Towering Squirrelstorm (3.5e Monster)
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|Size/Type:||Diminutive Magical Beast (Psionic, Swarm)|
|Hit Dice:||16d10+16 (104 hp)|
|Speed:||20 ft, climb 20 ft|
|Armor Class:||18 (+4 dex, +4 size), touch 18, flat-footed 14|
|Attack:||Swarm Damage (4d6)|
|Full Attack:||Swarm Damage (4d6)|
|Space/Reach:||30 ft/0 ft|
|Special Attacks:||Distraction (DC 19), Psi-Like Abilities, Vortex (DC 18)|
|Special Qualities:||Absorb Force, Low-Light Vision, Sense Food, Super Swarm Traits|
|Saves:||Fort +11, Ref +14, Will +8|
|Abilities:||Str 2, Dex 19, Con 13, Int 2, Wis 16, Cha 13|
|Skills:||Climb +12, Escape Artist +6, Listen +7, Tumble +11, Spot +7, Survival +7|
|Feats:||Weapon Finesse, Improved Initiative, Alertness, Skill Focus (tumble), Open Minded, Open Minded|
|Alignment:||Always True Neutral|
There was the terrible sound of a freight train. A swirling tornado rises upon the horizon. Suddenly, the acorns began to lift up into the air, drawing all into the vortex.
Squirrels hunger for nuts, and in mass they can be ravenous. This is not a problem, but once in a blue moon a psionically blessed squirrel will awaken its inner power, and when it joins the swarming mob of squirrels it becomes a hivemind with all other squirrels. They become linked to each other with thin strains of ectoplasm and are lifted into the air by a whirling vortex of telekinetic energies. The hunger for nuts becomes their one overriding drive and they began to rampage over the land as a living, nut stealing, telekinetic storm.
Towering squirrelstorms are not innately hostile, but their existence causes trouble. They wander the area seeking food and carelessly moving over targets. Only creatures that manage to damage it, or creatures escaping with food, draw their attention and they actively seek to take these beings out through swarm damage and the power of their psi-like abilities.
Absorb Force (Ex): Towering squirrelstorms are immune to force damage, and instead heal an amount equal to the amount of force damage they otherwise would have taken.
Distraction (Ex): Any living creature that begins its turn with a towering squirrelstorm in its space must succeed on a DC 19 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Psi-Like Abilities (Ps): The towering squirrelstorm never uses its psi-like abilities unless it is actively hostile against a creature. Its "crystal" attacks come in the form of swarms of nuts telekinetically thrown at its opponents. Its psionic powers rapidly regenerate as it picks up more and more nuts on its rampage.
Sense Food (Su): A towering squirrelstorm has an innate sense of all nuts, acorns, and other squirrely snacks in a 300 ft radius as if using blindsense, as well as the number of them. It uses this to hunt for food. The sense can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Super Swarm Traits: A towering squirrelstorm has all the normal swarm traits, but forms a semi-solid cylinder with a 15 ft radius (30 ft diameter) and 300 ft tall. In this respect it is not unlike a mobile area of effect. Its semi-solid nature due to the web of ectoplasm linking its component squirrels together means it takes half damage from physical attacks instead of no damage (due to its components being diminutive). However as a side effect is absorbs force damage and uses it to strengthen itself.
Vortex (Ex): The towering squirrelstorm is in constant motion, surrounded by high winds and telekinetic force. Everything in a 100 ft radius from its center is subject to Windstorm strength winds in rotation around it, sucking things towards it. Anything that it detects as food is pulled telekinetically, even if shielded from the wind. If a creature is blown away, it is dragged towards the towering squirrelstorm. If it enters the towering squirrelstorm's space, it must make a Fortitude save or be held immobile (all speeds 0 ft) and aloft within the cylinder of squirrels until they successfully save, in which case they are blown in a random direction (1d4x10 ft) as per blown away.
Skills: Towering squirrelstorms have a +8 racial bonus on Climb checks. A towering squirrelstorm can always choose to take 10 on Climb checks, even if rushed or threatened. A towering squirrelstorm uses its Dexterity modifier instead of its Strength modifier for Climb checks.
|Alignment||Always True Neutral +|
|Challenge Rating||9 +|
|Environment||Temperate Forests +|
|Identifier||3.5e Monster +|
|Level Adjustment||— +|
|Subtype||Psionic + and Swarm +|
|Title||Towering Squirrelstorm +|
|Type||Magical Beast +|