|Editing:||Spelling and Grammar only|
|Size/Type:||Tiny Magical Beast (Fire)|
|Hit Dice:||1d8 (4 hp)|
|Initiative:||+3 (+3 Dex)|
|Speed:||20 ft., fly 10 ft. (clumsy)|
|Armor Class:||16 (+2 size, +3 Dex, +1 natural), touch 15, flat-footed 13|
|Attack:||Claw +5 melee (1d3-2, 19-20/x2)|
|Full Attack:||2 Claws +5 melee (1d3-2, 19-20/x2)|
|Space/Reach:||5 ft./5 ft.|
|Special Attacks:||Sand Attack, Ember|
|Special Qualities:||Focus, Fighting Style|
|Saves:||Fort +2, Ref +5, Will +0|
|Abilities:||Str 6, Dex 17, Con 11, Int 8, Wis 10, Cha 13|
|Feats:||Weapon FinesseB, Improved Natural Attack (Claw)|
|Advancement:||2-5 HD (Tiny), 6-10 HD (Small)|
Sand Attack (Ex): As a move action, Torchic can kick sand and dust into the face of an adjacent foe. If they rely on sight for vision, Torchic gains Concealment against them for one round.
Ember (Su): Once per 1d4+1 rounds, Torchic can unleash a small breath weapon of flames in a 15' cone. All in the area take Fire damage equal to 1d6 + Torchic's HD + its Charisma modifier, with a Ref save (DC 10) for half. The save DC is Con-based.
- The sample Torchic deals 1d6+2 Fire damage.
Focus (Ex): If Torchic spends a Swift action focusing, and does not move more than 5' in the round, its next Claw attack threatens a critical on a natural 17-20. If Improved Critical is taken, this becomes 15-20.
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