|Editing:||Spelling and Grammar only|
|Size/Type:||Small Aberration (Acid, Air)|
|Hit Dice:||6d8 (27 hp)|
|Initiative:||-3 (-3 Dex)|
|Speed:||5 ft., fly 20 ft. (perfect)|
|Armor Class:||20 (+1 size, -3 Dex, +12 natural), touch 8, flat-footed 20|
|Attack:||Slam +6 melee (1d4+1)|
|Full Attack:||Slam +6 melee (1d4+1)|
|Space/Reach:||5 ft./5 ft.|
|Special Attacks:||Spell-like abilities, double belch|
|Special Qualities:||Blindsight 60 ft., resistance to acid and poison 5, sickly, strong scent|
|Saves:||Fort +4, Ref -1, Will +4|
|Abilities:||Str 12, Dex 5, Con 11, Int 9, Wis 8, Cha 8|
|Feats:||Final Strike, Blind Fighting, Alertness, MultivoiceB, Great FortitudeB|
|Environment:||Swamps, Middens, and Cemeteries.|
|Advancement:||7-8 HD (Small), 9-12 HD (Medium)|
Weezing are loosely connected, thin skinned, collections of inflatable globes filled with toxic gases. Each separate globe of a Weezing has its own face, which mumbles and complains separately. The poisonous gases within a Weezing are lighter than air, and cause them to float everywhere they go. Weezing may be related to beholders, but they have no eye related powers and smell really bad.
Weezing are known to frequent places that smell very bad on their own accounts, and it is believed that Weezing collect foul smells to be used later. The separate globes of the Weezing grow and shrink independently as they draw gases out of one another.
Weezing 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, while attacking an opponent with acid arrow.
- 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 Weezing has a save DC of 9 + Spell Level for its spell-like abilities, and a caster level of 3.
Double Belch (Ex): A Weezing can use two spell-like abilities with a single standard action.
Strong Scent (Ex): A Weezing smells extremely bad. The range at which a creature can detect a Weezing's presence with the scent ability is doubled, and the time a Weezing 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 Weezing must make a fortitude save (DC 10 + 1/2 Weezing's hit dice + Con Modifier) every round or become nauseated for 1d4 rounds.
Sickly (Ex): Weezings are rather ill all the time, making it difficult for them to become more uncomfortable than they already are. Weezing cannot become nauseated and gain a +8 bonus to any saving throw to resist the effects of pain or torture.
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