View Full Version : GITP Monster Competition IV - Holly Jolly
The Vorpal Tribble
12-01-2006, 03:31 AM
Here we come a-wassailing among the leaves so green;
Here we come a-wandering, so fair to be seen.
Love and joy come to you, and to you our wassail, too...
This month we're focusing on the brighter side of winter. The celebrations of the holiday season and the merry festivities within it. Eggnog and snowball fights, chestnuts and snowmen. Kisses beneath the mistletoe. Release the child you once were (or still are) and have fun this season.
_/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/
The contest begins with the posting of this thread and will continue until midnight, December 20th (EST).
Soon after a poll will be opened for everyone to vote for their favorite that will last until midnight of the 31st.
1. You will be creating a 'unique' D&D monster (for instance, no statting up the fat guy himself). Creatures based on the holidays or seasonal traditions in general. These need not be completely silly or unusable in a standard campaign, but feel free to keep a light-hearted attitude to your creation.
Arcadian Holly (http://www.giantitp.com/forums/showpost.php?p=1433083&postcount=2)
Tangled Christmas Lights Golem (http://www.giantitp.com/forums/showthread.php?t=11290)
2. The entry must include name, stat-block, physical description, basic background information, and detailed combat behavior if any. A plot hook or similiar in addition is optional.
3. Entries must be 3.5 edition, using the standard format listed below (not that new one).
4. Post all entries on this thread. Comments and discussions will take place on a seperate thread here (http://www.giantitp.com/forums/showthread.php?p=1499183).
5. One entry per participant.
6. Entries copied from some other source (splatbook, alternate website, etc) will be disqualified. All entries must be a new creation, not one already posted. Merely adding class levels or templates to an already published or posted creature does not count as a new monster.
7. No reserving posts. Feel free to post a creature and tweak it, but you have to at least have the basic beast already done.
The Vorpal Tribble
12-01-2006, 06:58 PM
Here is the standard 3.5 monster format. Only complete entries will be accepted. If there are any questions feel free to ask me or post queries in the contest chat thread (http://www.giantitp.com/forums/showthread.php?p=1499183).
Speed: (# squares)
Saves: Fort +, Ref +, Will +
Abilities: Str , Dex , Con , Int , Wis , Cha
Plot Hook/Story if any
Single Shot Zombie
12-02-2006, 01:22 AM
Inspired by the annual fake snow displays at Orchard Road during Christmas time. Hopefully, I can find a nice picture to illustrate that soon. Well, here goes; this is kinda wordy, and my first real monster, so bear with me.
Type/Size: Fine Construct (Swarm)
Hit Dice: 1d10 (5 hp)
Speed: Fly 60 ft. (average; see Gliding)
Armor Class: 25 (+8 size, +7 Dex), touch 25, flat-footed 18
Base Attack/Grapple: +0/-
Attack: Swarm (see text)
Full attack: Swarm (see text)
Space/Reach: 10 ft./0 ft.
Special Attacks: -
Special Qualities: Darkvision 60ft, gliding, benign swarm, short-lived, slippery slope, immunity to magic, construct traits, swarm traits
Saves: Fort +0, Ref +7, Will -5
Abilities: Str 1, Dex 24, Con -, Int -, Wis 1, Cha 1
Environment: Any (usually found in tropical/equatorial climes)
Organization: Fall (24-60) or Storm (72-240)
Challenge Rating: -
Alignment: Always neutral
A swirl of foamy suds, gently drifting down to the ground in a manner pleasing to the eyes.
The first of these foamlike constructs were created by a travelling wizard, who, having experienced firsthand the wonder of a winter snowfall, wished to share this experience with his countrymen in his tropical hometown. Since then, several affluent equatorial and tropical cities have adopted the usage of the falling foam, and dozens, sometimes hundreds of these have been released during festivals and ceremonies, usually those that commemorate winter-time festivals in more temperate countries.
The falling foam simply glides down gently towards the ground. While possessing some ability to change direction, it generally goes where the wind blows.
Gliding (Ex): The falling foam is incapable of truly flying as such, instead gliding down gently towards the ground. For every 5 feet the falling foam descends, it may move 20 feet forward (barring wind conditions), with an effective "flying" speed of 60 feet (average). This gliding negates all falling damage.
Benign Swarm (Ex): The falling foam affects the squares it occupies as rain (-4 to Search and Spot, -2 Listen and ranged attacks, auto-extinguish unprotected flames), but is otherwise harmless, dealing no damage with its swarm attack (but see Construction, below). Unlike most swarms, the falling foam does not have a distraction attack.
Short-lived (Ex): Being constructed mostly out of water, the falling foam tends to evaporate very quickly. Unless somehow stored away safely, the falling foam must make a Fortitude save (DC 12) every 30 minutes or lose 1 hit point. If in a arid environment, or in temperatures of 90 degrees Farenheit or above, the Fortitude save DC becomes 15, and the save has to be made every 10 minutes.
Slippery Slope (Ex): The sudsy nature of the falling foam makes all surfaces it comes into contact with slippery. Everything solid and corporeal that remains in the space of the falling foam for at least 1 round is affected for as long as it stays within the falling foam. Floors and walls become slippery, increasing the DC of Balance, Climb and Tumble checks by 5, and remain as such for 10d4 minutes after leaving the falling foam. Creatures gain a +4 circumstance bonus to Escape Artist checks if they are wearing light or no armor; this persists for up to 1d4+1 minutes after leaving the falling foam. A thorough cleaning (or the usage of prestidigitation) on the affected surfaces/creatures can remove the suds prematurely.
