Togetic (3.5e Monster)

From Dungeons and Dragons Wiki
Jump to: navigation, search


Homebrew.png
Adopter: Quantumboost (talk)
Original Author: FrankTrollman (talk)
Date Created:
Date Adopted: 3/21/2010
Status: Complete
Editing: Spelling and Grammar only
ArticleUnrated.png
Rate this article
Discuss this article
Togetic from HeartGold/SoulSilver.
Togetic
Size/Type: Small Magical Beast (Extraplanar, Pokémon)
Hit Dice: 3d10+3 (19 hp)
Initiative: -1 (-1 Dex)
Speed: 10 ft., fly 30 ft. (perfect)
Armor Class: 13 (+ size, -1 Dex, +3 natural), touch 10, flat-footed 13
Base Attack/Grapple: +3/-3
Attack: Slam +3 melee (1d3-2)
Full Attack: Slam +3 melee (1d3-2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Metronome
Special Qualities: Lucky, Fairy Pokémon Traits, Flying Pokémon Traits
Saves: Fort +2, Ref +2, Will +0
Abilities: Str 6, Dex 9, Con 8, Int 4, Wis 9, Cha 15
Skills: Diplomacy +8
Feats: Weapon Finesse, Toughness
Environment: Any land.
Organization: Usually solitary
Challenge Rating: 2
Treasure: Standard.
Alignment: Always Good
Advancement: 4-6 HD (Small)
Level Adjustment:


Togetics are hexapodal bulbous creatures with crowns of spikes on their heads. Togetics are relatively pleasant to be around, and float effortlessly in the air. Togetics move by periodically flapping their wings, but do not seem to need to use their wings to stay aloft.

Combat[edit]

Tactics Round-by-Round:

Togetic will, if possible, use their flight to avoid combat.

  • Round 1: Use Metronome, hope for the best.
  • Round 2: Fly away.
  • Round 3: Take a wild guess.

Metronome (Sp): At will, a Togetic can trigger the expenditure of considerable amounts of minimally controlled arcane power. When it does so, an arcane effect is generated. If a Togetic uses this ability, it cannot use it again for 1d3+1 rounds. The DM may choose what happens at this point (generally equivalent to a 3rd-level spell effect), or you can roll on this table:

1: blink
2: clairaudience/clairvoyance
3: dispel magic
4: displacement
5: fireball
6: flame arrow
7: fly
8: haste
9: heroism
10: hold monster
11: invisibility sphere
12: lightning bolt
13: magic circle against evil
14: slow
15: vampiric touch
16: arcane sight
17: ice burst[1]
18: negative energy burst[1]
19: regenerate circle[2]/mass lesser vigor[3]
20: DM's choice

A Togetic can target the spell after it knows what it will be, but cannot voluntarily retract a spell once Metronome has been begun. The spell goes off as if the Togetic had cast the spell itself, at a caster level equal to the Togetic's HD+1 (rounded down). If, for whatever reason, the spell has no legal target, the arcane energy explodes, as if the Togetic had suffered a scroll mishap with a 3rd level scroll.

Lucky (Ex): Once per day, a Togetic can reroll any roll it makes, exactly as if it had the Luck Domain special ability. This can be used to avert a particularly disastrous Metronome effect, and often is.

References[edit]


Legal Disclaimer

This web page is Not in any way, shape, or form affiliated with the owner(s) of any copyright material presented on this page. Copyrights and trademarks for any books, films, and other promotional materials are held by their respective owners and their use is allowed under the fair use clause of the Copyright Law.

Back to Main Page3.5e HomebrewMonsters

AdopterQuantumboost +
AlignmentAlways Good +
AuthorFrankTrollman +
Challenge Rating2 +
EnvironmentAny land. +
Identifier3.5e Monster +
Level Adjustment+
RatingUnrated +
SizeSmall +
SubtypeExtraplanar + and Pokémon +
TitleTogetic +
TypeMagical Beast +