Inooa, Wing (3.5e Creature)

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Wing Inooa
Size/Type: Large Outsider (Chaotic)
Hit Dice: 18d8+72 (157 hp)
Initiative: +10
Speed: Fly 80ft. (good)
Armor Class: 20(-1size, +6dex, +5nat), touch 15, flat-footed 14
Base Attack/Grapple: 18/27
Attack: Bite +30melee (1d8+4)
Full Attack: Bite +30melee (1d8+4)
Space/Reach: 10ft./5ft.
Special Attacks: Breath Weapon, Improved Grab, Quills
Special Qualities: Chaotic Morph, Damage Reduction10/lawful, Darkvision 60ft., Immunity to Electricity and Fire, Outsider Traits, Resistance to Acid20 and Cold20
Saves: Fort +13, Ref +13, Will +11
Abilities: Str 19, Dex 22, Con 19, Int 10, Wis 14, Cha 10
Skills: Concentration+15, Disable Device+5, Intimidate+10, Jump+10, Move Silently+15, Search+11, Sense Motive+10, Spot+15, Use Magic Device+5
Feats: Great Fortitude, Hover, Improved Initiative, Improved Unarmed Strike, Multiattack, Power Attack
Environment: Ever-Changing Chaos of Limbo
Organization: Solitary or mob (6-11)
Challenge Rating: 17
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: 19-27 HD(Large), 28-45 HD(Huge)
Level Adjustment:
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The creature has the coloration of indigo that reflects light like a dull metal. Its head looks like it is vaguely humanoid in shape, but the body below it grows a pair of large wing in the shape of fins. The body is also covered in long, sharp quills that rattles as the creature glides through the air with ease

The inooa is the predator of the Limbo. Both githzerais and slaadi fear this creature that can travel through unstable areas of Limbo. It makes good use of the gravity and falls towards its victim, breaking through any sort of barricades. Although it has no need to eat, it acts as if it enjoys consuming another creature, which makes others think that the inooa originated from the material realm and remolded to fit the chaotic planes. Usually they are found alone, but occasionally one can find them clustered together in a mob as a result of a mother spawning several children. Even when thrown into another realm that is potentially disastrous, the inooa is usually able to cope with it by changing forms.


The inooa likes to drop down on an unsuspecting victim, and then chew its way through one victim. If outnumbered, it counters with its breath attack.

Breath Weapon (Su):: 60-foot cone of acidic streams, once every 1d4 rounds, deals 9d6 points of damage, Reflex DC 19 halves.

Improved Grab (Ex):: To use this ability, the inooa must hit an opponent with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Quills (Ex): While biting, the inooa thrashes about, striking with 1d4 of its quills. An opponent hit by an inooa’s quill attack must succeed on a DC 20 Reflex save or have the quill break off in his or her flesh. Lodged quills impose a -1 penalty on attacks, saves, and checks per quill. A quill can be removed safely with a DC 20 Heal check; otherwise, removing a quill deals an extra 1d6 points of damage.

Chaotic Morph (Su): An inooa has the ability to change its form in a way that it thinks is the most fitting for the situation. Using a full round action, the inooa can transform into Normal form, Hulk form, Slim form, Blob form, Loaf form, or Core form.

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