Wandjinna’s Blossom
Medium Ooze (Air Subtype)
Templates: Living Spell
Hit Dice: 10d10+20 [70 hp]
Initiative: +05
Speed:
- 60 ft., Fly, Perfect Maneuverability
Armor Class
Base: 16
-Flat-Footed: 15
Touch: 16
Base Attack/Grapple: +07/+07
Attack: Slam 1d4+3, Ball Lightning [10d6] or Lightning Bolt [10d6]
Full Attack: Slam 1d4+3, Ball Lightning [10d6] or Lightning Bolt [10d6]
Space/Reach: 5 ft. / 5ft.
Special Attacks:
Engulf, Ball Lightning, Lightning Bolt
Special Qualities:
Blindsight, Ooze Traits, Damage Reduction/10, Spell Resistance 20
Saves: Fort +07, Ref +06, Will +06
Abilities:
Str 15 [+02], Int 00 [+0], Wis 12 [+01], Dex 12 [+01], Con 15 [+02], Cha 15 [+02]
Skills:
None
Feats: Improved Initiative
Environment: Any land
Organization: Solitary
Challenge Rating: 06
Treasure: None
Alignment: Neutral
Advancement: ---
Level Adjustment: ---
COMBAT
Engulf + Ball Lightning or Lightning Bolt
Defense
Ooze Traits, Air Subtype
Engulf (Su): A Living Spell can flow around creatures that fit within its space as a standard action. It cannot make a slam attack during a round in which it engulfs. The Living Spell merely has to move over the opponents, effecting as many as it can cover. Opponents can make attacks of opportunity against the Living Spell, but if they do so they are not entitled a saving throw. Those who do not attempt attacks of opportunity must succeed on a Reflex save [DC 22] or be engulfed on a success, they are pushed back or aside as the spell moves forward. Engulfed creatures are subject to the full normal effects of the spell(s) each round on the Living Spells turn and are considered to be grappled.
Immunities (Su): Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). Blind (but have the blindsight special quality). Immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight. Immunity to poison, sleep effects, paralysis, polymorph, and stunning. Not subject to critical hits or flanking. Oozes eat and breathe, but do not sleep.
Spell Effects – Ball Lightning (Su): a blossom can expel a 5-foot diameter ball of lightning from its mass and roll it towards any direction up to 150 ft at a rate of 30 ft. per round. Striking an object it ruptures dealing 6d6 points of damage. Wandjinna’s blossom may expel a new lightning ball once every other round.
Spell Effects – Lightning (Su): The Blossom can release a powerful stroke of electrical energy that deals 6d6 points of electricity damage to each creature within its area. The bolt is expelled from the center of its mass. The lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if range permits; otherwise, it stops at the barrier just as any other spell effect does.
Description:
This Living Spell is named after the Storm Paladin, Karyn Wandjinna after one of her forays into the Elemental Plane of Air. Discovered by her, she aptly named after the manner it unfolds, like a spring flower blooming, shortly before it discharges its electrical energies. Slain in the initial encounter, Karyn honored its defeat by embellishing the Blossom as an icon on her shield and her coat-of-arms. Many wizards and sorcerers have traveled leagues and other planes in hoping to ensnare one of these fantastic creatures, or its young.
Wandjinna’s Blossoms are the only know Living Spell capable of asexual reproduction. Sages say Djinni Princes, the Wind Dukes and other power creatures of Elemental Air keep the Blossoms as pets and guardian creatures.
© Jeffrey Williams 2007.
20071103
Subscribe to:
Post Comments (Atom)
No comments:
Post a Comment