Houndour (3.5e Monster)

Combat


 (Ex): Houndour is good at encouraging the group-sport of "Everyone nail the bastard". Any time an adjacent enemy is struck, Houndour may make an attack against that enemy as an Immediate action. Additionally, as a full round action, Houndour may make a single attack against an adjacent foe, and also allow every other creature that can reach the foe to make an attack against it (as an Immediate action), if they so wish. Pokémon will even leap out of Pokéballs (then straight back in) to make this attack if the Pokéballs happen to be in reach.

 (Su): Houndours have a very minor breath weapon; they can breathe fire. A Houndour's ember attack strikes in a 10 ft. line and deals d6 + HD + Cha mod in fire damage. Creatures in the area may halve the damage on a successful reflex save DC 10 + Houndour's Charisma modifier + ½ Houndour's Hit Dice. Houndour may not use Ember for 1d4+1 rounds after having used it. The Sample Houndour's Ember attack inflicts 1d6+6 fire damage with a save DC of 14.

 : At will: scare, fog cloud; 1/hour: stinking cloud, fire shield. Caster level equals hit dice, and the Save DCs is 10 + Spell Level + Houndour’s Charisma modifier.


 * The sample Houndour has a caster level of 4 and save DC of 12 + spell level.

 (Ex): Houndour can spend a full-round action plotting. This causes it to discover evil tricks and tactics, granting it a +4 Enhancement bonus to Intelligence and Charisma for three rounds. Additionally, during those three rounds, its Bite attack gains the benefits of "Trip" (Trip bonus +2) and +2d6 Sneak Attack damage.


 * Punishment (Su): Houndour totally ignores any magical or supernatural defences such as magic Armor/Shield/Natural/Deflection bonuses to AC, Concealment, DR or the like. Additionally, Houndour's natural attacks deal bonus damage to anyone using magic items or benefiting from magical or supernatural effects in any way, shape or form. Each individual item, spell or effect causes an additional 1d4 (for effects with a CL less than 6), 1d6 (for all magic items, and for effects without caster levels), 1d8 (for effects with a CL of 6-10), 2d6 (for effects with a CL of 11-15) or 3d6 (for effects with a CL of 16 or more) damage to be delivered.
 * Fire Spin: Ember clings to targets, dealing half damage for 3 rounds.
 * Will O Wisp (Sp): Dancing lights at will, faerie fire 1/3 rounds.