Misdreavus (3.5e Monster)

Combat
 (Ex): Those who hear Misdreavus' eerie growl become very unnerved, especially those who cannot see the source of it. All within 30 feet who can hear when Misdreavus growls must make a DC 17 Will save against fear or become shaken for one minute. If already shaken, they become frightened. If already frightened, they panic. Successfully saving grants immunity to this ability for 24 hours. This is a [Normal] effect.

 (Sp): At will: confusion, whelm; 1/hour: perish song ([Sonic] effect, 3-round delayed wail of the banshee). Caster level equals hit dice, and the Save DCs are 10 + Spell Level + Misdreavus’s Charisma modifier. These are all [Psychic] effects. If Perish Song is used in the first Round of a Contest, everybody else loses 1 point in the last Round.


 * The sample Misdreavus has a caster level of 6 and save DC of 12 + spell level.

 (Su): Once per 5 rounds, as a standard action, Misdreavus can focus on an enemy and share pain and injuries with them. Add their combined hit points together, then divide it evenly (if it is an odd number, Misdreavus gets the extra point) between them. This can be negated with a DC 15 Fort save. Misdreavus can, if it feels nice, use this to heal injured people. This is a [Psychic] effect.

 (Ex): Misdreavus eats fear for nourishment. It is immune to [Fear] effects, and can absorb such spells and effects for a day's supply of nutrition, and if it scares someone with an effect, it is also fed. It can spend a full round action actually absorbing the fear of another, removing the effect and getting enough nutrition for a week. It feels happy and bloated afterwards. This is a [Ghost] effect that can affect [Normal] types with no penalty.


 * Ominous Wind (Su): A gust of eerie wind is summoned and sent out, covering two 5' squares per hit die (12 for the sample Misdreavus). It must start adjacent to Misdreavus, and the squares must be connected as a single area. All in the area take Cold damage equal to 3d6 + the Misdreavus's hit dice, double if they have the [Psionic] subtype. A successful Fortitude save (DC 22, Charisma-based) halves this damage. Additionally, all of Misdreavus'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. This is a [Ghost] effect. Using it in a Contest grants a +2 Bonus on the following Round.
 * Bestow Curse (Sp) at will. This is a [Ghost] effect.
 * Shriek (Su): the range of Growl doubles, and the DC increases by +2. It is still a [Normal] effect.

Note: if using Tome Feats, replace Luck of Heroes with Elusive Target, Ability Focus with Lightning Reflexes, and Sudden Ability Focus with Iron Will