Fighting Damashii (3.5e Monster)
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|Size/Type:||Medium Outsider (Native)|
|Hit Dice:||6d8+36 (63 hp)|
|Armor Class:||19 (+4 dex, +1 monk, +4 wis), touch 19, flat-footed 15|
|Attack:||Unarmed Strike +12 melee (1d8+6, 20/x3)|
|Full Attack:||Unarmed Strike +12/+7 melee (1d8+6, 20/x3)|
|Space/Reach:||5 ft/5 ft|
|Special Attacks:||Chakra Recovery, Flurry of Blows (+10/+10/+5), Hamedo, Stunning Fist|
|Special Qualities:||Darkvision 60 ft, Determination, DR 5/magic, Evasion, High Jump, Immunities, Monk Training|
|Saves:||Fort +11, Ref +9, Will +9|
|Abilities:||Str 22, Dex 18, Con 22, Int 13, Wis 19, Cha 11|
|Skills:||Balance +15, Climb +15, Intimidate +9, Jump +29, Listen +13, Sense Motive +13, Spot +13, Swim +15, Tumble +15|
|Feats:||Power AttackB, Deflect ArrowsB, Improved DisarmB, Dodge, Mobility, Spring Attack|
|Organization:||Solitary, Pair, or Grogh (3-11)|
|Advancement:||By character class|
Suddenly you face 11 monks in the desert. Now you're doomed.
It is said these outsiders are born out of intense fighting spirit from mortal fighters, making them almost ghosts, psychic impressions left on places of intense battle and bravery. These creatures appear humanoid at first glance, but their skin is often of unnatural hue and their eyes are blank. In fact they do not seem to bleed normal blood and their interiors are filled with a spiritual light, the aura of the one who spawned them.
These beings are single minded in their goal to find the ultimate fight, and finding another of its kind is a joy as it promises endless battle. As such they often group together and will be left alone in the ruins of ancient battlefields, content to fight and meditate the day away. Woe be those who stumble upon them as they will gladly bring you into the fun of battle as well.
Fighting damashiis are of human or humanoid proportion and weight. They speak Common and often the one language of the creature which spawned them.
Fighting damashiis come in many styles, beliefs, and tactics on how to fight but they always stick to them. Many see fighting as a game, and will intentionally go nonlethal so they can abduct the victim to their domicile to have a fighting buddy for all eternity.
Chakra Recovery (Su): A fighting damashii can take a full round action to meditate, and they are flatfooted when they do so. However they will begin to recover hp and ability damage each round as if they had rested for the night. They glow visibly when using this ability.
Determination (Ex): A fighting damashii is hard to put down. 1 round after they die and as long as their body is intact, there is a 50% chance they will rise back up at 50% hp, with a +2 morale bonus to attack and damage for the rest of the encounter (or 1 minute, whichever is longer). However in this state they are vulnerable, as they can only benefit from this ability 1/day.
Hamedo (Su): A fighting damashii may expend all of their attacks of opportunities for a round by spending an immediate action in reaction to any attack against them. They may make a single unarmed strike against a creature attacking them. They often choose to employ Stunning Fist in order to interrupt the attack. They must have at least one attack of opportunity to expend in order to use this ability.
High Jump (Ex): A fighting damashii adds their HD to their Jump checks, and always counts as having a running start with their jumps.
Monk Training: A fighting damashii resembles a monk in many ways, and counts as a monk of its level. It has the AC bonus, fast movement, flurry of blows, Wisdom to AC as a monk, proficiencies, and unarmed strike of a monk.