Immunity to Magic (Ex): Along with its immunity to targeted spells as a swarm, the falling foam is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells an effects function differently against the creature, as listed below:
- Any area of effect fire spell or effect (such as fireball, or a red dragon's breath weapon) evaporates the falling foam, instantly killing it (no save).
- Area of effect electricity spells and effects affect the falling foam normally. Should the falling foam survive an electric attack, it deals 1d3 points of electric damage on its swarm attack for the next 1d4+1 rounds.
- The spell control water affects the falling foam swarms in an area as per the slow spell (Will negates).
- Prestidigitation automatically kills all falling foam swarms in the affected area (no save).
Construct Traits: The falling foam is immune to all mind-affecting effects, poison (but see Construction, below), sleep effects, paralysis, stunning, disease (but see Construction, below), death effects, and necromancy effects. It cannot be healed damage on its own, though it can be repaired. It is not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, and energy drain.
Swarm Traits: A swarm has no clear front or back and no discernable anatomy, so it is not subject to critical hits or flanking. As a swarm made up of Fine creatures, the falling foam is immune to all weapon damage.
Reducing a swarm to 0 hit points or lower causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, and they cannot grapple an opponent.
A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate). A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells.
Being made up of Fine creatures, the falling foam is susceptible to high winds such as that created by a gust of wind spell. The falling foam is treated as Fine size for purposes of determining the effects of wind. As a construct, the falling foam is not susceptible to nonlethal damage, and thus cannot be dispersed by such means.
Creating the falling foam is quite a simple task, and several can be created simultaneously. Along with 1 gallon of clean water, a small amount of lye and other alchemical ingredients is required, costing 5 gp total. Mixing the ingredients correctly requires a Craft (alchemy) skill check (DC 15) that takes 1 hour, before casting the requisite spells. Being hard to control and contain, such swarms are best created from an elevated location, allowing them to drift down to the ground once created. This creates 1d8+4 falling foam swarms.
A similar water-based liquid may be substituted in the creation of the falling foam; this may cause the falling foam's swarm attack to have a different effect. A few examples are given below; others may be implemented at the DM's discretion:
- Acid (3 parts water, 1 part acid): The swarm attack deals 1 point of acid damage.
- Holy/Unholy Water: The swarm attack deals 1d2 points of damage to creatures normally vulnerable to such attacks.
- Poisoned/diseased water: There is a 15% chance (roll seperately for each falling foam swarm created from that batch of water) that the falling foam will become a disease/poison vector, afflicting creatures with its swarm attack; however, the save DCs for that poison/disease are all reduced by 5. Only contact poisons and diseases transmitted via touch can be used in this manner.
Base Version: CL 5th, Craft Construct, fog cloud, feather fall. Price ? gp. Cost to Create: ? gp + ? xp.
12-02-2006, 09:05 PM
(plural: Eqaches Wuilees)
Hit Dice: 5d8+25 (47)
Speed: 50 ft (10 sq)
Armor Class: 17 (+1 Dex, -1 Size, +7 natural), touch 10, flat 16
Base Attack/Grapple: +3/+14
Attack: Hoof +9 melee (1d6+7)
Full attack: 2 hooves +9 melee (1d6+7), bite +4 melee (1d4+5)
Space/Reach: 10 ft/5 ft
Special Attacks: kissing curse, double damage against objects
Special Qualities: Damage reduction 10/slash, low-light vision, plant traits, vulnerable to fire, infectious body, stone circle prohibition
Saves: Fort +9, Ref +2, Will +2
Abilities: Str 24, Dex 12, Con 20, Int 12, Wis 13, Cha 10
Skills: Hide +6, Intimidate +5, Knowledge (nature) +6, Listen +3, Spot +3, Survival +3 (+5 aboveground)
Feats: Power Attack, Improved Sunder
Environment: Temperate forests
Organization: Always solitary
Challenge Rating: 5
Alignment: Always true neutral
Advancement: 6-10 HD (Large), 11-15 HD (Huge), 16-20 HD (Gargantuan)
Level Adjustment: -
Languages: Eqaches wuilees speak Druidic and Sylvan. They do not speak Common.
- Eqaches wuilees are formed when a species of magical mistletoe (known as "wuilees mistletoe") infects large trees. The vampiric plant kills the tree and animates its twisted remains in the form of a wooden horse bedecked with sprays of white-and-green mistletoe. They are dispassionate wrecking beasts which can wreak havoc in heavily-forested areas by infecting other plants and multiplying themselves. Their terrible "kissing curse" often reduces entire towns to pathetic orgies of kissing in an attempt to shed the horrific wasting of mind and confidence it afflicts them with.
- Some people blame druids for creating eqaches wuilees, but druids always deny such things and are in fact more usually found combatting the creatures.
- An eqach wuilees strongly resembles a fallen tree covered in mistletoe, in the vague shape of a horse. When stationary, it is nearly indistinguishable from ordinary vegetation, although detect magic and true seeing will outline it.
Double Damage Against Objects (Ex):
- An eqach wuilees that makes a full attack against an object or structure deals double damage.
Stone Circle Prohibition (Su):
- An eqach wuilees may not pass over the boundary of a stone circle which has been consecrated by a druid; this prohibition extends onto the Ethereal Plane. In addition, it may not touch the stones making up the circle or anything placed on them. Such a circle may be 80 ft in radius with no chance of the eqach wuilees passing through; circles larger than this may fail if the eqach wuilees succeeds on a Will save with DC equal to 15 + the druid's caster level (at the time of consecration, if he has advanced since then). The DC for this save drops by 1 for a circle of radius 90 ft, and further by 1 for each successive 10 ft of radius added.
