Shuppet (3.5e Monster)

Combat
 (Su): As a standard action, Shuppet can unleash a burst of shadows in a 5' spread centered on itself. All within the area take damage as though hit by Shuppet’s touch attack and spend one round fatigued. A successful DC 15 Fortitude save negates the fatigue and the damage. This is a [Ghost] effect.

 (Su): As a standard action Shuppet can invoke a powerful and deadly curse on living creatures around it. This is very taxing to the Shuppet, 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 Shuppet, who immediately suffer 2d6 Darkness Damage, and continue to suffer an equal amount of damage every round until the Shuppet dies or loses consciousness. A DC 15 Will save delays the effect for one round, and the creature can make a new save to delay every round until the Curse first takes effect. 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 Shuppet can go wherever it wants without breaking the Curse. This is a [Ghost] effect.


 * The sample Shuppet takes 11 points of damage in order to use Curse.

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

Spell-like Abilities (CL 5, DC 15): At will: bestow curse, hypnotism, silent image; 1/hour: deep slumber, nightmare terrain. Caster level equals hit dice, and the Save DCs are 10 + Spell Level + Shuppet’s Charisma modifier. Hypnotism and Deep Slumber are [Psychic] effects, the rest are [Ghost] effects.


 * The sample Shuppet has a caster level of 5 and save DC of 13 + spell level.

Egg Move: Shuppet gains one of the following on hatching.
 * Forcecage (Sp) once per hour. This is a [Psychic] effect.
 * Confusion (Sp) at will. This is a [Psychic] effect.
 * Destiny Bond (Su): Select one target as a standard action. If, during the next round, Shuppet 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 15 Will save. Success renders them Stunned for 2d4 rounds. This is a [Ghost] effect.

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