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Espeon (3.5e Monster)

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Original Creator: FrankTrollman
Date Created: 3/11/2010
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Espeon
Size/Type: Small Magical Beast (Psionic, Shapechanger)
Hit Dice: 7d10+21 (59 hp)
Initiative: +7 (+7 Dex)
Speed: 15 ft., fly 60 ft. (good)
Armor Class: 21 (+1 size, +7 Dex, +3 natural), touch 18, flat-footed 14
Base Attack/Grapple: +7/+2
Attack: Slam +13 melee (1d4-1)
Full Attack: Slam +13 melee (1d4-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like Abilities
Special Qualities: Adaptive, Always In Fashion, Damage Reduction 10/magic, Scent, Spell Resistance 17
Saves: Fort +9, Ref +13, Will +9
Abilities: Str 9, Dex 24, Con 17, Int 12, Wis 16, Cha 23
Skills: Knowledge (nature) +8, Use Magic Device +18, Sense Motive +17, Survival +19
Feats: Luck of Heroes[1], Ability Focus: Enchantment, Quicken Spell-like Ability[2], EnduranceB, Weapon FinesseB
Environment: Any land.
Organization: Usually solitary
Challenge Rating: 7
Treasure: Standard.
Alignment: Usually Neutral
Advancement: 8-10 HD (small), 11-15 HD (medium)
Level Adjustment:


A purple feline form floats in front of you, a crystal on its forehead gleaming and surrounding it in a pink aura.

Sometimes an Eevee which is especially happy will transform into an Espeon. Its tail bifurcates and it gains psychic powers that concentrate themselves in a crystal that grows within its forehead. Espeon are very intuitive, and rarely attempt to communicate with anyone directly. It is said that they always know when the weather will be bad, so if an Espeon is leaving - it might not be a bad idea to follow.

Combat

Espeon fight to win, they usually know what their opponents are going to do, and the only response available to them is to begin with overwhelming force. Espeon begin most combats with confusion and psionic blast, if they think they can win from that point on, they'll stay, otherwise they will flee.

Spell-like Abilities (Sp): At will: unnerving gaze[3], dancing lights, ghost sound. 3/day: psionic blast. 2/day: confusion, fear, suggestion, touch of madness, detect thoughts, sleep, weather eye[4], true strike, alarm. 1/week: commune with nature. Cast as a sorcerer of a caster level equal to its hit dice.

The sample Espeon has a save DC of 16 + spell level for its spell-like abilities, and a caster level of 7.

Adaptive (Ex): A Espeon is capable of supporting itself in any physical environment. It does not have to breathe, eat, or drink, and is immune to any poison. Espeon are never exhausted, do not sleep, and are not severely impacted by high or low temperatures.

Always in Fashion (Ex): A Espeon naturally attunes itself to any plane it is on, or any magical effect it is exposed to. A Espeon constantly benefits from an attune form[5] effect. In addition, a Espeon has spell resistance equal to 10 plus its hit dice.

Skills: Espeon learn quickly, and gain a +2 racial bonus on any skill in which they have at least 4 ranks. In addition, Espeon are somewhat precognitive, and gain a +4 racial bonus on Sense Motive and Survival checks.

References

  1. Forgotten Realms Campaign Setting
  2. Monster Manual II
  3. Book of Vile Darkness
  4. Complete Divine
  5. Manual of the Planes

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