- A circle which has been broached once is no longer effective, even against other eqaches wuilees, and must be reconsecrated if it is to be of continuing use. A circle is also rendered ineffective if the stones which mark it are toppled or otherwise significantly disturbed.
- The consecration ritual counts as a 4th-level druid spell, and must be prepared as normal:
Consecrate Stone Circle
Level: Druid 4
Components: V, S, M
Casting time: 1 minute
Area: Perimeter of stone circle in question
Saving throw: None
Spell resistance: No
(can be collected by enterprising druids or purchased - if possible - at the given cost)
Bunches of rare silver mistletoe collected from an oak, which must be hung on each stone [1gp each] (Assume one stone for each 10ft of the circle's radius if not already decided)
A staff of rowan wood left under open sky for the three days of the full moon and carved with Druidic wards, which must be burnt within the circle and the ashes scattered around the perimter [30gp]
Four teeth from a single wolf, which must be alive at the time of consecration (it need not be present), inscribed with runes representing the four cardinal compass directions; each one must be buried at the appropriate point of the circle [40gp; you try extracting a wolf's teeth without killing it!]
If an existing stone circle is not being consecrated, sufficient boulders (of at least Small size) must also be acquired from somewhere.
The druid must hang a bunch of mistletoe on each stone, then burn the staff and scatter its ashes around the full perimeter, then bury the wolf's teeth, all while performing the necessary chants and motions. Once this is done, a single final word spoken from the boundary of the circle will complete the casting. If an eqach wuilees is exactly on the edge of the circle at this point, it will be randomly either inside or outside the barrier.
Infectious Body (Su):
- When an eqach wuilees touches or is touched by a plant or creature with the Plant type, d3-1 sticky white seeds adhere to the subject. If the subject fails a DC 17 Fortitude save (Con-based), the seeds take root and it suffers 1d4 points of temporary Constitution drain each day until it dies or the mistletoe growth is removed. If the subject is of Large size or more, the remains are then animated as a new eqach wuilees.
- The seeds do not do anything other than stick to non-Plant typed creatures, but a creature polymorphed or otherwise shapechanged into a plant or Plant type may become infected. The mistletoe growth will shrivel and die once the creature returns to its normal form.
- The mistletoe seeds are indistinguishable from normal ones to the naked eye, but detect magic and true seeing both reveal their magical nature.
Kissing Curse (Su):
- When an eqach wuilees successfully touches a creature with its natural weapons, that creature will succumb to a kissing curse unless it succeeds on a Will save (see table for DCs). The curse has no immediate effect, but for each day the curse is in effect (at midnight), the victim loses one point of Charisma and d2-1 points of Wisdom. On the night of the new moon and each of the two nights surrounding it, the victim additionally loses another point of Charisma.
- If the curse is broken, the victim's Charisma and Wisdom scores return to normal.
- Lycanthropes afflicted with a kissing curse cannot use their animal or hybrid forms, and will revert to their normal form if they were already transformed when the curse came into effect. The lycanthrope's other abilities (scent, low-light vision, empathy) are not affected. The DC on Fortitude saves to resist contracting lycanthropy is reduced by 5 as long as at least one of the two creatures involved is subject to a kissing curse.
- If the victim kisses another creature who is not already afflicted by a kissing curse, he may make another Will save to throw off the curse. The creature being kissed must succeed on a Will save or contract the curse herself. Even if the first victim successfully breaks his curse, any creatures he may have subsequently afflicted with the curse remain cursed.
- If the victim kisses another creature already infected with a kissing curse (possibly from a different eqach wuilees), he may still make a Will save to throw off his curse, but the DC is increased by 10. The creature being kissed is also entitled to a Will save at the same DC, provided she reciprocates the kiss.
- A kissing curse can be removed with break enchantment, limited wish, miracle, or wish.
- A victim may get up to 3 attempts per day to break the curse by kissing someone, but they must be three different individuals.
- The DC for the Will save is the same as for the break enchantment caster level check, and depends on the HD advancement of the eqach wuilees from which the curse originated:
Size | HD | Curse DC
Large | 5-10 | 17
Huge | 11-15 | 18
Gargantuan | 16-20 | 19
- If an eqach wuilees advances in hit dice, the save DC for all current victims of its curse changes appropriately. When an eqach wuilees dies, all current victims of its curse may make another Will save; if successful, the curse over them is broken. If unsuccessful, they can only get rid of it by one of the means discussed above.
Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
Not subject to critical hits.
Proficient with its natural weapons only.
Proficient with no armor.
Plants breathe and eat, but do not sleep.
An eqach wuilees is always a solitary creature, and the sight of another of its kind will drive them to attack each other.
An eqach wuilees which broaches or encounters a broached stone circle (see Stone Circle Prohibition below) will attempt to knock over or break the stones making up the circle.
An eqach wuilees seeks out forested areas and tries to infect as many trees and plants as possible with its seeds.
Treants regard eqaches wuilees as a pernicious nuisance because of the damage they do to forested areas.
The adventurers accidentally disturb an ancient stone circle surrounding a mistletoe-clad heap of branches (a dormant eqach wuilees), which returns to life later to begin terrorizing the local area.
A druid entreats the adventurers to help him collect the rare components for the ritual, while eqaches wuilees assail the village and each other, tearing up farmland for miles around.
The Bad Guy is secretly infecting the city's municipal trees with wuilees mistletoe. Can the adventurers stop him before the trees awake and tear the city apart?
