Mistikal (3.5e Monster)

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Author: Luigifan18 (talk)
Date Created: September 11, 2013
Status: In progress (Feats needed)
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Mistikal, the Vile Fog Pokémon!
This is it, Cipher's ultimate weapon! Are you ready to taste true terror?
Artwork by Zhoid on DeviantART.
Mistikal
Size/Type: Large Aberration (Air, Psionic, Incorporeal, Pokémon)
Hit Dice: 36d12+396 (999 hp)
Initiative: +14
Speed: 5 ft., fly 500 ft. (perfect)
Armor Class: 30 (+10 Dexterity, +11 deflection, −1 size), touch 30, flat-footed 20
Base Attack/Grapple: +36/+54
Attack: Slam +45 melee (1d8 plus free flow or automatic grapple) or claw +40 melee (1d6 plus mind toxin)
Full Attack: Slam +45 melee (1d8 plus free flow or automatic grapple) and 2 claws +40 melee (1d6 plus mind toxin)
Space/Reach: 10 ft./10 ft.
Special Attacks: Incorporeal Attack, Mind Toxin, Shadow Toxin, Ominous Wind, Confusion, Smog, Disable, Hex, Heal Block, Confuse Ray, Extrasensory, Shadow Ball, Dark Pulse, Encore, Mind Rot, Stored Power, Clear Smog, Corruption, Dark Storm, Flow with Enemy
Special Qualities: Poison Pokémon traits, Psychic Pokémon traits, Incorporeal Armor, Manifestation, Amnesia, spell resistance 50, spell dampening 20, immunity to acid, electricity resistance 35
Saves: Fort +31, Ref +30, Will +31
Abilities: Str —, Dex 30, Con 32, Int 30, Wis 32, Cha 30
Skills: Bluff 39 ranks, Disguise 39 ranks, Hide 39 ranks, Intimidate 39 ranks, Listen 39 ranks, Search 39 ranks, Sense Motive 39 ranks, Spot 39 ranks
Feats: Flow with EnemyB, Improved Initiative (1 HD), Combat Reflexes (3 HD), Dynamic Potential (6 HD), Ability Focus (Shadow Toxin) (9 HD), Ability Focus (Corruption) (30 HD)
Environment: In your base, probably mind-controlling some high-ranking schmuck
Organization: Solitary or 1 plus controller (high-level wizard or Pokémaster)
Challenge Rating: 36
Treasure: Double standard
Alignment: Neutral evil
Advancement: 36-39 (Large), 40-45 (Huge), 46-50 (Gargantuan), 51+ (Colossal)
Level Adjustment:


Storming the enemy's headquarters and confronting their leader at last, you find a smoky purple specter at his side. At his command, it disperses into virulent purple mist and floats towards you, intent on making you breathe it in.

Created by Cipher as a backup plan in case Voltran failed — or, worse, was somehow Snagged and purified — Mistikal is designed as a master of mind-control. Its gaseous body can invade the body of anything that breathes and hijack the victim's brain, allowing Mistikal to assume direct control.

Mistikal's body is made up of gas; thus, while it is not truly a ghost, it has many of the properties of one. (Theories that Mistikal is a modified Gastly or Spiritomb, while plausible, are ultimately unfounded.)

Combat[edit]

While Mistikal is very resilient and has quite a bit of psionic power, it's not built to engage in straight-up combat. Instead, Mistikal disrupts its opposition and turns them against each other. Its favorite and most terrifying power is its ability to force foes to inhale its body, granting it access to their nervous system; from there, Mistikal's toxins infiltrate the brain and literally control it, making the hapless victim into Mistikal's puppet. Once Mistikal controls a victim, only light or healing can drive it out.

Much like Voltran, Mistikal utilizes Flow with Enemy (indeed, Corruption relies on it to work), but is meant to be compatible with normal game rules. References to defense can be replaced with AC.

Incorporeal Attack (Ex): Just like a ghost, Mistikal lacks a Strength score, and adds +1 or its Charisma modifier, whichever is greater, to its melee attack rolls instead. Its attacks bypass physical protection; they are always resolved as touch attacks.

Incorporeal Armor (Ex): Just like a ghost, Mistikal has no natural armor when it is manifested. Instead, it has a deflection bonus to AC equal to +1 or its Wisdom modifier, whichever is greater.

