Banette (3.5e Monster)

''Banette is a sneaky creature, a shadowy ghost with gleaming eyes and a zipper across its mouth. When the zipper is undone it giggles to itself, as the Banette likes to sneak up and steal people's belongings from them.''

Combat
 (Su): With a Standard Action, Banette can unleash a burst of shadows in a 5' spread centered on itself. All within the area take damage as though hit by Banette’s touch attack and spend one round fatigued. A successful DC 20 Fortitude save negates the fatigue and the damage. This is a [Ghost] effect.

 (Su): With a Standard Action, Banette can invoke a powerful and deadly curse on living creatures around it. This is very taxing to the Banette, who takes damage equal to half its normal allotment of hit points. It is even more painful to all other living creatures within a 60 foot burst of the Banette, who immediately suffer 2d6 of Unholy Damage, and thereafter suffers another die of damage every round (3d6 the next round, 4d6 after that, etc) until the Banette dies or loses consciousness. The Curse can be ended for a single individual through the use of remove curse or break enchantment. Dispel magic and similar effects are powerless against the Curse. Once a Curse has been leveled upon an individual, the Banette can go wherever it wants without breaking the Curse. There is no saving throw against Curse. This is a [Ghost] effect.


 * The sample Banette takes 32 points of damage in order to use Curse.

 (Ex): Banette never sleeps, and cannot be made to sleep or fall comatose. It is immune to fatigue and exhaustion as well.

 (Ex): With a Standard Action once per minute, Banette can create an eerie shriek that frightens those nearby. All who are within 50 feet and can hear it must make a Will save, DC 22, or Cower for 3 rounds, then be Shaken for one hour. The Save DC is Charisma-based. This is a [Dark] effect. In a Contest, this scares everyone enough that Banette goes first next Round.

 (Ex): Banette is similar to Incorporeal Undead in some ways. It is always Shaken when in well-lit areas (such as day time) and Vulnerable to Light.

 (Su): A Banette can enter into the dreams of sleeping creatures and strike at them while they are at their most vulnerable. As a standard action, a Banette can make a coup de grace on a sleeping creature within close range (25 ft. plus 5 ft. per two HD). This attack inflicts 1d6 per hit die, which can be normal or nonlethal damage. The victim must then make a Fort save (DC 10 + damage inflicted) or instantly die, or be knocked unconscious - unable to be woken up - for an hour if the damage inflicted was nonlethal. This ability is a [mind affecting] [fear] effect. It is also a [Psychic] effect. If used after a [Sleep] effect in the same Round of a Contest, this gains an extra point.

 (Su): So quickly does Banette move and examine things that it can frisk a foe and determine what the entirety of their equipment is simply by being within 5 feet of them. As long as Banette is aware of the foe and they are that close, it can automatically know what they have equipped, even items held in a bag of holding. This doubles as an identify effect.

 (Ex): When making a touch attack (though not Nightshade), Banette can also attempt to steal an item. It has a +20 modifier on Sleight of Hand checks unless, for whatever reason, it doesn't put enough ranks in Bluff for Synergy. Most do. If the skill check beats their regular AC and the attack roll hits, then it can steal any single item within reason. By accepting a &minus;10 penalty and making this a Supernatural ability that makes use of being incorporeal, it can even steal an item deemed unreasonable. Most Banettes, even non-Evil ones, are jerks that find it funny to steal people's pants. Additionally, Banette's mouth is treated as a Bag of Holding. This is a [Dark] effect. In Contests, select one contestant who already acted and won a point. By rolling higher than them, all points gained by Banette that Round are stolen from the other contestant.

 (Sp): At will: bestow curse, hypnotism, silent image, deep slumber, shadow ball (Negative energy-substituted fireball), faerie fire; 1/minute: eternal slumber, nightmare terrain, blackfire. Caster level equals hit dice, and the Save DCs are 10 + Spell Level + Banette’s Charisma modifier. Bestow Curse, Silent Image, Shadow Ball and Nightmare Terrain are [Ghost] effects. Faerie Fire and Blackfire are [Fire] effects. Hypnotism and Deep Slumber are [Psychic] effects.


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


 * Forcecage (Sp) once per three rounds. This is a [Psychic] effect.
 * Mass confusion (Sp) at will. This is a [Psychic] effect.
 * Destiny Bond (Su): Select one target as a swift action. If, during the next round, Banette is knocked out, the target is also knocked out. If it is killed, the target is also killed unless they can succeed on a DC 20 Will save. Success renders them Stunned for 2d4 rounds. This is a [Ghost] effect.

Bug and Poison attacks are Not Very Effective, taking a -4 Circumstance Penalty to the attack roll or Save DC and reducing the damage by Banette's hit dice (10). As it is partially incorporeal, Banette enjoys a 50% Miss Chance against Normal and Fighting attacks that do not have the Ghost Touch property or some similar benefit. Banette can be Turned or Rebuked as though Undead, but has Turn Resistance equal to its Charisma Bonus (+5). As a Ghost Type Pokemon, it can move through objects as though Ethereal.

Advancement: Every odd hit die, increase Dexterity by 1. Every even hit die, increase Charisma by 1.

At 15 hit dice, it learns Hex (Su): with a Standard Action, Banette can level a Hex upon a foe it can see. The foe must pass a Will Save (Charisma-based, with a +2 racial bonus) or suffer 4 nonlethal damage per hit die of Banette. If the foe is suffering from any affliction, such as being on fire, they suffer a &minus;3 penalty on the Saving Throw and suffer double damage on a failed Save. This can be used once per minute. This is a [Ghost] effect. In Contests, it wins an extra point if anyone else is suffering from a penalty or other affliction.

Note: If using Tome Feats, replace Luck of Heroes with Elusive Target and Improved Initiative with Danger Sense.