An eqach wuilees attacks the town, and the adventurers must help the guards destroy it. The town then hires them to locate any trees that it has infected with its seeds, before they also awake.
The adventurers arrive at a village where everyone is falling prey to the kissing curse. In addition to fending off the amorous advances of those intent on kissing the uninfected newcomers, they must find and destroy the eqach wuilees to try and break the curse.
It's my first time, be gentle! :-o
12-03-2006, 01:47 AM
1st level Winterchilde Hunter
Small Outsider (Cold)
Hit Dice: 1d8+1 (5 hp)
Speed: 20 ft. (4 squares)
Armor Class: 13 (+1 Size, +2 Dex) touch 11, flat-footed 13
Base Attack/Grapple: +1/-3
Attack: Harpoon ranged +3 (1d8/x2)
Full attack: Harpoon ranged +3 (1d8/x2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Winterchilde traits
Special Qualities: Winterchilde traits
Saves: Fort +2, Ref +3, Will +1
Abilities: Str 9, Dex 14, Con 12, Int 10, Wis 11, Cha 10
Skills: Balance+6(8) Climb+4(6) Heal+4 Hide+10(12) Knowledge(nature)+4 Listen+4 Spot+4 Survival+4(6)
Environment: Any cold
Organization: Solitary (1), Party (3-5), Community (20-30)
Challenge Rating: 1
Alignment: Usually chaotic good
Advancement: By character class
Level Adjustment: +1
Winters in the far north are truly savage, and the fierce snowstorms, sudden avalanches, and cruel cold weather claim many lives from local humanoid communities every year. For this reason, the birth of a child is an occasion for great rejoicing within a village. And so it follows that the death of a child is likewise particularly devastating. Youth that lose their way out beyond the warmth of their village are usually swallowed up by the frozen wild, soon succumbing to the bitter unceasing cold.
However, it would appear that even the seemingly merciless icy waste takes pity on such mortal sorrow-- and from time to time one of these lost children is returned as a Winterchilde.
Winterchilder are the souls of children lost to the cold that inhabit bodies made of magically animated snow. They appear as they did in life, though very pale, with flawless skin and ice-blue eyes. They never age, and retain the appearance of youth for the rest of their days. Winterchilder have a childlike attitude toward life and take great joy in simple pleasures. Most keep this exuberance throughout their very long lives, though their eyes will often betray an astonishing depth of emotion beneath this playful demeanor. A Winterchilde is effectively immortal, uneffected by age or disease, and they often outlive their doting parents. When this happens, they depart their village immediately, feeling themselves drawn to the white waste where they seek out one of the scattered Winterchilde communities far from mortal civilization. There they live an uncomplicated life of peace until the day the snow reclaims them. Sometimes lost travelers will wander into a Winterchilde enclave, perhaps following the sounds of one of their many raucous festivals. Unless they behave violently or discourteously, they will be taken in and given a place of honor as a guest, and led back to their homes at dawn.
~ -2 Str, +2 Wis (Winterchilder may have the bodies of children, but they are old souls and have seen behind the Veil.)
~ Small size
~ 20 ft. movement rate
~ Winterchilder treat harpoons as Martial Weapons rather than Exotic Weapons.
~ +2 racial bonus to Balance, Climb, Hide, and Survival checks in any Cold environment
~ Winterchilder characters can choose one Winterforged Heart at first level. Once it is chosen, they cannot change their choice.
*Jubilant Heart of the Wild Waste (Su)
The Winterchilde can, once per day, assume an Alternate Form for a number of hours equal to her total character level/2.
They may choose the form of any one non-magical, cold environment native, small or tiny creature with a CR 1/3 or less. Once it is chosen, they cannot change their choice.
*Innocent Heart of the Virgin Snow (Su)
The Winterchilde can, once per day, form a simple (no moving parts), mundane (non-magical) object from packed snow. The object functions as normal (though a snow torch won't light, etc.), but maintains the appearance of packed snow.
The Winterchilde may make an item up to one pound for every two total character levels. The object lasts for total character level/2 hours.
*Whimsical Heart of the Hoary Frost (Su)
Winterchilde can, once per day, turn up to 10 cubic feet of water to ice with a touch.
The water remains ice for her total character level/2 hours. This ability does not affect water based creatures.
~ Winterchilder do not take any physical penalties or bonuses from aging
~ Winterchilder are immune to non-magical poisons and diseases.
~ The Cold subtype gives Winterchilder immunity to cold and an extra 50% damage from fire regardless of whether a saving throw is allowed or made.
~ Winterchilder are Outsiders from the Plane of Cold for all spells and effects
~ A Winterchilde that enters any environment that does not have the Cold descriptor and currently has a temperature above freezing must make a Fortitude save DC15(+1 for each previous check) per day or lose 1d4 HP of un-healable damage per failed check. Returning to a Cold environment will return these at a rate of 1HP per day. Any environment over 90 degrees automatically does the 1d4HP damage per hour. There may be spells or effects that neutralize these penalties.
~ Favored Class: Ranger
This Hunter's scores were Str 11, Dex 14, Con 12, Int 10, Wis 9, Cha 10 before racial bonuses.
Good-aligned Winterchilder never attack unless intervening in a fight on another's behalf or defending themselves. Though they need not eat to survive, they still feel hungry without food, and Winterchilde hunters are the most often seen members of their people. In combat, Winterchilder prefer trickery and well-coordinated group tactics to direct fighting.