Manifestation (Su): Mistikal can exist on the Material Plane, Ethereal Plane, Plane of Shadow, or any combination of the three simultaneously (assuming that it's not on the Astral Plane, Inner Planes, or Outer Planes, of course). It is considered native to the Material Plane, Ethereal Plane, and Plane of Shadow simultaneously. See the rules for ghost manifestation for more details on how this works.

Mind Toxin (Su): Mistikal's body is highly poisonous. Many of its attacks, including Corruption and its claw attack, are capable of infecting victims with a virulent toxin that assails the mind. Any creature that inhales Mistikal's vapors (which have a range equal to Mistikal's melee reach) or is struck by Mistikal's toxic attacks is afflicted by a poison that does 1d8 Constitution damage as its primary damage and 1d4 Intelligence, Wisdom, and Charisma drain as its secondary damage. The save DC to resist is equal to (10 + ½ Mistikal's HD + Mistikal's Constitution modifier). The sample Mistikal has a save DC of 39 for its Mind Toxin.

Note that some of Mistikal's abilities, such as Smog, use an entirely different kind of poison. For attacks that state a specific poison that they use, use that instead of Mind Toxin.

Shadow Toxin (Su): Mistikal has power over poisons of all kinds. All creatures afflicted by poison of any sort within Long range of Mistikal must succeed on a Will save (DC = 10 + ½ Mistikal's Hit Dice + Mistikal's Charisma modifier) once per round (specifically, at the start of their turn) or else lose the ability to take any actions on that round, as if dazed. This is not actually a mind-affecting or dazing effect, as Mistikal achieves it by making the poisons within subjects' bodies physically hold their muscles (or analogous motion-producing structures) in place. (Somehow, this doesn't stop subjects from dodging attacks, which means that they don't lose their Dexterity bonus to AC... it's best not to think about it too hard.) Mistikal may suppress or reactivate this quality once per round as a free action on its turn. The sample Mistikal has a save DC of 40 for its Shadow Toxin (including a +2 bonus from Ability Focus).

For most poisons, a creature is considered to be afflicted if it has failed its initial save against the poison but has not yet attempted the secondary save (which is usually 1 minute after the initial save). However, certain poisons (such as Smog) are a bit more persistent, so see the entry on the individual poison (or, if unavailable, the effect that caused it) for details. Disease, blight, sickness, and nausea are not considered to be poison for the purposes of Shadow Toxin.

Ominous Wind (Su): Once per minute, Mistikal may use a full-round action to unleash a gust of eerie wind. Two 5' squares per hit die are covered, starting adjacent to Mistikal, and the squares must form a single connected area. All in the area suffer 4d6 damage plus Mistikal's Hit Dice plus its Charisma bonus. A successful Fortitude save (Charisma-based) halves the damage. When using this, Mistikal gains a +1 enhancement bonus to all ability scores for the next hour, or increases an existing enhancement bonus by +1 (to a maximum of +6). This bonus lasts for an hour, and each use resets the duration of the bonus, so Mistikal typically uses it every ten minutes or so just to keep the maximum bonus. The sample Mistikal has a DC of 38 and deals 4d6+46 damage. This is a [Ghost] effect. In a Contest, using this causes enough excitement to increase the DC as though succeeding really well.

Confusion (Ps): Mistikal may manifest confusion as a 4th-level power at will. Mistikal's confusion also deals 3d4 damage to its target, regardless of the save result. The save DC is Charisma-based. Confusion is a [Psychic] effect.

Smog (Sp): Mistikal can cast smog as a spell-like ability five times per encounter (DC 38, Charisma-based). Smog is identical to stinking cloud, except that it poisons creatures instead of nauseating them. All creatures within the smog cloud take 3 points of damage per caster level per round, and during each round that they remain, they must succeed on a Fortitude save or suffer 3 points of [Constitution]] damage, then suffer 3 more points of Constitution damage every 2 rounds thereafter until the end of the encounter. Success on a primary save prevents secondary damage from being incurred, with no further saves needed (assuming that the creature in question leaves smog's area of effect before another round of primary damage is potentially incurred). Failure on even one primary save allows secondary damage to occur until the effect is lifted (by magic or by the encounter ending). Secondary Constitution damage can be prevented by a successful Fortitude save against the same DC as the initial one, but each round of secondary damage requires a new save to prevent (success on a secondary save does not end the effect). Hit point damage caused by smog is not affected by victims' saving throws. Primary Constitution damage can be incurred once per round of exposure, but secondary Constitution damage does not stack, even if the primary Fortitude save is failed several times. Both the hit point damage and Constitution damage are considered poison effects, so all bonuses and penalties to saves against poison (such as a dwarf's racial bonus) are applicable to smog, and creatures with immunity to poison are unaffected regardless of how poor their Fortitude saves are (and poison-immune creatures don't take hit point damage either). The Constitution damage can be stopped by neutralize poison or any other effect capable of curing a poison before it inflicts its secondary damage. Delay poison does not end the effect of smog outright, but it does grant affected creatures temporary poison immunity with respect to smog, and creatures that are already poisoned do not take secondary Constitution damage for as long as delay poison's effects last. Mistikal's caster level for smog is equal to its Hit Die (caster level 36th for the sample Mistikal). Smog is treated as a 3rd-level spell, and is a [Poison] effect. (However, Mistikal uses ½ of its Hit Die in place of smog's spell level in the save DC because of its Dynamic Potential feat.)

