Dekarabia (3.5e Monster)

''This bizaare monster is a flat dais surrounded by whirling, bladed limbs as an aura of spinning colors surrounds it. It moves in a chaotic fashion, flipping from one side to the other and rolling like a wheel on its side with no sense of up or down. Its eight limbs end in what appear to be scimitar blades, and in the center on both sides is a giant bloodshot eye which darts around erratically.''

Dekarabia is a strange monster born from the currents of Limbo, where is in constant movement from the moment it is born to long after it is dead. It moves and behaves at random, attacking at some times and choosing to do nothing but dance at peace at other times. Nothing can ever keep a dekarabia completely still as if its existance was defined by movement. When moving it flips and turns on its eight legs, spinning like a wheel for high speed movement. It possesses a fantastic sense of balance, able to stay in positions where gravity should otherwise pull it down.

Dekarabia are 3 feet wide and stand 7 feet tall when standing up on two of its limbs, and 4 feet tall when laying horizontal, and weighs 188 lbs. It was believed that dekarabia did not possess a language as attempts to cummincate with it were often fruitless, but successful telepathy attempts have determined it has a mind, one which is bizaarely knowledgable and interested in the subject of birds, precious stones, and herbology. Still, they make poor sources of information due to their inability to speak and their easily distracted mindset. They understand Abyssal, Common, and Slaad.

Combat
While dekarabia has eight limbs, it can only employ six of its limbs at a time. It moves often, making full attacks with the quickening stance of using ray parry if facing casters at range. It fights in a playful manner, only taking things seriously if it starts to recieve significent damage. In such cases it quickly begins to focus on the problematic targets and lays its full fury against one at a time.

All-Around Vision : Dekarabia can see around itself in 360 degrees. It cannot be flanked, though it can still be rendered flatfooted. It gains a +8 bonus to Spot checks and takes a -4 save against gaze effects.

Entropic Veil :  Dekarabia is constantly surrounded by swirling ribbons of color, which give the benefits of a constant entropic shield. Able to manipulate this aura, the dekarabia can use this in place of a cloak or ribbon for some of its maneuver-like abilities.

Eternal Movement : Dekarabia is always under the effects of freedom of movement.

Improved Evasion : Dekarabia gains the benefit of improved evasion, allowing it to take no damage on a successful Reflex save for half damage, and only half damage for a failed save.

Mutable Weapons : By expending a maneuver as a swift action, a dekarabia can change the nature of its bladed arms, transforming them into rapiers, scimitars, or any light slashing weapon. The weapons can gain additional properties depending on the level of the maneuver sacrificed. Every two levels of maneuvers grants the weapon a +1 enhancement bonus or special weapon property (the weapons do not need an initial +1 enhancement bonus to start). For 2 maneuver levels, it may change the material of its weapons to adamantine, cold iron, or silver. It typically does this for the purposes of bypassing damage reduction. The benefit lasts for 1 minute.

Quickening Stance : The quickening stance functions as a unique martial stance which follows all the normal rules for martial stances. While in this stance, the dekarabia gains an extra move action every round. This is considered an 8th level maneuver.

Ray Parry :  The ray parry stance functions as a unique martial stance which follows all the normal rules for martial stances. While in this stance if targeted by a ray or ranged touch attack spell, it may choose to deflect it as a free action. Make an attack roll, if your result is higher than the enemy's attack roll the ray is deflected away, with a 20% chance of returning to its caster. It may deflect up to 6 rays or ranged touch attacks a round, but it subtracts the number of deflections (regardless if they were successful) from its number of attacks it can make at the beginning of its next turn, to a minimum of 0. This is consider a 5th level maneuver.

Rend : If the dekarabia hits with two or more arm blade attacks, it tears into the opponent's body like a chainsaw. This attack automatically deals extra damage based on the number of blades, starting at 2d6 for two blades, up to 6d6 extra damage for all six blades hitting.

Maneuver-Like Abilities: broken step (counter), cloaked in blades (counter), dance of death (strike), dance of great destruction (strike), dance of laysa (stance), divine storm flurry (boost), loosened tresses (counter), mudra libertation (boost), mudra parry (counter), unending blade (counter)