Torchic (3.5e Monster)



Summary::The tiny chick has an oversized head and orange plumage. It’s amazing something so obvious and weak could survive for long – but then it starts spitting out fire.

Combat
 (Ex):  As a move action, Torchic can kick sand and dust into the face of an adjacent foe. If they rely on sight for vision, Torchic gains Concealment against them for one round.

 (Su):  Once per 1d4+1 rounds, Torchic can unleash a small breath weapon of flames in a 15' cone. All in the area take Fire damage equal to 1d6 + Torchic's HD + its Charisma modifier, with a Ref save (DC 10) for half. The save DC is Con-based.


 * The sample Torchic deals 1d6+2 Fire damage.

 (Ex): If Torchic spends a Swift action focusing, and does not move more than 5' in the round, its next Claw attack threatens a critical on a natural 17-20. If Improved Critical is taken, this becomes 15-20.

 (Su):  Torchic hatches knowing one Monk Fighting Style.

Bug, Steel, Fire and Ice attacks are Not Very Effective, with a -4 Circumstance Penalty to the attack roll or Save DC, and reducing the damage by Torchic's hit dice (1). Torchic is immune to Fatigue (and Exhaustion) from heat, damage from being set on fire, as well as the Burned condition. It radiates greater heat than normal for most creatures. It is effectively immune to mundane environmental heat and cold, and radiates sufficient heat that other creatures within 10' are also unaffected by environmental cold.