sample Spiritomb has a DC of 18 and deals 3d6+13 damage. This is a [Ghost] effect. In a Contest, using this causes enough excitement to increase the DC as though succeeding really well.

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

Sneak Attack (Ex): as a Rogue

Spell-like Abilities (Sp): at will - Damning Darkness, Vampiric Touch, Bestow Curse; 3/day - Eyebite, Shadow Ball, Crushing Despair, Nightmare Terrain; 1/day - Energy Drain. Damning Darkness and Crushing Despair are [Dark] effects, the others are [Ghost] effects.

Spellcasting (Ex): Spiritomb casts spells as a fifth-level Sorcerer, but with a Caster Level equal to its Hit Dice. These are all [Ghost] effects. It needn't be exposed to the spells of a Sphere in order to take Attune Sphere - it can just do that as it pleases. The typical Spiritomb has a Save DC of 18 and the following spells: Cantrips: 6/day; Resistance, Acid Splash, Detect Magic, Dancing Lights, Ghost Sound, Mage Hand 1st Level: 7/day; Charm Person, Ray of Enfeeblement, Combat Readiness, Snuff the Light, +Death Knell 2nd Level: 5/day; Touch of Idiocy, Wall of Gloom, +Shadow Spray

Additional Hit Dice: Every hit die, increase Constitution or Charisma by +1 Every 3 hit dice, increase Sneak Attack by +1d6 Every hit die, increase Sorcerer Casting level by +1 At fifteen hit dice, it can use Gengar's Curse. This is a [Ghost] effect. At twenty hit dice, it can cast Weird (Sp) once per hour. This is a [Ghost] effect. Using it in a Contest instantly ends the Contest.

Note: if using Tome Feats, replace Improved Initiative with Danger Sense


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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 +