Entei (3.5e Monster)



''This lion-like creature nervously backs away as you approach. It barks, causing an eruption from the ground, then runs away.''

Ho-Oh after perishing in a horrific fire. Claimed by some to have once been a Flareon, Entei has power over volcanoes, but is constantly struggling to keep that power under control. As such, it is constantly running all over the land, trying to make sure that when its control slips, it's in an area where damage and casualties will be kept to a minimum.]]

Combat
Like its siblings Raikou and Suicune, Entei prefers to avoid combat and will flee at the first chance it gets. If forced to fight, though, it will engage its opponent with its immense strength and powerful pyrokinesis.

 : Like most cats and catlike creatures, Raikou is able to make a full attack from a charge.

 : Entei's bite is really, really unpleasant to get hit by. Any creature hit by Entei's bite attack must succeed on a DC 22 Will save (Strength-based) or become stunned for 1 round. This is a [Dark] effect.

 : As a standard action, Entei may attempt to unsettle opponents and make them open up their guard a bit. Its menacing stare affects all targets within a 30-foot cone that meet Entei's gaze, forcing them to succeed on a Will save (DC 20, Wisdom-based) or gain damage susceptibility 3/physical for 5 rounds. This is treated as a gaze attack, and thus can be avoided in any of the same ways that a gaze attack can be, but it is not continuously active; Entei has to consciously choose to use it. (It's just like a vampire's dominating gaze in that respect.) Leer is a [Fear, Mind-Affecting] effect, with all of the capabilities and limitations that are implied by said descriptors (for instance, Entei's wasting its time by trying to use Leer on a mindless creature or a paladin).

 : Entei may let loose a savage roar as a standard action. All who hear Entei's roar must succeed on a Will save (DC 20, Charisma-based) or become panicked and flee from Entei at top speed. This is a [Fear, Mind-Affecting] effect, and targets must actually be able to hear Entei for this ability to work (tremorsense that's so keen that it can function like a sense of hearing doesn't count). Entei typically uses Roar as a backup plan to get out of a fight when it isn't able to flee itself. Only if Roar proves ineffective does Entei begin trying to incapacitate the enemy, using all of the means at its disposal.

 : As a standard action, Entei can make a ranged touch attack against a single creature within Close range. If it hits, the target takes 1d4 + HD + Cha mod 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.

 : Entei may trample opponents of its size or smaller. Any opponents trampled by Entei must succeed on a DC 22 Fortitude save or be stunned for 1 round. The save DC is Strength-based.

 : Instead of Ember, Entei has an advanced breath weapon. Entei's flamethrower attack strikes in a 40-ft. line or 20-ft. cone and deals 1d8 fire damage per HD plus Entei's Charisma bonus. Creatures in the area may halve the damage on a successful Reflex save, DC 10 + Entei's Charisma or Constitution modifier (whichever is higher) + ½ Entei's Hit Dice. Entei may not use Flamethrower for 1d4+1 rounds after having used it. This is a [Fire] effect.

 : Entei is able to provoke opponents into combat with it. As a standard action usable once per 1d6 rounds, it may replicate the effects of the mindless rage spell on any creature within Medium range.

 : Entei's bite attack inflicts an additional 1d10 fire damage, and the target must make a DC 22 Fortitude save (Strength-based) or suffer a burn. This is a [Fire] effect.

 : Anyone who makes an attack against Entei must make a Will save vs. DC 20 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 Entei 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.

Obsolete Moves
 (Su): If Entei were between 2 and 11 HD, it would have a very minor breath weapon; it can breathe fire. Entei's ember attack would strike in a 20 ft. line and deal 1d6 + HD + Cha mod in fire damage. Creatures in the area would be able halve the damage on a successful Reflex save, DC = 10 + Entei's Charisma or Constitution modifier (whichever is higher) + ½ Entei's Hit Dice. Entei would not be able to use Ember for 1d4 rounds after having used it. The sample Entei no longer knows Ember; it has Flamethrower instead. This is a [Fire] effect.

Advancement
Normally, Entei's Juggernaut feat would give it the ability to throw rocks like a giant when its Base Attack Bonus becomes 16 or higher. However, since Entei is quadrupedal, it can't do that. Instead, it gains a frightful aura which can induce fear effects whenever it attacks or charges, just like a dragon.

At 18 HD, Entei learns  . As a standard action usable every 1d3 rounds, Entei may emit an explosion of magma that affects all squares within 30 feet per 10 HD (minimum 30 feet) and does 1d8 fire damage per 2 HD Entei has. A Reflex save (Charisma-based DC) is allowed to halve the damage. Failure by 5 or more on the Reflex save results in burning. This is a [Fire] effect.

At 21 HD, Entei learns ' PS undefined'''. As a standard action, it overloads the senses of a single opponent within Medium Range, doing 1d8 damage per Hit Die and stunning that opponent for 1d4&minus;1 rounds. A Will save is allowed to halve the damage and negate the stun (save DC is Charisma-based). This is equivalent to a 7th-level power. This is a [Psychic] effect.

At 23 HD, Entei learns ' '''. Once per 1d2 minutes, Entei may launch an extra-potent fireball with no damage cap and an explosion radius of 25 feet per caster level (Entei's caster level is equal to its Hit Dice). Entei's fire blast does 1d8 damage per Hit Die. It is a [Fire] effect and (for Entei) the equivalent of a 6th-level spell.

At 26 HD, Entei learns ' PS undefined'''. As a standard action, Entei may meditate and gain a +1 insight bonus to Wisdom and Charisma for 2 minutes. It may repeat this as many times as it wishes, with each usage increasing the bonus by +1 (to a maximum of +6) and resetting the duration. This is the equivalent of a 2nd-level power.

At 28 HD, Entei learns  . Once per day per 6 HD as a full-round action that provokes attacks of opportunity, Entei may build up a massive spurt of magma tied to its life. All opponents within 300 feet of Entei take 1d12 fire damage per 5 hit points Entei has remaining (nonlethal damage counts against this, but temporary hit points don't contribute). Victims are entitled to a Reflex save for half damage; the save DC is Charisma-based. This is a [Fire] effect.