A common maneuver to dispatch stupid or foolish opponents has a lone Winterchilde lead the target(s) out onto a frozen pond where another group has carefully prepared the ice. The Jubilant Heart Winterchilde simply leads them out to the weakest spot, then transforms into a bird or other quick, light animal and leaps away as the surface gives. If the targets are particular dangers they may be left there or a Whimsical Heart may seal them into an icy tomb. Otherwise, the Winterchilder secure the half-frozen fools and nurse them back to health enough to leave at the nearest humanoid village.
If a Winterchilde dies, its body turns back to the snow that gave it birth, and its soul is welcomed back to the icy halls of the gods of winter.
Winterchilde adventurers are exceptions to the norm. These are Winterchilder with a particular mission or who were inspired by some contact with the outside world. These Winterchilder often wear white skins and furs even beyond the frozen North, not to provide warmth, but to seal in the life-preserving cold.
12-04-2006, 01:49 AM
Small Fey [Earth, CUTE (optional)]
Hit Dice: 2d6 + 11 (18 hp)
Speed: 30' (6 squares), burrow 10’
Armor Class: 20 (+2 dex, +1 size, +2 natural, +5 studded leather armor), touch 13, flat-footed 18
Base Attack/Grapple: +1/-1
Attack: Medium heavy pick +2 melee (1d6)
Full attack: Medium heavy pick +2 melee (1d6)
Special Attacks: Coal dust cloud
Special Qualities: Fire resistance 15, darkvision 30’, tremorsense 30', fey traits, poison immunity, fast mining, detect good, detect evil
Saves: Fort +4, Ref +3, Will +3
Abilities: Str 12, Dex 15, Con 18, Int 12, Wis 10, Cha 12
Skills: Craft (Trapmaking) +6, Search +4, Listen +4, Sleight of Hand +4, Climb +4, Use Rope +5, Sense Motive +5, Disable Device +4, Spot +3, Hide +10
Environment: Cold mountains
Organization: Solitary or crew (1 3HD + 2-4 normal)
Challenge Rating: 2
Treasure: Standard, plus medium heavy pick, small studded-leather armor, and 50-200 lbs. of coal
Alignment: Usually lawful evil
Advancement: 3-4 HD (Small)
Level Adjustment: -
Everyone knows about the Toy Elves, the merry little creatures that make holiday toys for all the good little children of the world. But few people stop to think of whence comes the coal for all the naughty and nasty children of the world to find in their stockings. It is mined, from deep in the earth, by the Coal Elves.
Despite the usually-good nature of their masters, Coal Elves are generally black of heart. Though their coal is only delivered to the truly deserving, the Coal Elves take a perverse joy in imagining the crestfallen faces of the little children who will find the fruits of their labors in place of longed-for toys.
Coal elves have a +5 racial bonus to hide checks, due to the coal dust that constantly coats them (see below).
Coal elves speak common, terran, undercommon, and sylvan.
Ecology: “Coal Elves,” like “Toy Elves,” is a misnomer. Coal Elves are not elves, but nasty little fey that live in mineshafts in the frigid mountains. Legend has it that they were once an independent tribe, but now they serve whoever is the local personification of the Holiday Spirit. They can survive by eating the very coal they mine.
Appearance: Coal elves do not even resemble elves in a rough way, looking far more like twisted gnomes. They always wear studded leather and carry a heavy pick normally made for a Medium creature, and are covered in black, grimy coal dust.
Coal elves do not prefer direct confrontation, instead laying devious traps throughout their mines. But they will attack those who get through their traps and disturb them at their labors.
Coal elves wield a heavy pick normally appropriate for a Medium creature. The pick is a 2-handed weapon for them, but they wield it without the penalties normally associated with wielding a mis-sized weapon.
Coal dust cloud (ex): Once per day, a coal elf can emit a burst of coal dust from its body. The coal dust fills the air in a 10’ radius. All in that radius must make a Fort save (DC 12) or be sickened for 3 rounds. Additionally, if an open flame (such as a torch) is in the area of the coal dust at the time it is emitted, the entire cloud ignites, causing 1d6 fire damage to all caught within it (no save), and putting them at risk for catching on fire (Reflex save DC 15 to avoid).
Fast mining (ex): Using their pickaxes, coal elves can mine at amazing rates, giving them a burrowing speed of 10’ even through solid rock.
Poison immunity (ex): Coal elves are completely immune to the effects of all poisons.
Detect good/detect evil (su): Like all who work for their master, coal elves have the supernatural ability to tell who is naughty and who is nice. As a standard action, they can detect both good and evil, as per the third round of the spells (they know the strength and location of the auras).
Fire resistance, darkvision, fey traits, tremorsense: As normal.
1: The coal elves have a plan: to slaughter the toy elves, enslave their master, and have coal delivered to all the little children of the world! Can the characters stop them in time?
2: After years of coal in his stockings, the local bully has decided to lead a rag-tag band of children to wipe out the coal elves once and for all. This hook can go either of two ways, in CUTE and non-CUTE campaigns:
(Standard): The children, of course, are promptly kidnapped by the coal elves. The childrens' parents, and the town council, prevail upon the adventurers to save them.
(CUTE): The children are having early success in their campaign. But the adventurers encounter a barely-living Coal Elf who escaped from the mines and delivers a warning: The personification of the holidays believes in justice. If there are no fitting punishments to deliver to the naughty little children of the world, s/he refuses to deliver anything. No coal means no toys, and that's the way it is. Do the adventurers trust the (evil) Coal Elf? If so, can they stop the bully's band before the coal elves are destroyed?
