Happiny (3.5e Monster)

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Adopter: Quantumboost (talk)
Original Author: Koumei (talk)
Date Created:
Date Adopted: 3/29/2010
Status: Complete
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Happiny from Diamond/Pearl
Happiny
Size/Type: Small Magical Beast (Good)
Hit Dice: 1d10+2 (7 hp)
Initiative: +0 (+0 Dex)
Speed: 20 ft.
Armor Class: 13 (+1 size, +0 dexterity, +2 natural), touch 11, flat-footed 13
Base Attack/Grapple: +1/-5
Attack: Slam +0 melee (1d3-2)
Full Attack: Slam +0 melee (1d3-2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Sweet Kiss, Charm Person
Special Qualities: Natural Cure, Egg Move
Saves: Fort +1, Ref +2, Will +1
Abilities: Str 6, Dex 10, Con 8, Int 10, Wis 12, Cha 14
Skills:
Feats: Toughness
Environment: Grasslands near people
Organization: Solitary
Challenge Rating: 1
Treasure: Standard + smooth rock.
Alignment: Neutral Good
Advancement: 2-3 HD (Small), 4-6 HD (Medium)
Level Adjustment:


A small egg-shaped creature runs around, playing with a small stone it keeps in a pouch that encircles its body.

Combat

Sweet Kiss (Su): As a melee touch attack that does not provoke attacks of opportunity, Happiny can place a kiss on a foe, forcing a Will save vs. DC 14 against confusion for 1 round per hit die. Happiny receives a +2 racial bonus to the DC, and the DC is Charisma-based.

Charm Person (Sp): Happiny may cast charm person at will as a Sorcerer with caster level equal to its hit dice.

The sample Happiny’s Charm Person has a caster level of 1 and save DC of 13.

Natural Cure (Su): With a full round action, Happiny can remove any status afflictions. This is a purely mental action.

Egg Move: Happiny hatches with one of the following moves.

  • Substitute (Sp): Happiny can cast mirror image as a spell-like ability once per minute
  • Metronome (Sp): At will, the Happiny can trigger the expenditure of considerable amounts of minimally controlled arcane power. When it does so, an arcane effect is generated. If a Happiny uses this ability it cannot use it again for 1d6+1 rounds. The DM may choose what happens at this point (generally equivalent to a 2nd level spell effect) or you can roll on this table:
1: blindness/deafness
2: blur
3: darkvision
4: flaming sphere
5: invisibility
6: levitate
7: acid arrow
8: mirror image
9: minor image
10: protection from arrows
11: stinking cloud
12: summon swarm
13: web
14: glitterdust
15: choke[1]
16: false life
17: body of the sun[2]
18: creeping cold[2]
19: getaway[3]
20: DM's choice
A Happiny can target the spell after it knows what it will be, but cannot voluntarily retract a spell once Metronome has been begun. The spell goes off as if the Happiny had cast the spell itself, at a caster level equal to the Happiny's HD+1 (rounded down). If, for whatever reason, the spell has no legal target the arcane energy explodes, as if the Happiny had suffered a scroll mishap with a 2nd level scroll.
  • Present (Su): Happiny can produce a lesser orb of fire at will. If minimum damage is rolled, the opponent is instead healed 1d6+Cha HP.

References


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