|Editing:||Spelling and Grammar only|
|Size/Type:||Tiny Elemental (Incorporeal, Electricity, Air, Fire, Extraplanar)|
|Hit Dice:||8d8+8 (44 hp)|
|Initiative:||+7 (+3 Dex, +4 Improved Initiative)|
|Speed:||fly 30 ft. (perfect)|
|Armor Class:||17 (+2 size, +3 Dex, +2 Deflection), touch 17, flat-footed 14|
|Attack:||Poke +11 touch (1d6+3 electricity)|
|Full Attack:||Poke +11 touch (1d6+3 electricity)|
|Space/Reach:||5 ft./5 ft.|
|Special Attacks:||Ominous Wind|
|Special Qualities:||Incorporeal Traits, Electric Possession, Light, Spell-like Abilities, Charge-Up|
|Saves:||Fort +3, Ref +9, Will +5|
|Abilities:||Str —, Dex 16, Con 13, Int 12, Wis 10, Cha 15|
|Feats:||Improved Initiative, Iron Will, Quicken Spell-like Ability|
|Advancement:||9-20 HD (Tiny)|
Ominous Wind (Su): A gust of eerie wind is summoned and sent out, covering two 5' squares per hit die (16 for the sample Rotom). It must start adjacent to Rotom, and the squares must be connected as a single area. All in the area take Cold damage equal to 3d6 + the Rotom's hit dice, double if they have the [Psionic] subtype. A successful Fortitude save (DC 16, Charisma-based) halves this damage. Additionally, all of Rotom's ability scores gain a +1 enhancement bonus for one minute. Multiple uses of the ability will increase the bonus by +1 each time, to a maximum of +6.
Ominous Wind may not be used two turns in a row.
Light (Ex): Rotom naturally sheds a flickering blue-white light out to 30 feet.
Charge-Up (Ex): Rotom is naturally electric. By spending an action charging up, the next electricity effect used by Rotom (spell-like ability, spell, touch attack, whatever) has its save DC (if any) improved and damage increased. It must be used within 3 rounds, or the charge is lost, crackling brightly and briefly expanding the [[#Light|Light] effect to 100 feet for 1 round.
- Standard action: +2 to the save DC, add 3d6 + Intelligence modifier to damage.
- Full Round action: +4 to the save DC, double damage and add Intelligence modifier.
Spell-like Abilities (Sp): At will: shocking grasp, mirror image, shout, sonic snap; 1/5 rounds: lightning bolt, confusion, electric daze (Electricity effect: Reflex save or dazed 2 rounds, counts as a level 4 spell). Caster level equals hit dice, and the Save DCs are 10 + Spell Level + Rotom’s Charisma modifier.
- The sample Rotom has a caster level of 5 and save DC of 12 + spell level.
Rotom’s powers increase as it advances, and it gains the following spell-like abilities:
At 12 HD, it gains a continuous call lightning storm effect that can be switched on/off at will.
At 16 HD, it can use shadow ball (Negative Energy fireball) 1/5 rounds and daylight at will.
Back to Main Page → 3.5e Homebrew → Monsters