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Deca
2010-03-30, 07:29 AM
Innocent Heart

An Innocent Heart is a hunched humanoid with smooth oily grey skin. Their fingers and toes are abnormally long and bulbous. Their heads are deformed oval shapes with glowing yellow eyes and a huge mouth filled with several rows of yellow tombstomb teeth.

Despite their horrible appearance, Innocent Hearts are always well-spoken and charming. They are always pleasant company to have. Occasionally, an isolated village will be visited by a Heart. Despite early misgivings about it's appearance, the Heart's charm (literally) will usually allow the villagers to accept it. The Heart will always prove to be a great asset to the village, doing any job asked to do and often playing with the village children. The children always love the Innocent Hearts.

However, a few days after arriving, the Heart will pick up it's instrument and do a wonderful performance for the villagers. It's so wonderful that the adults are fine with just sitting there appreciating it while the Heart runs away from the village with a long string of charmed children following it.
Nobody knows what happens to the children but it is widely believed that the Heart institutes a 'test' on them somewhere out in the wild. Those that pass the test are taken away to Fae to be transformed into Hearts themselves. Those that fail are killed by the Heart and eaten.

Of course, the Heart doesn't even realise what it's doing. A former child itself, it's just thinks its playing with the other children. And when it's finished playing with them, it takes great care to eat them up nice and well so they'll be with it forever...

Innocent Heart
MEDIUM FEY
HD 15d6 (52.5)
Speed 30ft. (6 squares)
Init: 2
AC 15 (+2 Dex Bonus, +3 Dodge Bonus); touch 15; flat-footed 10
BAB +7/+2; Grp +8/+3
Attack Unarmed Strike +7 melee (1d3 +1/ x2)
Full-Attack Unarmed Strike +7/+2 (1d3+1/ x2)
Space 5 ft.; Reach 5 ft
Special Attacks None
Special Qualities Improved Evasion, Improved Uncanny Dodge, Fluency, Heart of Innocence, Lure
Saves Fort+5, Ref +9, Will+9
Abilities Str 12, Dex 14, Con 16, Int 10, Wis 4, Cha 22
Skills Diplomacy 18, Bluff 18, Hide 9 (11), Perform (sing) 18, Perform (dance) 18, Perform (Wind Instruments) 18(20), Tumble 9
Feats Improved Unarmed Strike, Simple Weapon Proficiency, Acrobatic, Bladeproof Skin, Conductivity, Controlled Immolation, Residual Rebound
Environment Innocent Hearts can turn up anywhere there are children.
Organization Solitary (Hearts travel alone)
Challenge Rating ?
Treasure White Flute, Sunhat, Precognisant Cloak, Nourishing Stew
Alignment Neutral Good (Technically, they just want to help other children. It's just their idea of help is drastically different from ours :smalleek: )
Advancement Can take class levels in Bard.

Improved Evasion (Ex):
As Rogue Ability

Improved Uncanny Dodge (Ex):
As Rogue Ability

Fluency (Ex):
Innocent Hearts can speak, read and write in any language.

Heart of Innocence (Su):
Despite itís horrifying appearance, an Innocent Heart projects a strong impression of kindness, helpfulness and wellÖinnocence. Those who see it feel compelled to trust it. When someone looks at the Innocent Heart, they must make a Will Save with a DC of 23. Anyone who fails the save is charmed and sees the Innocent Heart as a kind-natured being who just wants to help people. Any attempts by anyone to tell charmed people what the Heart is really like is just met with hatred, the charmed people automatically assuming that you are persecuting the kind, goodly Heart simply because of itís monsterish appearance. This effect lasts for a week in total. Once the week is up, the charm wears off and that particular Heart can never charm the affected people again. Children are automatically charmed and do not get a Will Save.

