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Summon Kamikaze Fiend (3.5e Spell)

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Author: Eiji-kun (talk)
Date Created: 11-21-14
Status: Complete
Editing: Clarity edits only please
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Summon Kamikaze Fiend
Conjuration (Creation) [Evil, Fire]
Level: Cleric 3, Druid 3, Sorcerer/Wizard 3
Components: V, S, M; see text
Casting time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned Kamikaze Fiend
Duration: 1 minute/level
Saving Throw: See text
Spell Resistance: No
Moments later, they exploded.

You drop a poisonous seed on the ground and from the land a distorted goblin-like fiend arose, with a large pulsating head straining with some inner pressure. It howls with laughter, and leaps to attack!

You bind the souls of the damned with plant matter, creating the short lived terrors known as kamikaze fiends. These creatures appear as fiendish goblins with engorged heads which pulse under high pressure. They fight for you and obey your orders, but they are rather dim witted and can only understand simple commands like "attack that" or "go there" or "stop that". Complex commands or commands with more than one step or condition force the kamikaze fiend to make a DC 15 Int check. If they fail, they get the instructions wrong and if they fail by 10 or more the result is often the opposite of what is intended or actively harmful to the caster.

Kamikaze fiends count as small evil outsiders, but also count as plants for the purpose of interacting with abilities such as favored enemy and the Bane enhancement. They have the following statistics;

Effective HD: Equal to your caster level.
Hp: 5 hp/level.
AC: Their AC is 11 (+1 size) plus +1 natural armor per two caster levels.
Attack and Damage: Use your caster level as their base attack bonus and your spellcasting modifier as their modifier on attack and damage. They have two claw attacks (1d4) and a secondary bite attack (1d6).
Ability Scores: Str 10, Dex 10, Con 10, Int 6, Wis 10, and Cha 1.
Saves: Base saves the caster (modified by their own ability scores).
Special Attacks: Self-Destruct.
Special Qualities: DR 5/good, Unstable Explosive.

Self Destruct: As a standard action they can kill themselves, exploding in a 10 ft radius ball of fire that deals 5d6 fire damage, Reflex save for half. Use the DC for this spell for the DC of the explosion. They also self-destruct automatically when they are killed. Or if unstable explosive goes off. Or when the duration expires (and they cannot be dismissed). Or if they move more than 1 mile away from the caster. In the rare case something would cause them not to explode, they explode.

Unstable Explosive: If the kamikaze field takes more than 15 points of fire damage, they must make a Fort save DC 15. If they fail, they explode.

Kamikaze fiends have no skills or feats. They use their caster's saving throws and alignment on the law-chaos scale (they are always evil though). They speak the same languages as the caster.

You can only have one instant of kamikaze fiend active at one time. If you cast a second instance, the kamikaze fiends from the first batch explode.

If this spell is cast from a slot one level higher, you can conjure 1d3 kamikaze fiends. If cast from a slot two levels higher, you can conjure 1d4+1 kamikaze fiends. If cast from a slot three levels higher, you conjure 5 kamikaze fiends with a duration of 1 day/level.

Material Component: A seed which has been soaked in poison, rot, or disease.

Alternatively you can use a specially prepared scorched seed burned in various vile chemicals worth 100 gp. If you do, the kamikaze fiends deal hellfire damage instead, which ignores fire resistance and immunity.



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