Quirk (3.5e Monster)

''A strange grinning... thing is looking at you with mischivious eyes. And though you're staring right back at it, for the life of you you can't quite describe what it is you're looking at.''

A quirk is a strange creature rumored to be an error in the universe given sentience. A bizaare glitch of space and time, it is certain that the creature appears as a small sized humanoid with a disturbing grin, but any other attempts to define it fail. Those who see it cannot comprehend exactly what they're looking at, even looking at it indirectly through photographs and video. Never quite appearing the same way each time you glance at it further just adds to the mystery. The creature is intelligent, but incredibly wild. As much of a prankster as any fey, and as hard to catch at light itself, the quirk harasses others for its own unknown reasons. Most quirks are harmless, perhaps rearranging the items in your bag, painting your house salmon, and replacing all references to the word "and" in your spellbook into the spanish word for "pie". After they wreck their havoc for up to a week, they usually depart on their own. But a few seem to be of evil bent and their pranks are much for vicious for a much longer time, unrelenting until removed by force.

All quirks have an antithesis which varies from quirk to quirk, but is always something common such as mistletoe, silver, the color red, garlic, or birds. Finding the quirk's antithesis is a good way to get rid of one quickly. Quirks speak all languages due to their tongues ability. They are between 1 and 3 feet in height and are of unknown weight, sometimes seeming to be massless.

Combat
Most quirks would rather play and prank than fight and battles are won by wit, not steel. When cornered into battle and unable to run, it uses its spells to attack, hiding or keeping away whenever opportunity rises.

Anathema : All quirks have some unique weakness to a common material able to be found on the material plane, and often it becomes a puzzle to find out the anathema of the quirk. It can be anything, such as mistletoe, silver, the color red, garlic, birds, or more. Quirks fear this item and will usually flee immediately on detecting it. They also protect the knowledge of their anathema carefully. Any divination attempts to discover the quirk's anathema must succeed on a caster level check of 10 + the quirk's HD (usually DC 34), or the divination fails.

Change Shape :  The quirk may change shape at will into any humanoid or animal with a CR equal or less than its own.

Divine Luck :  A quirk recieves its Charisma modifier as a luck bonus to AC.

Extraordinary Health : The quirk recieves maximum hit points per hit die.

Freedom of Movement :  A quirk benefits from a continual freedom of movement effect, caster level equal to HD. If dispelled, the quirk can bring it up again as a free action on its turn.

Out of Sight Out of Mind :  The quirk is not entirely real and seems to be capable of leaving what is the known universe. Whenever not observed by any creature and successfully hidden, it can use a standard action to simply not exist. The quirk literally vanishes until it decides to pop back into reality as if using the time hop power. It can assign itself a fixed position in space, or assign itself to an object or item to re-appear next to. Through this ability a quirk is often to blame for supposed haunting of areas or items.

Regeneration : A quirk's regeneration is bypassed by lawful damage, cold iron, and by its anathema (if capable of dealing damage).

Spellcasting : The quirk casts as a 20th level sorcerer. 0th- acid splash, arcane mark, dancing lights, daze, detect magic, prestidigitation, mage hand, open/close, touch of fatigue (6/day); 1st- grease, magic missile, ray of enfeeblement, true strike, ventriloquism (6/day); 2nd- arcane lock, hideous laughter, knock, pyrotechnics, web (6/day); 3rd-explosive runes, major image, suggestion, stinking cloud (6/day); 4th-bestow curse, charm monster, confusion, resilient sphere (6/day); 5th-baleful polymorph, dominate person, feeblemind, magic jar (6/day); 6th-greater dispel magic, repulsion, veil (6/day); 7th-greater shadow conjuration, prismatic spray, spell turning (6/day); 8th-greater shadow evocation, irresistible dance, moment of prescience (6/day); 9th-time stop, shapechange, weird (6/day).

Spell-Like Abilities :  At will-animate rope, detect thoughts (DC 12), erase, greater invisibility, magic aura, major creation, secret page, telekinesis, touch of idiocy (DC 12); 3/day- deep slumber (DC 13), glitterdust (DC 12), mass enlarge person (DC 14), mass reduce person (DC 14), phantom trap (DC 12), shatter (DC 12); 1/day- contingency,  limited wish (DC 17), sepia snake sigil (DC 13), 1/week- wish (DC 19). Caster level 20th, saves are Charisma based.

Strange Polymorph :  With a touch a quirk can render their opponents into something strange and inanimate. They duplicate the effects of baleful polymoph, but the opponent is transformed into an inanimate object of their normal size or smaller instead, and the duration is only 1 round/level so they are never permenantly stuck in this form. This inanimate object is curiously indestructable, making this ability a delay tactic and not a way to kill enemies. A DC 35 Fortitude save negates. The save DC is Charisma based.

Strange Step :  A quirk moves in bizaare ways, allowing it to ignore difficult terrain, move through enemy squares as if they were unoccupied, and ignore any damage or hazard from the environment or debris, such as caltrops, lava, quicksand, or similar. As a full-round action it can even move in a direction you never even knew existed, duplicating the effects of a shadow walk spell.

Tongues :  A quirk benefits from a continual tongues effect, caster level equal to HD. If dispelled, the quirk can bring it up again as a free action on its turn.

True Seeing :  A quirk benefits from a continual true seeing effect, caster level equal to HD. If dispelled, the quirk can bring it up again as a free action on its turn.