Celebi (3.5e Monster)
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Celebi | |
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Size/Type: | Tiny Outsider (Extraplanar, Good, Plant, Psionic, Fey, Pokémon) |
Hit Dice: | 15d8+45 (112 hp) |
Initiative: | +11 (+7 Dex, +4 Improved Initiative) |
Speed: | 10 ft., fly 30 ft. (good) |
Armor Class: | 41 (+2 size, +7 dexterity, +12 deflection), touch 41, flat-footed 29 |
Base Attack/Grapple: | +15/+7 |
Attack: | Slam +17 melee (1d2 plus Leech Seed) |
Full Attack: | Slam +17 melee (1d2 plus Leech Seed) |
Space/Reach: | 5 ft./5 ft. |
Special Attacks: | Ancient Power, Natural Gift, Leech Seed |
Special Qualities: | Spell-like Abilities, Damage Reduction 3/—, Natural Cure, Heal Bell, Baton Pass, Healing Wish, Time Travel, Grass Pokémon Traits, Psychic Pokémon Traits |
Saves: | Fort +11, Ref +19, Will +20 |
Abilities: | Str 11, Dex 25, Con 14, Int 12, Wis 26, Cha 35 |
Skills: | Diplomacy +30, Knowledge: Planes +19, Knowledge: Nature +19, Concentration +20, Hide +33, Tumble +25, Use Magic Device +30, Move Silently +25, Perform (Dance) +30 |
Feats: | Improved Initiative, Combat Expertise, Quicken Spell-Like Ability: Telekinesis, Improved Toughness, Iron Will, Lightning Reflexes |
Environment: | Grassy places during times of peace |
Organization: | Solitary (probably only one in existence, once stable time loops are accounted for) |
Challenge Rating: | 15 |
Treasure: | Standard. |
Alignment: | Neutral Good |
Advancement: | 16+ HD (Tiny) |
Level Adjustment: | — |
You see a small, green fairy with a giant head and eyes emerge from a gate. The other side looks like the same place, but it’s autumn there… and you catch a glimpse of someone who looks like you on the other side.
CombatEdit
Ancient Power (Su): Once per three rounds, Celebi can telekinetically launch up to 3 chunks of stone within 100 feet. These are launched as ranged attacks at separate targets, and, if at least as large as a Medium character, deal 6d6 damage each. Furthermore, upon activation, Celebi gains a +1 Enhancement Bonus to Natural Armour and to all Ability Scores for the next five minutes. Using this while the bonus is still in effect improves the bonus by 1 (to a maximum of +6 total) and resets the duration – Celebi knows to throw random rocks around every minute or so just to keep the bonuses at the maximum. This is a [Rock] effect.
Natural Gift (Su): Celebi can infuse a berry with magical power and hurl it as a grenade-like weapon. In general, this will deal 1d6 damage per level of any energy type, in a 5 foot radius explosion, with a Reflex save vs. DC 29 for half. The DC is Charisma-based. This is a [Grass] effect.
Leech Seed (Ex): Anything hit by Celebi's slam attack has a seed implanted within them. Every round for 10 rounds, they lose 2d6 hit points, and Celebi regains half this amount. This is a [Grass] effect. In a Contest, using this steals a point from one other contestant.
Natural Cure (Su): If a full round goes by without Celebi making an attack or taking damage, she loses any harmful effects on her, such as poison, disease, stunning, sleep (other than natural sleep), nausea, fatigue, negative levels, or ability damage.
Heal Bell (Sp): As a standard action, Celebi can ring a small, magical bell. This removes any harmful effects (as listed above) from all targets she chooses within 30 feet. This is a [Psychic] effect.
Baton Pass (Su): As a Swift action, Celebi can shift all beneficial effects on her over to an ally within 30 feet. This is a [Normal] effect. In a Contest, Celebi may use this to assist another contestant - they both make their skill check, and any Points won by either contestant are awarded to both.
Healing Wish (Su): If reduced to 0 HP or less, Celebi unleashes a special magical wish. All allies are affected by a heal spell, and Celebi automatically stabilises, even if she would normally have died. This also works if an effect would automatically kill her. This only works once per day, and once stabilized she can still be slain. In Contests, at the end of every round, Celebi gains a bonus Point if she has the fewest Points of all.
Time Travel (Su): Celebi has incredible powers of time. She can cast a Gate (travel version) ability as a Supernatural ability at will, except it links to the same place and plane, in a different time period. She can also cast Foresight at will, and always has an additional standard action available, much like the old Haste granted.
Spell-like Abilities (Sp): At will: magical leaf (missile storm [Grass]), confusion [Psychic], control weather [Flying], entangle [Grass], stealth rock (cometfall set as a trap that triggers when someone enters the targeted square, [Rock]), telekinesis [Psychic], slow [Psychic]; 3/day: time stop [Psychic], leaf storm (50' radius, 200' tall cylinder area takes 2d6 slashing per level, Ref half with no Evasion, cannot be used again for 3 rounds) [Grass], Delayed (2 rounds) final rebuke [Psychic], . Caster level equals hit dice, and the Save DCs are 10 + half hit dice + Celebi’s Charisma modifier.
- The sample Celebi has a caster level of 15 and save DC of 29.
Pokémon Traits: Fire, Ice, Poison, Flying, Bug, Ghost, and Dark attacks are Super Effective, gaining a +4 Circumstance Bonus to the attack roll or Save DC, and gaining additional damage equal to the attacker's hit dice. Water, Electric, Grass, Ground, Psychic, and Fighting attacks are Not Very Effective, taking a -4 Circumstance Penalty to the attack roll or Save DC, and reduce the damage by Celebi's hit dice (15). Celebi is never hindered by natural, non-magical plants. Celebi has the [Psionic] Subtype, can hold a psionic focus, and can take [Psionic] Feats if she really wants.
Additional Hit Dice: every hit die, increase Celebi's Dexterity and Charisma by +1. Every odd hit die, increase Celebi's Wisdom by +1. Every even hit die, increase either Intelligence or Constitution by +1.
At 19 hit dice, Time Stop and Delayed Final Rebuke can be used at will.
Note: if using Tome Feats, replace Improved Initiative with Danger Sense, Improved Toughness with Great Fortitude and Quicken Spell-Like Ability with Insight.
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