Castform (3.5e Monster)

Combat
 (Ex): Castform changes forms in extreme weather. In particularly bright, warm, sunny weather, it gains the [Fire] subtype and swaps Normal Pokemon Traits for Fire Pokemon Traits. In very cold weather, it gains the [Cold] subtype and swaps Normal Pokemon Traits for Ice Pokemon Traits. When it is raining, it gains the [Water] subtype and swaps Normal Pokemon Traits for Water Pokemon Traits. During a sandstorm it gains the [Earth] subtype and swaps Normal Pokemon Traits for Ground Pokemon Traits. Finally, in darkness it gains the [Negative] subtype, swaps Normal Pokemon Traits for Dark Pokemon Traits and is cured by negative energy and damaged by positive energy.

 (Su): With a Full Round Action, Castform has a limited ability to change the weather. It only changes for one minute, and in a one mile radius. The options are as follows:


 * Daylight: As the daylight spell, with the additional effects of Sunny Day. This is a [Fire] effect.


 * Downpour: It rains heavily, providing concealment as though by an obscuring mist spell, with the additional effects of Rain Dance. This is a [Water] effect.


 * Hail Storm: Snow and hail rains down heavily, providing concealment to everyone, although those with the [Cold] subtype can see through it just fine. This also has the effects of Hail. This is an [Ice] effect.


 * Sandstorm: A sandstorm blazes across the field as per the spell, with the added effects of Sandstream. This is a [Ground] effect.


 * Night: Complete darkness envelops all. It can be seen through by those who have darkvision, as well as all Undead and creatures of the [Negative] subtype. Everything with neither Dark Pokemon Traits or Ghost Pokemon Traits has a -4 Circumstance Penalty on all saving throws to avoid falling Asleep or being Staggered. Those with either Dark Pokemon Traits or Ghost Pokemon Traits gain a +4 Circumstance Bonus to Initiative and Armour Class. This is a [Dark] effect.

 (Su): This ability can be used once per 2 rounds. It is cast like a Fireball, except the damage and descriptor varies based on the weather: Caster Level is equal to hit dice, save DC is 10 + ½ Castform’s Hit Dice + Castform’s Charisma modifier.
 * Daylight: Fire [Fire], failed save sets alight for 2d6 Fire per round.
 * Downpour: Acid [Water], failed save causes drowning as per the spell
 * Hail Storm: Cold [Ice], failed save Slows for 1 minute
 * Sandstorm: Piercing [Ground], failed save causes blindness for 1 minute
 * Darkness: Negative [Dark], failed save causes fatigue


 * The sample Castform has a caster level of 8 and save DC of 16 for Weather Ball.

 (Sp): At will: burning hands [Fire], scorching ray [Fire], freezing ray [Ice], wall of water [Water], chill metal [Ice]; 1/hour: fire shield [Fire], spike stones [Ground], inflict critical wounds [Dark]. Caster level equals hit dice, and the Save DCs are 10 + half HD + Castform’s Wisdom modifier.


 * The sample Castform has a caster level of 8 and save DC of 17.

Ghost effects suffer a 50% miss chance unless they specifically don't. Note that these traits change when Castform changes the weather.


 * Ominous Wind (Su): A gust of eerie wind is summoned and sent out, covering two 5' squares per hit die (16 for the sample Castform). It must start adjacent to Castform, and the squares must be connected as a single area. All in the area take Cold damage equal to 3d6 + the Castform's hit dice, double if they have the [Psionic] subtype. A successful Fortitude save (DC 22, Charisma-based) halves this damage. Additionally, all of Castform's ability scores gain a +1 enhancement bonus for one minute. Multiple uses of the ability will reset the duration and increase the bonus by +1 each time, to a maximum of +6. Ominous Wind may not be used two turns in a row. Castforms are smart enough to randomly throw this around the place for constant maximum benefits. This is a [Ghost] effect.


 * Psych Up (Sp): Reaving dispel at will