Moltres (3.5e Monster)



''This great bird appears to be some sort of phoenix/chicken crossbreed. It flaps its wings, generating a dazzling display of flame.''

One of Kanto's legendary birds, Moltres takes the form of a large bird with flame-colored plumage, resembling a phoenix. Its dazzling wings and elaborate head crest appear to be covered with flames. It has a straight, pointed brown beak that is the same color as its feet. Compared to the other legendary birds, it has the smallest feet and legs. It is the largest of the legendary birds, but its feathers make up a good portion of its bulk.

Combat
Moltres is the weakest of the legendary birds defensively, but the strongest offensively. Its special offense is equal to Zapdos, and it has a bit more physical power (though less speed).

 (Su): Moltres has a deflection bonus to AC equal to its Wisdom modifier.

 : Moltres's wing attacks do damage as though one size category larger, and are always treated as a [Flying] effect.

 (Su): As a standard action, Moltres can make a ranged touch attack against a single creature within Close range. If it hits, the target takes 1d4 + HD + Cha mod in fire damage, and is also entangled. It takes an additional 1d4 fire damage every round that it remains entangled. The target may be entangled by this effect for up to 5 rounds, after which it is automatically released. This is a [Fire] effect.

 (Su): Moltres may act as if hasted for a number of rounds per day equal to Moltres's hit dice plus its Charisma modifier. This ability can be activated or suppressed as a free action.

 : Moltres may use indominability as a swift action once per minute. This is an extraordinary ability, so it cannot be dispelled or suppressed by an antimagic field. Unlike the spell, the duration of Endure is only 1 round.

 (Su): Once per three rounds, Moltres can telekinetically launch up to 3 chunks of stone within 100 feet. These are launched as ranged attacks at separate targets, and, if at least as large as a Medium character, deal 6d6 damage each. Furthermore, upon activation, Moltres gains a +1 enhancement bonus to natural armour and to all ability scores for the next five minutes. Using AncientPower while the bonus is still in effect improves the bonus by 1 (to a maximum of +6 total for natural armor and each ability score) and resets the duration - Moltres knows to throw random rocks around every minute or so just to keep the bonuses at the maximum. This is a [Rock] effect.

 (Su): Moltres has a breath weapon that could strike envy deep into a Charizard's heart. Moltres's flamethrower attack strikes in a 40-ft. line or 20-ft. cone and deals 1d6 fire damage per HD plus Moltres's Charisma modifier; this fire is hot enough to deal full damage to objects. Creatures in the area may halve the damage on a successful Reflex save (DC 10 + Moltres's Charisma modifier + ½ Moltres's Hit Dice). Moltres may not use Flamethrower for 1d4-1 rounds after having used it. The Sample Moltres's Flamethrower attack inflicts 16d6+5 fire damage with a save DC of 23. This is a [Fire] effect.

' (Sp):''' As a move action, Moltres may cloak itself in a shining aura that completely protects it from all negative status conditions (including paralysis, numbing, poison, disease, confusion, stunning, dazzling, and dazing) for 5 rounds. This ability is the equivalent of a 4th-level spell.

 : At will, Moltres can launch a vicious blade of aerokinetic force. This is a ranged touch attack that does 2d4 slashing and force damage per Hit Die and requires the target to make a Will save to avoid being stunned for 1 round. The stun is a [Fear, Mind-Affecting] effect, and the blade itself is an [Air] effect. The move as a whole is a [Flying] effect. The save DC is Charisma-based.

 (Su): Anyone who makes an attack against Moltres must make a Will save vs. DC 23 after the attack is resolved. If they fail, they become fatigued for 3 rounds. If already fatigued, they become Exhausted instead. This applies to any harmful ability, whether it be a regular attack, a spell, a supernatural ability, or anything else that targets Moltres or includes it in the area of effect. The save DC is Charisma-based.

For reasons that will never be explained, Cranidos, Rampardos, Reshiram, Zekrom, White Kyurem, Black Kyurem, and some specimens of Pinsir are immune to this. Scholars and loremasters, if they even know of this, would be puzzled for many years.

Advancement
Moltres's spell resistance is equal to its HD + 10, and its natural armor is equal to its HD &minus; 4. Its spell dampening is equal to ((¼ Moltres's HD (rounded down)) &minus; 2). Starting at 24 HD, it has damage reduction/adamantine or stone equal to ((⅛ Moltres's HD (rounded down)) &minus; 2).

At 18 HD, Moltres learns  . While on the ground, Moltres can spend a full-round action to rejuvenate itself, as if refreshing maneuvers. Instead, however, Moltres heals itself for a number of hit points equal to half of its current maximum, and also loses its Flying Pokémon traits until its next turn.

At 21 HD, Moltres learns ' '''. It may cast fire storm as a spell-like ability 3 times per day. This is a [Fire] effect.

At 23 HD, Moltres learns  . It begins this technique by spending a standard action to gather sunlight. 1d4 rounds later, it may use sunbeam, which operates like the Druid spell except as follows; Moltres's Solarbeam does 1d8 damage per Hit Die and has a save DC of 17 plus Moltres's Constitution modifier. Using sunbeam expends the solar charge. If Moltres does not use its sunbeam within the given time, it loses it and must gather sunlight again in order to use the technique. It may only hold one solar charge at a time. If Sunny Day is in effect, Moltres may use sunbeam whenever it likes, with no need to charge up first. This is a [Grass] effect.

At 26 HD, Moltres learns  (Ex). Moltres has an amazing ability to dive at its enemies for large amounts of damage. Moltres may activate this ability by going into free-fall. If it hits another creature on the way down, or lands on top of a creature, that creature takes falling damage instead of Moltres, in addition to wing attack damage. This move is a [Flying] effect.

At 28 HD, Moltres learns  . As a swift action, it may replicate the effects of the Drought feat, except that Moltres's sunlight ends after 5 rounds have passed.

At 31 HD, Moltres learns ' '''. This ability can be used three times per day, and functions exactly like greater whirlwind, with one alteration; in addition to the spell's normal effects, victims must succeed on a Will save or become confused for as long as they remain in the whirlwind and for 1d6 rounds afterwards. This is a [Flying] effect.