Hitmontop (3.5e Monster)

Summary::Your vague glimpses when this creature isn’t spinning wildly show it as humanoid in shape, with a hardened spike on its head. It spins on this spike and lashes out with its feet and a spiked tail.

When a Tyrogue trains in both offense and defense equally, it achieves martial enlightenment and adopts a style which involves lots of spinning around. It has evolved into Hitmontop, and become skilled in the art of Capoeira.

Combat
 (Ex): As a standard action, Hitmontop may spin at incredible speeds. Rapid Spin allows Hitmontop to make a Slam attack against all enemies within Hitmontop’s normal threatened area (whether it acutally threatens them or not), and frees Hitmontop from grappling with any other creatures unless the grappler succeeds on a Reflex save (DC 10 + ½ Hitmontop’s hit dice + Hitmontop’s Dexterity Modifier).


 * The sample Hitmontop has a Rapid Spin DC of 18.

 (Ex): As the rogue ability.

 (Ex): Hitmontop is continually spinning, moving, and blocking, even when enemies aren’t around. Hitmontop gains a +4 Dodge bonus to AC, and may attack with all three of its slams as a standard action.

 (Ex): Hitmontop has a single Fighting Style, as a Monk.

 (Su): As a move action, Hitmontop may focus its ki into its slam attack and treat all its attacks that round as if they were dealt with a magic ghost touch weapon. This does not bestow an enhancement bonus.