Disable (Su): As a standard action, Mistikal can launch a thin lasso-like strand of yellow ether at an opponent as a ranged touch attack. If it connects, the special ability that the target most recently used becomes unavailable for 1d4+1 rounds. Mistikal cannot "stun-lock" a target by using both Encore and Disable on the same creature, as the two cancel each other out and enable the target to act normally. However, Encore and Disable do not remove each other from the subject, but merely suppress each other; once one expires, the other effect resumes.

Hex (Su): With a standard action, Mistikal can level a Hex upon a foe it can see. The foe must pass a Will save (Charisma-based) or suffer 6 damage per hit die of Mistikal. If the foe is suffering from any affliction, such as being on fire, they suffer a −3 penalty on the saving throw and suffer double damage on a failed save. This can be used at will. This is a [Ghost] effect. In Contests, it wins an extra point if anyone else is suffering from a penalty or other affliction. Mistikal can make the damage from its Hex nonlethal with no penalty, but rarely chooses to do so.

Mistikal's Hex can be shockingly powerful, as the vast majority of its other moves inflict some sort of affliction. If Mistikal clearly has control over a fight, it is fond of spamming Hex to clean up the opposition before they can somehow manage to stage a comeback.

Heal Block (Ps): As a standard action, Mistikal can curse up to one creature within Medium range per two Hit Die so that it cannot gain hit points (temporary or otherwise) for any reason. Victims are entitled to a Will save (Charisma-based DC) to negate the effect. The affliction can only be removed by break enchantment, remove curse, or a similar effect, but also goes away on its own after one minute. This is the equivalent of a 3rd-level power.

Amnesia (Su): With a swift action, Mistikal can induce a temporary amnesia within itself. This grants Mistikal a +6 resistance bonus on Will saves for one minute. Additionally, for the duration, it suppresses any mind-affecting effects on it (except for the Amnesia itself).

Confuse Ray (Sp): Mistikal may cast confusion as a standard action; however, instead of its normal targeting mechanism, Mistikal's confusion is a magical ray (that is, a ranged touch attack). If Confuse Ray connects, it automatically confuses the target with no save allowed. Mistikal may use its Charisma modifier instead of its Dexterity modifier in the attack roll. If Confuse Ray scores a critical hit, the target becomes permanently insane, as the insanity spell. This move is a [Ghost] effect, but can affect Normal-type Pokémon. Confuse Ray is a spell-like effect, not a psi-like effect (for the purpose of anything that cares about the difference, anyways), and unlike Mistikal's standard confusion attack, Confuse Ray does not inflict damage.

Extrasensory (Ps): As a standard action, Mistikal can overload the senses of a single opponent within Medium range, doing 1d8 damage per Hit Die and stunning that opponent for 1d4−1 rounds. A Will save is allowed to halve the damage and negate the stun (save DC is Charisma-based). This is equivalent to a 7th-level power. This is a [Psychic] effect.

Shadow Ball (Sp): At will, Mistikal may cast fireball; however, Mistikal's fireball is actually more of a shadowball, and therefore deals negative energy damage instead of fire damage. It also deals 1d8 Damage per caster level (instead of 1d6) and there is no damage cap. Mistikal's caster level is equal to its Hit Dice. The save DC is the same as that of a normal fireball, using Mistikal's Charisma modifier. This is a [Ghost] effect.

