Lightmote Cloud (3.5e Creature)

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Lightmote Cloud
Size/Type: Fine Undead (Swarm)
Hit Dice: 10d12 (65 hp)
Initiative: +1
Speed: Fly 20 ft. (4 Squares)
Armor Class: 19 (+8 Size, +1 Dex), touch 19, flat-footed 18
Base Attack/Grapple: +5/--
Attack: Swarm (1d6)
Full Attack: Swarm (1d6)
Space/Reach: 10ft/0ft
Special Attacks: Distraction, Dancing Lights, Daylight, Light, Searing Light
Special Qualities: Darkvision 60 ft, immune to weapon damage, swarm traits
Saves: Fort +2, Ref +3, Will +6
Abilities: Str 4, Dex 13, Con --, Int --, Wis 10, Cha 1
Skills: --
Feats: --
Environment: Any
Organization: Solitary, cloud (2–4), or infestation (7–12)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral good
Advancement: None
Level Adjustment: --

This cloud of blinding orbs boils toward it's target, droning ominously in its strangely high pitch.

Lightmote clouds are swarms of lightmotes, lightmotes are undead with strong light-based magical powers. They are quite a rare type of undead as they have a good alignment, whereas most undead are evil. They are natural enemies of darkmote clouds.


Distraction (Ex): Any living creature that begins its turn with a Lightmote cloud in its space must succeed on a DC 15 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Daylight (Sp): The object touched sheds light as bright as full daylight in a 60-foot radius, and dim light for an additional 60 feet beyond that. Creatures that take penalties in bright light also take them while within the radius of this magical light. Despite its name, this spell is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by bright light. Usable at will, caster level 10th.

If daylight is cast on a small object that is then placed inside or under a light- proof covering, the spell’s effects are blocked until the covering is removed.

Daylight brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.

Daylight counters or dispels any darkness spell of equal or lower level, such as darkness.

Searing Light (Sp): Focusing divine power like a ray of the sun, you project a blast of light from your open palm. You must succeed on a ranged touch attack to strike your target. A creature struck by this ray of light takes 1d8 points of damage per two caster levels (maximum 5d8). An undead creature takes 1d6 points of damage per caster level (maximum 10d6), and an undead creature particularly vulnerable to bright light takes 1d8 points of damage per caster level (maximum 10d8). A construct or inanimate object takes only 1d6 points of damage per two caster levels (maximum 5d6). Usable at will, caster level 10th.

Light (Sp): This spell causes an object to glow like a torch, shedding bright light in a 20-foot radius (and dim light for an additional 20 feet) from the point you touch. The effect is immobile, but it can be cast on a movable object. Light taken into an area of magical darkness does not function. Usable at will, caster level 10th. A light spell (one with the light descriptor) counters and dispels a darkness spell (one with the darkness descriptor) of an equal or lower level.

Dancing Lights (Sp): You create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o’-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell’s range. Usable at will, caster level 10th.

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