Drifblim (3.5e Monster)

Combat
 (Su): A gust of eerie wind is summoned and sent out, covering two 5' squares per hit die (16 for the sample Drifblim). It must start adjacent to Drifblim, and the squares must be connected as a single area. All in the area take Cold damage equal to 3d6 + the Drifblim's hit dice, double if they have the [Psionic] subtype. A successful Fortitude save (DC 20, Charisma-based) halves this damage. Additionally, all of Drifblim'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. This is a [Ghost] effect.

 (Ex): As long as Drifblim is not carrying anything, not wearing any armour, and not engaged in a grapple, it gets a +4 Enhancement bonus to Dexterity and a +30 foot Enhancement bonus to its movement speed. This ends as soon as it holds an item, wears armour, or grapples (or is grappled by) someone.

 (Sp): At will: damning darkness, mage armor, hypnotism; 1/4 rounds: shadow ball (negative energy-substituted fireball), deep slumber. Caster level equals hit dice, and the Save DCs are 10 + Spell Level + Drifblim’s Charisma modifier.


 * The sample Drifblim has a caster level of 10 and save DC of 15 + spell level.

Using any of them ends the effect.
 * Swallow: Regain 1d6 HP per caster level (10d6)
 * Spit up: 60' ranged attack deals 1d6 Force/level (10d6)

 (Su): Drifblim can spend up to one minute per day Ethereal, as per etherealness.

 (Su): As a standard action, Drifblim can elect to explode, falling to -1 HP and stable. All within 50 feet of Drifblim take fire damage equal to the amount of damage it suffered to reach -1, plus 3d6. A Ref save vs. DC 19 halves this. The DC is Con-based. This is only used as a last resort – they are not in a habit of exploding themselves just out of spite.

 (Ex): Drifblim is filled with tightly compressed air. If it ever is reduced below 0 HP, it unleashes this air in a powerful blast. All within 30 feet take 1d6 bludgeoning damage per hit die and are knocked prone. A Ref save (DC 19) halves the damage and negates the Prone status. Explosion activates this on top of its own damage.

 (Ex): Thanks to the air within it, Drifblim has a carrying capacity as though its Strength was ten points higher than it actually is. It can now actually carry people about the place.