Oliddaemon (3.5e Monster)
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Oliddaemon | |
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Size/Type: | Medium Outsider (Air, Elemental Spirit, Evil, Fire) |
Hit Dice: | 6d8+30 (57 hp) |
Initiative: | +4 |
Speed: | fly 30 ft (perfect) |
Armor Class: | 18 (+4 deflection, +4 dex), touch 18, flat-footed 14 |
Base Attack/Grapple: | +6/+6 |
Attack: | Slam +10 melee (1d6 plus poison and smokeout, 20/x2) |
Full Attack: | Two Slams +10 melee (1d6 plus poison and smokeout, 20/x2) |
Space/Reach: | 5 ft/5 ft |
Special Attacks: | Poison (DC 17), SLAs, Smokeout (DC 17) |
Special Qualities: | Darkvision 60 ft, DR 10/magic, Gas Shape, Ghosttouched, Immunities, See Through Fog, Vulnerability to Cold, Windy Shield |
Saves: | Fort +9, Ref +9, Will +9 |
Abilities: | Str 10, Dex 18, Con 18, Int 5, Wis 19, Cha 7 |
Skills: | Concentration +13, Escape Artist +13, Hide +13, Move Silently +13, Tumble +13 |
Feats: | Dodge, Improved ToughnessSpC, Mobility |
Environment: | Para-Elemental Plane of Smoke |
Organization: | Solitary or Cloudbank (2-5) |
Challenge Rating: | 5 |
Treasure: | None |
Alignment: | Always Evil |
Advancement: | 7-12 HD (Medium), 13-18 HD (Large), 19-24 HD (Huge) |
Level Adjustment: | — |
A cloud of smoke hid the dim embers of something within, the glow seeming to take on the shape of a grinning skull glaring forth with malice.
Fiends which perished in the Para-Elemental Plane of Smoke were reborn as avatars of the choking and suffocating nature of smoke that strangles life out of all breathing things. They are attracted to the sound of breathing, and generally ignore creatures that do not breathe until they prove themselves a threat. They are an amorphous skull-like entity filled with an ember of fire, the burning of its soul and any soul it manages to drain away by its mere presence. Though not enough to destroy souls, ethereal creatures still find these beings fearful.
Combat[edit]
Oliddaemons hunt breathing creatures, and ignore non-breathing entities until they prove themselves hostile. They may send one to initiate smokeout and poison effects, who then flees as they kite their opponents, and use spell-like abilities to wear them down. They understand spellcasters and target them first to silence them.
Gas Shape (Ex): Oliddaemons can pass through cracks, and cannot enter liquid, as if they were under the effects of gaseous form. It counts as a creature one size smaller for dealing with wind effects.
Ghosttouched (Su): Oliddaemons can interact with and affect ethereal creatures and effects as if under the effects of ghost touch weapons and armor.
Immunities (Ex): Oliddaemons are immune to critical hits, sneak attacks, and fire damage as well as fire disease, nausea, paralysis, poison, sickening, and stunning effects.
Poison (Ex): Injury, Fortitude DC 17, initial and secondary damage 1d4 Con. The save DC is Constitution-based.
See Through Fog (Su): The oliddaemon can see perfectly in fogs, mists, or other physical gaseous obstructions of any kind.
Smokeout (Su): On a successful slam attack, the oliddaemon leaves a fragment of itself behind covering the target's nose and mouth for 5 rounds on a failed DC 17 Fortitude save. The target cannot speak or breathe, or begin suffocating. They can dispel the smoke early by entering liquid, being under strong or stronger wind effects, or taking a full round action to wave away the smoke. The save DC is Constitution-based.
Spell-Like Abilities (Sp): At will-dancing lights, mage hand, touch of fatigue (DC 14); 3/day-gust of wind (DC 16), obscuring mist, product flame, pyrotechnics (DC 18); 1/day-stinking cloud (DC 19). The saving throws are Wisdom based, caster level 5th.
'Windy Shield (Su): The oliddaemon is surrounded by personal thermal currents which render it as if protected by wind wall (only applying to itself), as well as granting its Wisdom bonus as a deflection bonus to AC. In addition it is always under the effects of blur.
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