12-04-2006, 08:27 AM
Herald of Winter
Medium Outsider (Angel, Good)
HD 11d8+22 (71 hp)
Speed 40 ft. (8 squares)
AC 22 (+3 dex, +4 deflection, +5 natural); touch 17; flat-footed 19
BAB +11/+6/+1; Grp +13
Attack +2 keen longspear +16 melee (1d8+4 damage, 19-20/x3)
Full-Attack +2 keen longspear +16/+11/+6 melee (1d8+4 damage, 19-20/x3)
Space 5 ft.; Reach 10 ft.
Special Attacks Light's Fanfare, spell-like abilities
Special Qualities Angel traits, darkvision 90 ft., low-light vision, outsider traits, protective aura, radiant light, tongues
Saves Fort +9 Ref +10 Will +14
Abilities Str 14, Dex 16, Con 15, Int 13, Wis 18, Cha 19
Skills Concentration +16, Diplomacy +18, Intimidation +18, Heal +18, Knowledge (Nature) +15, Knowledge (The Planes) +15, Listen +20, Spot +20, Survival +18
Feats Alertness, Improved Initiative, Iron Will, Weapon Focus (Longspear)
Environment Any Good-aligned plane
Challenge Rating 9
Alignment Always Good, often Neutral
Advancement By character class; Favored Class Druid
Level Adjustment +6
The creature resembles a tall, powerfully built human with night blue skin and glowing gold eyes. Gold and silver markings run across it's body, glowing with internal light, and a pair of golden antlers spring from its head. It holds a white horn in one hand and a shining spear in the other, and darkness seems to flee from its presence.
Yule falls on the longest night of the year, the Winter Solstice. Though the world is shrouded in darkness, those who celebrate Yule remember that the longest night of the year also signals the coming return of the light. Infused with the spirit of light shining in the darkest night, Heralds of Yule appear around the world during the winter to bring hope to those in despair and remind mortals that though the world may be shrouded in darkness, the light will always return.
Angel Traits (Ex): A Herald of Yule has low-light vision; is immune to acid, cold and petrification; has electricity and fire resistance 10 and a +4 racial bonus on saves versus poison.
Darkvision (Ex): A Herald of Yule has better darkvision than most angels; it extends to 90 ft.
Radiant Light (Ex): Light suffuses the body of the Herald of Yule, granting it a deflection bonus to AC equal to its Charisma modifier.
Tongues (Su): A Herald of Yule can speak with any creature that has a language, as though using a tongues spell (caster level equal to angel’s Hit Dice). This ability is always active.
Light's Fanfare (Su): As a full-round action, a Herald of Yule may sound a mighty blast on its horn to summon the dawn's light. A circle with a 30 ft. radius around the Herald of Yule is brightened as by a daylight spell cast by a 15th level cleric. In addition to the effects of the daylight spell, this effect dispels any spell or spell-like ability with the [darkness] descriptor, and causes all undead creatures vulnerable to sunlight (such as vampires) within range to be shaken (no save). A Herald of Yule may use this ability three times per day.
Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the Herald of Yule. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (CL 11th). This aura can be dispelled, but the Herald of Yule can create it again as a free action on its next turn.
Spell-like Abilities: At will – daylight, light, searing light (CL 11th)
12-05-2006, 06:30 PM
Tiny Fey (Cold)
Hit Dice: 6d6+18 (39 hp)
Speed: 20' (4 squares) fly 30' (Perfect)
Armor Class: 13 (+2 size, +1 Dexterity), touch 13, flat-footed 12
Base Attack/Grapple: +4/-7
Attack: Touch +7 (3d6 cold)
Full attack: Touch +7 (3d6 cold)
Special Attacks: Frost touch
Special Qualities: Low-light vision, immune to cold, vulnerability to fire, DR 5/cold iron, spell-like abilities
Saves: Fort +5, Ref +6, Will +4
Abilities: Str 5, Dex 12, Con 17, Int 13, Wis 8, Cha 14
Skills: Balance +10, Diplomacy +11, Escape Artist +10, Hide +18, Listen +10, Spot +10, Tumble +10
Feats: Endurance, Alertness, Weapon Finesse
Environment: Cold forests
Organization: Solitary or pair
Challenge Rating: 4
Treasure: Double items
Alignment: Usually neutral good
Advancement: By class
Level Adjustment: +3
Nog faries are winter sprites, migrating from cold northern and cold southern climates to keep pace with the seasons. They are very friendly, and hate to see any living creature suffer from cold. However, they are uncomfortable in any warm places, and it's highly unlikely that a human with an ounce of sense (staying indoors during blizzards) would ever meet one. Nog faries are most often encountered by lone animals or lost travellers. It is not unheard of for a nog fairy to stay in a warm climate to raise an ophaned litter of animals.
A nog fairy is a pudgy, foot-high humanoid with white-blonde hair and bluish skin. Their pastel wings are mothlike, with long curly hairs trailing from the ends.
Nog faries speak Sylvan, Aquan, and Common.
A nog fairy character's favored class is Druid.
Frost Touch (Su): A nog fairy's touch delivers a potent chill. As a free action, it can charge it hands to deal 3d6 points of cold damage to a creature on contact.
Spell-like Abilities (Sp): CL 6th; 3/day - endure elements, create food and water; 1/day - resist energy (cold only)
Nog faries are content with aiding cold travellers. However, threatening a nog fairy with fire can earn one a lifetime grudge. They use hit-and-run tactics in combat, and will harry an opponent for weeks if possible.
Nog Fairy wings curl into small rolls when dried. Both of the fairy's wings can be ground into a fine powder and used as a power component for the restoration spell, replacing the diamond component and restoring damage to an additional ability score. A single Nog Fairy makes enough powder for one casting, and its wings can be sold for 300 gp.
