Shedinja (3.5e Monster)

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Shedinja from Ruby/Sapphire.
Shedinja
Size/Type: Small Undead (Bug, Pokémon)
Hit Dice: 8d12-100 (1 hp)
Initiative: -2 (-2 Dex)
Speed: fly 50 ft. (perfect)
Armor Class: 14 (+1 size, +3 dex), touch 14, flat-footed 11
Base Attack/Grapple: +8/+3
Attack: Claw +10 melee (1d6+3)
Full Attack: Claw +10 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Spell-like Abilities, Wonder Guard, Grudge,Heal Block, Steal Spirit, Darkvision 60 ft., undead traits, Ghost Pokémon Traits, Pokémon
Saves: Fort +2, Ref +5, Will +2
Abilities: Str 16, Dex 6, Con -, Int 3, Wis 2, Cha 14
Skills: Move Silently +5
Feats: Improved Natural Attack (Claw), Weapon Focus (Claw), Weapon Specialization (Claw)
Environment: Cold Forests
Organization: Almost always accompanying a Ninjask.
Challenge Rating: 8
Treasure: Standard
Alignment: Neutral
Advancement: 8-12 HD (small)
Level Adjustment:


A strange creature, looking like a cicada's exoskeleton, floats motionlessly in front of you. It stares blankly, as if it has no idea of what is going on around it. You somehow sense a very dark, otherworldly power emanating from its lifeless form.

Combat[edit]

Shedinja mostly prefers to remain motionless in battle, attacking from afar by firing shadow balls and attacking with its claws when enemies approach. It will only move to follow the Ninjask that spawned it, which it always tries to be as close to as possible, or if it is forced to flee by a magical effect.

Spell-like Abilities (Sp): 5/day: shadow ball (as fireball, but deals negative energy damage), DC 15, 2/day: confusion, DC 16. Caster level equals hit dice, and the Save DCs are 10 + Spell Level + Shedinja’s Charisma modifier. Shadow Ball and Confusion are [Ghost] effects.

Grudge (Su): If Shedinja is killed with a spell, the attacker must make a DC 16 Will Save or lose all its prepared spells for the day. The save DC is 10 + half Shedinja's HD + Shedinja's charisma modifier.

Heal Block (Su): Within a 30 ft aura around Shedinja, all creatures attempting to cast a spell with "cure" in the name must make a DC 16 will save or the spell fails. The spell is still memorized if it fails, but the caster cannot attempt another action that turn. The save DC is 10 + half Shedinja's HD + Shedinja's charisma modifier.

Steal Spirit (Su): Any creature looking at Shedinja's back must make a DC 16 will save or have their soul stolen. This has a 25% chance of happening to each person who stands adjacent to a Shedinja. The character cannot take any actions and falls catatonic until the Shedinja is killed. It can only harvest one soul at any time, and if another is stolen, the first creature regains its soul back. The save DC is 10 + half Shedinja's HD + Shedinja's charisma modifier.

Wonder Guard (Su): Shedinja always has 1 maximum hit point. It always has Mettle and Evasion. It is immune to all damage except fire and negative energy, or any weapon that deals damage to incorporeal creatures. It can be turned by Turn Undead, but cannot take damage from it. It can always move perfectly silently, and never makes any sound.


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Back to Main Page3.5e HomebrewMonsters

AlignmentNeutral +
Authornone +
Challenge Rating8 +
EnvironmentCold Forests +
Identifier3.5e Monster +
Level Adjustment+
Rated ByThunderGod Cid +
RatingRating Pending +
SizeSmall +
SubtypeBug + and Pokémon +
SummaryA strange creature, looking like a cicada's exoskeleton, floats motionlessly in front of you. It stares blankly, as if it has no idea of what is going on around it. You somehow sense a very dark, otherworldly power emanating from its lifeless form. +
TitleShedinja +
TypeUndead +