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Drifblim (3.5e Monster)

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Revision as of 06:12, April 5, 2010 by Quantumboost (Talk | contribs)

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Adopted By
Quantumboost (talk)
Original Creator: Koumei
Date Adopted: 4/4/2010
Status: Complete
Editing: Spelling and Grammar only


Drifblim
Size/Type: Medium Aberration (Air)
Hit Dice: 12d8+48 (102 hp)
Initiative: +2 (+2 Dex)
Speed: fly 30 ft. (poor)
Armor Class: 16 (+2 Dex, +4 mage armor) Touch 12, Flat-footed 14, touch {{{touch}}}, flat-footed {{{flat}}}
Base Attack/Grapple: +9/+7
Attack: Slam +14 melee (1d4-2) or Tail Slap +14 melee (1d2-2 plus Improved Grab)
Full Attack: Slam +14 melee (1d4-2) or 3 Tail Slaps +14 melee (1d2-2 plus Improved Grab)
Space/Reach: 5 ft./5 ft.
Special Attacks: Ominous Wind, Spell-like Abilities, Aftermath, Explosion, Improved Grab
Special Qualities: Unburden, Damage Reduction 10/ghost touch, Strength of Air, Etherealness, Spell Resistance 19, Stockpile
Saves: Fort +7, Ref +6, Will +8
Abilities: Str 7, Dex 14, Con 16, Int 9, Wis 11, Cha 18
Skills:
Feats: Improved Initiative, Weapon Finesse, Ability Focus (Ominous Wind), Sudden Ability Focus, Improved Toughness
Environment: They tend to drift anywhere...
Organization: Usually Solitary.
Challenge Rating: 9
Treasure: Standard.
Alignment: Usually Neutral
Advancement: 13-15 HD (Medium), 16-20 HD (Large)
Level Adjustment:


Combat

Ominous Wind (Su): A gust of eerie wind is summoned and sent out, covering two 5' squares per hit die (16 for the sample Drifblim). It must start adjacent to Drifblim, and the squares must be connected as a single area. All in the area take Cold damage equal to 3d6 + the Drifblim's hit dice, double if they have the [Psionic] subtype. A successful Fortitude save (DC 20, Charisma-based) halves this damage. Additionally, all of Drifblim's ability scores gain a +1 enhancement bonus for one minute. Multiple uses of the ability will increase the bonus by +1 each time, to a maximum of +6.

Unburden (Ex): As long as Drifblim is not carrying anything, not wearing any armour and not engaged in a grapple, it gets a +4 Enhancement bonus to Dexterity and a +30 foot Enhancement bonus to its movement speed. This ends as soon as it holds an item, wears armour or grapples (or is grappled by) someone.

Spell-like Abilities (Sp): At will: damning darkness, mage armor, hypnotism; 1/4 rounds: shadow ball (negative energy-substituted fireball), deep slumber. Caster level equals hit dice, and the Save DCs are 10 + Spell Level + Drifblim’s Charisma modifier.

The sample Drifblim has a caster level of 10 and save DC of 15 + spell level.

Stockpiled: these spell-like abilities require mage armor to be in effect. Using any of them ends the effect.

  • Swallow: Regain 1d6 HP per caster level (10d6)
  • Spit up: 60' ranged attack deals 1d6 Force/level (10d6)

Etherealness (Su): Drifblim can spend up to one minute per day Ethereal, as per etherealness.

Explosion (Su): As a standard action, Drifblim can elect to explode, falling to -1 HP and stable. All within 50 feet of Drifloon take fire damage equal to the amount of damage it suffered to reach -1, plus 3d6. A Ref save vs. DC 19 halves this. The DC is Con-based. This is only used as a last resort – they are not in a habit of exploding themselves just out of spite.

Aftermath (Ex): Drifblim is filled with tightly compressed air. If it ever is reduced below 0 HP, it unleashes this air in a powerful blast. All within 30 feet take 1d6 bludgeoning damage per hit die and are knocked prone. A Ref save (DC 19) halves the damage and negates the Prone status. Explosion activates this on top of its own damage.

Strength of Air (Ex): Thanks to the air within in, Drifblim has a carrying capacity as though its Strength was ten points higher than it actually is. It can now actually carry people about the place.


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