Nog Fairy bones can be ground into a very aromatic spice. This spice can be used as a power component for the heroes' feast spell to also grant an endure elements effect to all affected creatures for the spell's duration. A single Nog Fairy makes enough spice for one casting, and its bones can be sold for 200 gp.
Of course, using the vital organs of a sentient being to use more effective magic is a barbaric act. Evil parties may seek out nog faries for just this purpose, while good parties may protect them from the same.
12-07-2006, 01:06 AM
Small Outsider (Archon, Cold, Extraplanar, Good, Lawful)
Hit Dice:2d8+2 (11 hp)
Speed: Fly 100 ft (Perfect) (20 Squares)
Armor Class: 23 (+1 Size, +4 Natural, +5 Aura of Cold, +3 Dex) Touch 19, Flat Footed 20
Base Attack/Grapple: +2/-2
Full attack: None
Space/Reach: 5 ft/5 ft
Special Attacks:Spell-like Abilities
Special Qualities: Aura of Cold, Damage Reduction 10/evil and magic, darkvision 60 ft, immunity to electricity and petrification, cold Subtype, Magic Circle against Evil, teleport, tounges
Saves: Fort +3 (+7 vs. Poison), Ref +5, Will +2
Abilities: Str 10, Dex 16, Con 12, Int 6, Wis 11, Cha 10
Skills: Concentration +4, Diplomacy +4, Knowledge (The Planes) +2, Listen +4, Survival (Arctic) +4, Spot +4
Feats: Improved Initiative
Environment: Seven Heavens (Arctic/Tundra)
Organization: Solitary, Pair, Flurry (5-10), Snow Storm (10-10000)
Challenge Rating: 4
Alignment: Lawful Good
Advancement: 2-5 HD (Small) 5-10 HD (Medium)
This small blue ball is about the size of your head, floating effortlessly off the ground. It appears to have an unearthly glow about it, showing that it is not of this world. As you approach, however, a chill runs through your body, numbing your spine.
Snowy Archons are the tenderizers for the Archon Army and the Forces of Good. They are the front line, blasting away with their spell-like abilities and then retreating as the melee types move in to finish the kill.
A Snowy Archon Never gets into melee combat. They hover just out of their opponents reach and then use their Aura of Cold and spell-like abilities to incapacitate their foes.
Aura of Cold (Su): A Snowy Archon constantly emits a bone-chilling aura that does a 1d10 damage and slows (no save) within 10 ft, as well as granting a +5 bonus to AC. This may be suppresed or resumed by the Archon as a free action.
Cold Subtype (Ex): A Snowy Archon takes no damage from cold attacks and and additional 50% from fire attacks, regardless of whether they made their save or not.
Spell-like Abilities (Sp): CL 4th; At Will- Aid, Detect Evil, Detect Warmth 1/Round- Shivering touch 3/Day- Iceball (as per the spell Fireball, only with ice and cold damage)
12-11-2006, 08:37 AM
“All this explosive stuff is great, but umm… why don’t we animate it?”
~ Wags Fibblewitz, Gnome Inventor
Hit Dice: 10d10+30 (85 hp)
Speed: 50 ft. (10 squares)
Armor Class: 18 (+4 dex, +5 natural, -1 size), touch 13, flat-footed 14
Base Attack / Grapple: +7 / +12
Attack: Slam +8 melee (1d10+1)
Full Attack: 2 Slams +8 melee (1d10+1)
Space / Reach: 10 ft. / 10 ft.
Special Attacks: Detonate, firecracker, pyrotechnics, unstability
Special Qualities: Construct traits, damage reduction 5/adamantine and fire, darkvision 60ft, detonate, immunity to magic, low-light vision
Saves: Fort +3, Ref +7, Will +4
Abilities: Str 12, Dex 19, Con -, Int -, Wis 13, Cha 1
Skill: Perform (fireworks) +15
Organization: Solitary or Parade (2-5)
Challenge Rating: 8
Alignment: Always neutral
Advancement: 11-15 HD (Large), 16-20 HD (Huge)
Level Adjustment: -
This lumbering many-coloured mass moves with surprising speed. Composed of countless pieces of firework, its shape is roughly humanoid, but not quite. Like all golems it has a sense of wrongness around it, betraying the fact that this thing is not alive. Not alive, but certainly not dead either.
When the firecrackers start to explode around you, you know that you have only two options left: to run, or to watch the show until the very end.
Although pyrotechnic golems were originally invented by the gnomish maesters of the old days, they were only first used in large numbers at the parades of the Midwinter Festival. With bright fireworks and loud noise the evil spirits of winter were chased away, and the days were made to grow longer again. The golems were not often used in battle because of their tendency to explode at the most inconvenient moment, but they made for a spectecular fireworks show.
Despite their unreliability in combat, some chaotic mages favour pyrotechnic golems as their guardians. Often they will try to protect their creations from fire with alchemical substances (see below), because of their immunity to magic. Clever mages will save their protective spells for themselves, if they plan to stay and watch the fight.
Pyrotechnic golems have a number of different combat abilities, depending on the manner of their construction.
Detonate (Ex): As a free action a pyrotechnic golem can detonate itself, causing itself to explode in a blast of fire, dealing 10d6 points of fire damage to anyone within a 30-foot-radius. The golem is immediately detroyed.
This ability activates automatically and instantly whenever the pyrotechnic golem drops below 0 hp or whenever it takes any amount of fire damage.