Dark Pulse (Su): Mistikal may generate a ripple of nightmares as a standard action once every 1d4 rounds. This ripple creates 5 20-foot-radius bursts within Medium range of Mistikal. Any creature caught within one of these bursts takes 2d10+Int negative energy damage and is immobilized for 1 round; a DC 38 Fortitude save is allowed to halve the damage and negate the immobilization (the DC is Intelligence-based). Creatures affected by the Dark Pulse must also succeed on a DC 39 Will save (save DC is Wisdom-based) or take a −2 penalty to attack rolls and all defenses (armor class, saving throws, spell resistance, spell dampening, martial defense, energy resistance, etc.). This is a [Dark] effect.

Encore (Sp): With a bout of sardonic clapping, Mistikal can compel a single creature within Medium range to repeat its most recent action(s) on every round for 1d4 rounds, or to just stand there bowing dramatically if it is unable to repeat its actions. The actions must be repeated as precisely as possible (for instance, continuing to attack the same creature or continuing to move in the same direction), though new rolls are made if the action requires them, and the action can be redirected if performing it in an identical fashion would be impossible (such as attacking a creature that moved out of reach or moving through a wall without having some sort of intangibility). If no analagous action to the creature's previous action is possible (nothing to attack, nowhere to move, etc.), the creature spends its turn bowing dramatically. A Will save is allowed to negate the effect (the save DC is Charisma-based). If a creature under the effects of Encore would obviously commit suicide or go against its nature by repeating its action (for instance, walking off a cliff or assaulting a friend), the creature is entitled to another Will save; success causes the creature to spend its turn bowing dramatically instead, and success by 5 or more outright breaks the effect. This is a [Mind-Affecting, Compulsion] effect. It is the equivalent of a 5th-level spell. Mistikal cannot "stun-lock" a target by using Encore and Disable on the same creature; the two effects cancel each other out, enabling the victim to act normally. However, Encore and Disable do not remove each other from the subject, but merely suppress each other; once one expires, the other effect resumes.

Mind Rot (Ps): One of Mistikal's signature moves, this powerful Psionic attack erodes the victim's mind. As a standard action, Mistikal can assault the mind of a single living creature within Long range. This Psionic attack does 1d8 damage per Hit Die plus Mistikal's Charisma modifier, and also inflicts 2d4 Intelligence drain and 1d6 Wisdom and Charisma drain and confuses the target (as the spell) for 1d8 rounds. A successful Will save halves the hit point damage and negates the ability drain and confusion. Mistikal may only use Mind Rot once every 1d6 rounds. Mind Rot is equivalent to a 9th-level power, and is a [Psychic] effect. The save DC is Charisma-based.

Stored Power (Ps): Mistikal may utilize its boosts to execute an intense Psionic attack. It chooses a creature in Close range, and that creature takes 1d6 damage plus an additional 1d6 damage for every +1 worth of bonuses affecting Mistikal. A Will save (DC = 10 + ½ Mistikal's HD + Mistikal's Cha modifier) is allowed to halve the damage. This is a [Psychic] effect.

Clear Smog (Sp) Mistikal may cast stinking cloud as a spell-like ability five times per encounter (DC 38, Charisma-based). In addition to its normal effects, this stinking cloud attempts to remove all stat boosts and other beneficial magical effects on creatures caught within it, as greater dispel magic, with a caster level equal to the caster level of the stinking cloud itself (caster level 36th for the sample Mistikal). This dispel check is resolved as normal; success or failure on the saving throw does not influence its outcome. Clear smog attempts to dispel whenever affected creatures would be required to save against the stinking cloud (regardless of whether or not they actually need to save against it). This is a [Poison] effect. (However, Mistikal uses ½ of its Hit Die in place of clear smog's spell level in the save DC because of its Dynamic Potential feat.)