Lure (Su):
The Heart begins to dance, sing and play its flute. This produces a wondrous melody that tugs on the heartstrings of any who see or hear it. The tune and the rhythm target those with innocent hearts. Usually these are all children, though adults have been affected on rare occasions. Any children who hear it are compelled to join the Heart in itís singing and dancing. After several minutes, the Heart will begin to dance away, taking the children with it. Any parents, guardians or other adults around will usually be charmed by the Heart of Innocence ability and will automatically assume that the Heart can be trusted with the children.
Only children are affected by the Lure ability. The children must already be charmed by the Heart of Innocence effect and the Heart has to have been living nearby the children for at least for three days for this to work. Luring in local children is an action that takes five minutes during which the Heart must make a Perform (dance) check, a Perform (sing) check and a Perform (Wind Instrument) check. The DC for the Perform checks is 30 and each of the three checks must be successful for the Lure to work. The children do not get will saves and they are now completely and fanatically loyal to the Heart.



ITEMS:

Innocent Hearts carry with them several magical items that are listed in the Treasure section of their profile.

White Flute:
Every Innocent Heart possesses a beautifully carved flute hand carved from bone by the Heart itself. The flute plays wonderful music and its mere presence can enhance oneís self-confidence. Itís probably not a good idea to think too hard on just where the bone to make the flute came fromÖ
White Flutes give the user a +2 skill bonus to Perform (Wind Instruments) checks when being used.

Sunhat:
Hearts dislike direct sunlight and usually wear wide-brimmed sunhats made out of thatch. As well as protecting them from the sun, it also projects an aura of darkness around the wearer that they use to hide the more gruesome aspects of their appearance.
Sunhats give the wearer a +2 skill bonus to Hide checks. They also project a magical darkness effect covering the wearers face. The darkness effect can be destroyed by any light spell. It will reform after the light spell has faded.

Precognisant Cloak:
A tan cloak made of poorly stitched animal skins of some type. It wraps itself around its wearer and can guide their movements to better avoid the attacks it senses are coming.
Precognisant Cloaks give their wearers a +3 dodge bonus to their AC.

Nourishing Stew:
Innocent Hearts often carry canisters of incredibly tasty meat stew. They usually carry several and are always happy to share it with others. When asked, they never say where the meat comes from.
A canister of Nourishing Stew completely fills the stomach and heals 2d8 of damage that the drinker might have had. If the drinker is a paladin, drinking this will cause them to fall.

:smallfrown: I just want to play with my new friends but my new friends keep on breaking... :smallfrown:

++++++++++++++++++++++++++++++++++++++++++++++++++ +++++
Not sure about the CR since the Heart's abilities aren't really tooled towards combat so that makes it harder to figure out. Whatever it is, it's pretty low.

Lix Lorn
2010-03-31, 02:57 AM
That's very cool! And the last line of rules on that Nourishing Stew is creepy. :smalleek:

Iferus
2010-03-31, 07:52 AM
I love it :)
As for the CR: the monster uses a DC 23 save or lose spell, which is a reasonable DC for a level seven caster that has specialised in this, so I'd say this should have a CR of about 7. Of course, this is not exactly a combat encounter, so a CR is somewhat pointless.

DracoDei
2010-04-03, 06:03 PM
What, if anything, is the diplomacy DC to convince a gently captured (such as by Hold Monster or Web, followed by ropes) innocent heart over several weeks that its actions are wrong?

Deca
2010-04-03, 06:23 PM
What, if anything, is the diplomacy DC to convince a gently captured (such as by Hold Monster or Web, followed by ropes) innocent heart over several weeks that its actions are wrong?

Interesting question. I'd say a DC of 40 but since it's over a few weeks you can take a whole bunch of tries.
Also, if it realises the true implications of what it's been doing (unlikely) it'll probably commit suicide. However, if you just convince it that it was 'wrong' in some nebulous sense it'll probably just mope around for a few days without purpose before attaching itself to the closest adult. Which will probably be the person who did the Diplomacy check in the first place.