|Editing:||Spelling and Grammar only|
|Size/Type:||Small Aberration (Acid, Air)|
|Hit Dice:||3d8-3 (10 hp)|
|Initiative:||-3 (-3 Dex)|
|Speed:||5 ft., fly 20 ft. (perfect)|
|Armor Class:||16 (+1 size, -3 Dex, +8 natural), touch 8, flat-footed 16|
|Attack:||Slam +2 melee (1d4-1), Ranged Touch +0|
|Full Attack:||Slam +2 melee (1d4-1)|
|Space/Reach:||5 ft./5 ft.|
|Special Attacks:||Spell-like abilities|
|Special Qualities:||Blindsight 30 ft., resistance to acid and poison 5, sickly, strong scent|
|Saves:||Fort +2, Ref -2, Will +2|
|Abilities:||Str 8, Dex 5, Con 9, Int 7, Wis 8, Cha 8|
|Feats:||Final Strike, Blind Fighting, Great FortitudeB|
|Environment:||Swamps, Middens, and Cemeteries|
|Advancement:||4-5 HD (Small), 6-8 HD (Medium)|
Koffing are thin skinned, inflatable creatures filled with toxic gases. The poisonous gases within a Koffing are lighter than air, and cause them to float everywhere they go. Koffing may be related to beholders, but they have no eye related powers and smell really bad.
Koffing are known to frequent places that smell very bad on their own accounts, and it is believed that Koffing collect foul smells to be used later.
Koffing are aware that they aren't much in melee, and seek to avoid it if at all possible.
- Round 0: Remain 20 feet above the ground with flying.
- Round 1: Move to within blindsight range of the enemy, and throw down a stinking cloud.
- Round 2: Hide in the stinking cloud and attack opponents with acid arrow.
- Round 3: Repeat from round 2 unless no opponents present themselves, in which case go to round 1 (replacing with less effective clouds if necessary).
The sample Koffing has a save DC of 9 + Spell Level for its spell-like abilities, and a caster level of 3.
Strong Scent (Ex): A Koffing smells extremely bad. The range at which a creature can detect a Koffing's presence with the scent ability is doubled, and the time a Koffing can be tracked by scent is measured in days instead of hours. However, a creature with the scent ability within its normal scent range of a Koffing must make a fortitude save (DC 10 + 1/2 Koffing's hit dice + Con Modifier) every round or become nauseated for 1d4 rounds.
Sickly (Ex): Koffings are rather ill all the time, making it difficult for them to become more uncomfortable than they already are. Koffing cannot become nauseated and gain a +8 bonus to any saving throw to resist the effects of pain or torture.
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