Corruption (Ex): This terrifying ability is not only Mistikal's trump card and one of its signature moves, it is the entire reason for Mistikal's existence. When Mistikal connects with a slam attack, it automatically begins flowing with an enemy. As a free action while flowing with or grappling an enemy that possesses a respiratory system, Mistikal may attempt to invade the enemy's body. It makes a melee touch attack, and if it connects, Mistikal enters the foe's body. The foe must succeed on a Fortitude save to drive Mistikal back out (DC = 10 + ½ Mistikal's HD + Mistikal's highest ability modifier + 2 for Ability Focus). If the foe succeeds, Mistikal is violently forced out, terminating its flow with that enemy or breaking the grapple (Mistikal appears in a square of its choice within 5 feet of its target) and forcing Mistikal to reestablish flow or grapple the target again in order to try again. If the foe's Fortitude save fails, Mistikal successfully invades and enters the target's brain, establishing direct control. Mistikal may direct the victim's actions however it pleases, and is even able to make the foe take actions that are obviously suicidal or against its nature without even allowing the target an additional save. Mistikal may choose whether or not its puppet is aware of what it's being forced to do. In addition, because Mistikal's body is highly poisonous, it automatically infects its foe with its toxins upon entry. In fact, these toxins are the mechanism by which Mistikal controls its puppet's brain, and if the toxins are purged from the victim's body, Mistikal is as well, with the same consequences as if the initial Fortitude save succeeded. Mistikal has complete control over the rate at which its toxins degrade its victim's mental faculties; it can have the toxins do no damage at all, have them do damage once per round, or anything in between, and it may freely choose between doing primary or secondary damage. While controlling another creature through Corruption, Mistikal does not have access to any of its own abilities, including Shadow Toxin; however, it may use the puppet's abilities however it likes, up to the puppet's limitations. Mistikal is immune to all damage except for light damage while possessing a victim, with all damage other than light damage directed towards it being inflicted on its puppet instead. Mistikal can maintain Corruption indefinitely.

Mistikal does have a vulnerability — it does not like light. All light-based effects, including [Light] effects, used on the victim affect Mistikal instead of the victim and grant the victim a new Fortitude save to force Mistikal out of its body. Even the move Dazzling Gleam, which would normally be not very effective against Mistikal due to Mistikal being a Poison-type Pokémon and Dazzling Gleam being a Fairy-type move, is instead super-effective. If Mistikal is knocked out or killed as a result of damage from a [Light] effect, it is immediately forced out of its victim. Areas of bright illumination (including natural sunlight) grant the victim a Fortitude save to expel Mistikal once per round. If the victim is freed in this way, Mistikal's toxins remain and continue to pose a threat to deal ability damage (without Mistikal's presence to choose when they activate or to maintain them, the toxins attempt to deal secondary damage 1 minute after Mistikal's departure, and then are cleared). Mistikal also is forced to exit the victim's body if the poison is cured in any way while Mistikal is still inside. Mistikal may voluntarily exit the body of its puppet as a move action; doing so causes its poison to linger as though Mistikal was driven out by light, knocked out, or killed. When in battle, Mistikal automatically exits the body of a victim that dies or falls unconscious, including due to ability damage, nonlethal damage, or lethal damage (though it does not exit the body of a victim that merely falls asleep). If controlling a puppet over the long term, it is more likely to retain control even if its puppet expires, controlling the puppet's body directly for as long as it is convenient to do so; however, Mistikal cannot make a dead creature's movements precisely mimic the movements of said creature when it was alive, and observers can spot what's going on with a Spot check opposed by a Disguise check by Mistikal (Mistikal takes a −4 penalty). Corruption is considered a [Poison] effect; creatures with immunity to supernatural poison (including Steel and Poison Pokémon, Pokémon with the Immunity quality, and creatures under the effects of Safeguard and similar abilities) are immune to Corruption. Furthermore, bonuses or penalties to saves against poison apply to saves against Corruption.

Dark Storm (Su): As a full-round action usable once every 1d6 rounds, Mistikal may summon a storm of dark energy that deals 36d10 negative energy damage to all within Medium range. (The number of damage die is equal to Mistikal's HD.) Victims are allowed a Reflex save (DC 38, Charisma-based) for half damage. This is a [Dark] effect.



Back to Main Page3.5e HomebrewMonsters

Luigifan18's Homebrew (383 Articles)
Luigifan18v
AlignmentNeutral evil +
AuthorLuigifan18 +
Challenge Rating36 +
EnvironmentIn your base, probably mind-controlling some high-ranking schmuck +
Identifier3.5e Monster +
RatingUndiscussed +
SizeLarge +
SubtypeAir +, Psionic +, Incorporeal + and Pokémon +
SummaryCreated by
Created by [http://bulbapedia.bulbagarden.net/wiki/Cipher Cipher as a backup plan in case Voltran failed — or, worse, was somehow Snagged and purified — Mistikal is designed as a master of mind-control. Its gaseous body can invade the body of anything that breathes and hijack the victim's brain, allowing Mistikal to assume direct control.
llowing Mistikal to assume direct control. +
TitleMistikal +
TypeAberration +