Drifloon (3.5e Monster)

Summary::A malevolent spirit is tugging at the hand of a child, as if to steal it away into the sky. If so, it’s failing miserably, as the child pulls it along all over the place.

Combat
 (Ex): If any of its tail slap attacks hit, Drifloon may start a grapple as a free action without provoking an attack of opportunity. If both tail slaps hit, it gains a +4 bonus on the check.

 (Su): A gust of eerie wind is summoned and sent out, covering two 5' squares per hit die (16 for the sample Drifloon). It must start adjacent to Drifloon, and the squares must be connected as a single area. All in the area take Cold damage equal to 3d6 + the Drifloon's hit dice, double if they have the [Psionic] subtype. A successful Fortitude save (DC 18, Charisma-based) halves this damage. Additionally, all of Drifloon'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.

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


 * The sample Drifloon has a caster level of 8 and save DC of 13 + spell level.

 (Ex): As long as Drifloon is not carrying anything, not wearing any armour (how could it?) 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.