Gemini (3.5e Creature)
At first glance, this monster looks like two towering individuals standing back-to-back wearing the same dark, tattered skirt. The Gemini's strange anatomy is one that is unique, with two heads, four arms and legs to match, each appendage ending in a set of claws. This creature is a disturbing sight, most victims fixating on the pyramid shape of its heads, their bared teeth and lack of visible eyes. The Gemini carries the rusty, degraded weapons of its victims and is protected in places by metal armor that has long since fused to its body. It is also said that the Gemini can turn friend to foe, but nobody has returned to confirm this legend.
Size/Type: | Large Air Aberration |
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Hit Dice: | 4d8+10 (30 hp) |
Initiative: | 1 |
Speed: | 50ft |
Armor Class: | 13, touch 10, flat-footed 12 |
Base Attack/Grapple: | 3/12 |
Attack: | Kama +3 (1d6)/ Claw +3 (1d6) |
Full Attack: | Kama +1 (1d6), Kukri +1 (1d4), Light Light Mace -3 (1d6), Short Sword -3 (1d6)/ Claw(x2) +3 (2d6) |
Space/Reach: | 10ft/16ft |
Special Attacks: | Shift |
Special Qualities: | Darkvision 60ft. |
Saves: | Fort 2, Ref 1, Will 2 |
Abilities: | Str 18, Dex 13, Con 18, Int 15, Wis 15, Cha 5 |
Skills: | Balance +6, Hide +11, Intimidate +5, Listen +18, Move Silently +12, Spot +20 |
Feats: | Multiweapon Fighting |
Environment: | Any |
Organization: | Lone |
Challenge Rating: | 5 |
Treasure: | |
Alignment: | Neutral Evil |
Advancement: | By character Class |
Level Adjustment: | — |
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Combat
The Gemini is a fast and powerful monster. It is also very intelligent and does not scare easily. Its hearing and sight are otherworldly and it is difficult for its targets to go undetected in its presence. It uses four weapons at once to quickly incapacitate victims.
Shift (Su): Works as Dominate Person, but can only be used once the Gemini has completed a grapple check on the target. If the grapple is successful the target must make a will save (DC 15) to resist the ability. This effect last 1d6 rounds.
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