Suicune (3.5e Monster)



''This graceful feline creature is constantly surrounded by an aura of winds. Sensing your approach, it quickly darts away, almost seeming to vanish.''

Ho-Oh after perishing in a terrible fire. Claimed by some to be a reincarnated Vaporeon, Suicune is a graceful creature that runs all over Johto, bringing winds of all sorts wherever it goes.]]

Combat
Like its brethren Raikou and Entei, Suicune prefers to avoid combat, fleeing at top speed when threatened. If somehow cornered, though, Suicune will waste no time in using its command over water and wind to demolish its enemy.

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

 : Suicune's bite is really, really unpleasant to get hit by. Any creature hit by Suicune's bite attack must succeed on a DC 20 Will save (Strength-based) or become stunned for 1 round. This is a [Dark] effect.

 : As a standard action, Suicune 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 Suicune's gaze, forcing them to succeed on a Will save (DC 22, 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; Suicune 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, Suicune's wasting its time by trying to use Leer on a mindless creature or a paladin).

 : As a standard action, Suicune can launch a stream of motion-clogging bubbles. This is a 80-foot line, 20 feet wide, that does 1d8 damage per Hit Die and imposes a &minus;5-foot movement penalty to all caught in the area. Half of the damage is acid and the other half is force. Victims are entitled to a Reflex save (DC = 10 + ½ of Suicune's Hit Dice + Suicune's Charisma modifier) to halve the damage and negate the movement speed penalty. This is a [Water] effect. The sample Suicune's Bubblebeam does 15d8 damage (half acid, half force) and has a save DC of 20.

 : As a swift action, Suicune may replicate the effects of the Drizzle feat, except that Suicune's rain ends after 5 rounds have passed.

 : Whenever Suicune jumps, it is trailed by a stream of wind that bowls enemies over. Suicune merely has to jump above the enemy within 5 feet of it (that is, the opponent has to be in Suicune's melee reach). Suicune's gust attack deals 1d8 + Dexterity Modifier of subdual damage. A gusted opponent may attempt an attack of opportunity with a &minus;4 penalty to the attack roll (assuming that it has a reach of 5 feet or more). A gusted opponent who chooses not to make an attack of opportunity may instead attempt a Reflex save for half damage (DC 10 + 1/2 Hit Dice + Dexterity Modifier). This is a [Flying] effect.

 : As a standard action, Suicune can launch a ray of frigid light with a range increment of 100 feet. This ray is a ranged touch attack that, upon impact, does 1d6 cold damage per Hit Die Suicune has, and also does 1d8&minus;2 Strength damage. The victim is entitled to a Fortitude save (DC = 10 + ½ Suicune's Hit Die + Suicune's Charisma modifier) to negate the Strength damage; furthermore, on a success, the cold damage is reduced by 1 for every point that the target exceeded the save DC by. This is an [Ice] effect. The sample Suicune's Aurora Beam does 15d6 cold damage and has a save DC of 20. A creature with immunity to cold is not susceptible to Strength damage from Aurora Beam.

' :''' As a standard action, Suicune can shroud itself in mist. This mist grants it 20% concealment and also renders it completely immune to ability damage, ability drain, ability score penalties, and energy drain attacks. The mist retains these protective qualities for 5 rounds, after which it becomes inert, requiring Suicune to conjure it again to renew its protection. Mist does not cure or dispel any ability damage, ability drain, ability score penalties, or negative levels that have already been inflicted upon Suicune, nor does it prevent status conditions such as numbing, paralysis, or burning (and also does not prevent ability score modification due to status conditions). This ability is the equivalent of a 4th-level spell and is considered a [Cold] effect (actually an [Ice] effect, but it is unable to actually interact with other Pokémon in a way that would be considered Super Effective or Not Very Effective).

 (Su): As a standard action, Suicune may empower itself to reflect any harmful spells, spell-like abilities, or supernatural abilities which affect it within the next round so that they instead affect the originator of the effect. Determining that Mirror Coat has been used is a Sense Motive check (DC 10 + Suicune’s ranks in Bluff + Suicune’s Charisma modifier + Suicune's other Bluff modifiers).

 (Su): Suicune's bite attack inflicts an additional 1d10 cold damage, and forces the target to succeed on a DC 20 Fortitude save (DC is Strength-based) or become frozen, as the freeze spell, until it manages to break free with a DC 30 Strength check. This is an [Ice] effect.

 : Anyone who makes an attack against Suicune 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 Suicune 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.

 : Though it's really more strongly associated with the winds, Suicune is very closely tied to the water. It can walk on the surface of water as though it were solid ground. It can also walk on the surface of most water-based liquids, such as milk, nonmagical acids, most magical acids, juices, blood, etc. in the same fashion. It cannot walk on the surface of liquids that are not water at all, such as lava, bromine, and mercury.

 : Suicune can purge any and all toxins - even supernatural toxins - from a body of water with a touch of its paw. It may do this as a standard action. This ability also extends to poisons applied against Suicune itself. Suicide automatically succeeds on all saving throws against poisons administered by contact, and has a +6 bonus to saving throws against poisons administered by other methods.

Advancement
At 18 HD, Suicune learns ' '''. It may cast mass haste once per day per 4 Hit Dice.

At 21 HD, Suicune 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, Suicune learns  . As a standard action, it may launch a high-pressure stream of water at an adversary. This stream of water is resolved as a ranged touch attack and, if it hits, does 1d10 damage per Hit Die Suicune has. This is a [Water] effect.

At 26 HD, Suicune learns ' PS undefined'''. As a standard action, Suicune 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. Calm Mind Suicune has no weak.

At 28 HD, Suicune learns blizzard as a spell-like ability usable once per day. It is treated as an [Ice] effect.