Medicham (3.5e Monster)

Combat
At 12 HD, it gains a Master Fighting Style. At 16 HD, it gains a Grandmaster Fighting Style.

 (Ex): Medicham deals damage as though its Strength were 4 points higher. No other Strength-dependent feature (save DCs, grapple checks etc.) changes.

 (Su): As a Standard action, Medicham can meditate to gain a +2 Enhancement bonus to Strength for 3 rounds. If it meditates for 2 rounds in a row, this increases to +4 and lasts for 4 rounds. If it meditates for 3 rounds in a row, this increases to +6 and lasts for 5 rounds.


 * Fire Punch: Medicham’s Slam deals an additional 2d6+HD Fire damage, and the target (if hit) catches fire until they put the flames out with a DC 15 Reflex save (a standard action). The fire burns for 2d6+Charisma damage each round until this happens.
 * Baton Pass (Su): as a Standard action, Medicham can move twice its move rate without provoking an attack of opportunity, even stepping through occupied squares, and can at any point in this movement hand over all Enhancement bonuses to an adjacent ally.
 * Psycho Cut (Su): By meditating as a Swift action, Medicham can make its Slam attack strike as though it had the Ghost Touch quality, and add its Intelligence modifier to damage.

 (Su): With a Standard action, Medicham can restore HP equal to half its maximum hit points. In effect, if it is at half HP or more, it is restored to full health. This can be performed once per minute.

 (Sp): At will: detect good/evil/law/chaos/magic/poison/thoughts; 1/4 rounds: calm emotions, confusion, vampiric touch, reaving dispel. Caster (or manifester) level equals hit dice, and the Save DCs are 10 + Spell Level + Medicham’s Intelligence modifier.


 * The sample Medicham has a caster level of 8 and save DC of 13 + spell level.