Weavile (3.5e Monster)



''This creature, while clearly related to a Sneasel, is not exactly the same thing. Its feathers are now almost a mane, and the claws and fangs are longer and sharper. Just from the look of it, it probably wants to hurt you.''

Combat
 (Su): Weavile's claw attacks deal +1d8 Cold damage. This is an [Ice] effect.

 (Ex): Weavile has +3d6 Sneak Attack damage on its attacks against foes who are Flanked or denied their Dexterity Bonus to Armour Class. This is a [Dark] effect, and automatically wins an extra point if going first in a Contest.

 (Su): With a Standard Action, Weavile may make a Touch Attack against a foe, and if they have any ongoing magic effects on them, it deals 1d6 damage per Caster Level of the highest-CL effect on them. In a Contest, if this is used, then anyone in the same round who tries some kind of dirty trick but rolls lower finds it backfiring, and loses a point. This is a [Dark] effect.

 (Su): With an Immediate Action, Weavile can suddenly flash-freeze the air and hurl a cloud of icy shards at an enemy. This requires a ranged attack out to 50' range, and deals Cold damage equal to 2d6 plus Weavile's hit dice. This attack automatically succeeds on any roll against miss chance. This is an [Ice] effect. In Contests, Weavile can elect to automatically go first (rolling off between multiple automatic-firsts), using Ice Shard.

 (Su): Weavile may elect to make its Claw Attacks [Dark] effects. In doing so, they are resolved as Touch Attacks against any foe that suffers Normal (x1) damage or more from them, and any foe struck must pass a Fortitude Save (Strength-based) or be Staggered for one round.

 (Ex): Weavile is good at encouraging the group-sport of "Everyone nail the bastard". Any time an adjacent enemy is struck, Weavile may make an attack against that enemy as an Immediate action. Additionally, as a full round action, Weavile 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.

 (Sp): At will: chill metal, numbing sphere, path of frost, ice storm, zone of glacial cold; 3/day: shivering touch, cone of cold, boreal wind, column of ice; 1/day: flesh to ice; 1/week: ice castle. Caster level equals hit dice, and the Save DCs are 10 + Spell Level + Weavile’s Charisma modifier. These are all [Ice] effects, and in the case of Zone of Glacial Cold, results in Weavile automatically going first on the following round. Ice Castle always wins an additional point in Cool and Beauty Contests.


 * The sample Weavile has a caster level of 10 and save DC of 15 + spell level.

 (Ex): With just a Swift action, Weavile may plan ahead, and until the beginning of its next turn, it gains Improved Uncanny Dodge, Evasion, and the benefits of a single feat of its choice, but only abilities and proficiencies, not numeric bonuses. Also, the save DCs for its spell-like abilities improve by 3 against flat-footed foes when Nasty Plot is in effect. This is a [Dark] effect, and when used in a Contest, everyone else receives a -4 Penalty on their actions on the following Round.

Additional Hit Dice: Every hit die, increase Dexterity by 1. Every odd hit die, increase Strength by 1. Every even hit die, increase Intelligence or Charisma by 1.

At 14 hit dice, it learns Low Kick (Ex): it may make a Slam Attack (1d6+Str), and if it hits, it gains a free Trip attempt against that foe. Instead of making opposed Size+Strength checks, the foe must pass a Reflex Save (Strength-based), with a penalty equal to the number of size categories they are above Weavile. If they fail, they fall Prone and take 1d4 damage, plus 1d4 for every Size Category they exceed Medium by. Being smaller than Weavile grants no bonus to the save, but being smaller than Medium results in zero damage from being tripped. This is a [Fighting] effect, and in Contests, if it earns any points, it also steals a point from whoever has the most.

At 18 hit dice, it learns Snarl (Ex): with a Swift or Move-Equivalent Action (Weavile's choice), it can snarl at a foe to weaken their resolve. This is targeted as per the Intimidate skill - so feats that modify Intimidate can modify this. Targeted foes must pass a Will Save (Charisma-based) or take a -5 penalty to Armour Class and Saving Throws against Weavile's attacks for the rest of its turn. This is a [Dark] effect. In Contests, using this scares everyone else so much that anyone yet to act loses their turn in that Round.

Note: if using Tome Feats, replace Improved Initiative with Danger Sense, Power Attack with Blitz, and Improved Toughness with Combat School.