Firecracker (Ex): As a standard action, a pyrotechnic golem can take a firecracker from his body and throw it at an enemy. Treat this attack as a ranged touch attack with a range increment of 30 feet. Since it doesn’t need to hit a specific target, the golem can simply aim at a particular 5-foot square. Treat the target square as AC 5. On a miss, the dm can appoint another nearby square for the cracker to land.
The firecracker has a delay of 1d4 -1 rounds before it explodes, dealing 3d6 points of fire damage to anyone within a 10-foot-radius of the explosion.
Immunity to magic (Ex): A pyrotechnic golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
A magical attack that deals cold damage slows an pyrotechnic golem (as the slow spell) for 3 rounds, with no saving throw.
A magical attack that deals electricity damage breaks any slow effect on the golem and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, an pyrotechnic golem hit by a lightning bolt gains back 6 hit points if the damage total is 18 points. An pyrotechnic golem gets no saving throw against electric effects.
Note: A magical attack that deals fire damage will not harm the pyrotechnic golem. Only natural fire can cause the golem to explode.
Pyrotechnics (Ex): Depending on the method of construction, a pyrotechnic golem has two of the following abilities. All abilities are used as a standard action and all abilities can be used once per 3 rounds.
Fire rocket: The golem can launch a rocket at his enemies. Treat this as a ranged touch attack with a range increment of 100 feet. On a miss, the dm might or might not appoint another square for the rocket to hit (dm’s choice). On a hit, the rocket deals 2d6 points of piercing damage to the target, and another 2d6 points of fire damage to anyone within 5 feet of the explosion, including the target.
Smoke bomb: A smoke bomb can be thrown as a ranged attack with a range increment of 30 feet. Since it doesn’t need to hit a specific target, the golem can simply aim at a particular 5-foot square. Treat the target square as AC 5. When it hits the ground, the bomb will release a large cloud of coloured smoke, which works similar to a Fog Cloud spell. It will last until dispersed by the wind.
Thunder clap: The pyrotechnic golem can throw a firecracker, just as described above, except that it will emit an extremely loud noise, requiring anyone within a 30-foot-radius to make a DC 15 fortitude save or be deafened for 1 hour. A deafened creature, in addition to the obvious effects, takes a -4 penalty on initiative and has a 20% chance to miscast and lose any spell with a verbal component that it tries to cast.Unstability (Ex): When a pyrotechnic golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem will explode. The uncontrolled golem will stand motionless for three rounds before his detonate ability (see above) will be activated. The golem’s creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a DC 19 Charisma check. It takes 1 minute of inactivity by the golem to reset the golem’s unstability chance to 0%.
Skills: Pyrotechnic golems gain a +20 racial bonus on Perform (fireworks) checks.
A pyrotchnic golem is constructed from enormous amounts of alchemical powders, covered in paper wrappings. These powders and bindings will cost at least 5,000 gp.
Mixing the powders and assembling the body requires a DC 20 Craft (alchemy) check or a DC 15 Craft (fireworks) check.
For each of the golem’s pyrotechnic abilities, a specific spell needs to be cast at the creation;
Fire rocket: flame arrow
Smoke bomb: fog cloud
Thunder clap: sonic burst
CL 10th; Craft Construct, pyrotechnics, limited wish, see spells above, caster must be at least 10th level; price 35,000 gp; cost 22,500gp + 1400 XP.
New alchemical item: Flameshield Oinment
This alchemical oinment was first developped to shield blacksmiths from the fire of their forge, but it proved to be highly toxic for living creatures. The experiment was not a total failure though, because the substance did work. Now it is only used on non-living objects, like constructs or weapon.
The oinment needs to be applied with a fully gloved hand, because if it comes into contact with the skin, black and red sores will appear within 3 rounds if the substance isn’t scraped off instantly.
Covering an object in Flameshield Oinment takes time, depending on the size of the object. Small items take 1 full round, while larger object can take as long as 10 minutes. One flask of the substance is enough to coat one medium-sized object.
Flameshield Oinment last for 1 hour and will give the object Fire Resistance 10.
Craft (alchemy) DC 25; Market price: 300 gp (per flask); Cost: 150 gp + 12 XP
The pyrotechnic golem relies on the invention of a gunpowder-like substance in your campaign. However, gunpowder does not necessarily mean guns. The Chinese invented gunpowder thousands of years ago, but did not know about guns until fireweapons made their way to Asia from Europe.
If you do not want gunpowder or fireworks to be available for you PC’s, it is possible to adjust the pyrotechnic golem to rely solely on magic. This would greatly influence the manner of construction and most abilities would become supernatural, instead of extraordinary. In either way, a DM can and propably will have to make slight adjustments to make this festive creature fit into his or her campaign setting.
12-11-2006, 11:36 AM
Tiny Fey (Fire)
Hit Dice: 4d6+12 (26 HP)
Speed: 30 ft. (6 squares) Climb 20
Armor Class: 21 (+4 dex, +5 natural, +2 size), touch 16, flat-footed 17
Base Attack/Grapple: +2/-6
Attack: Ember +8 melee
Full attack: Ember +8 (1d6 fire damage)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, Burn
Special Qualities: Low-light vision, Fire immunity, Winterborn, Insulation
Saves: Fort +4, Ref +8, Will +6
Abilities: Str 10, Dex 18, Con 16, Int 10, Wis 14, Cha 16
Skills: Climb 7, Escape Artist 11, Hide 11, Move Silently 11, Listen 9, Spot 9,
Feats: Weapon Finesse, Improved Initiative
Environment: Any Cold
Challenge Rating: 3
Alignment: Always neutral good
Advancement: 5-10 HD (Small)
Level Adjustment: --
A small child covered in dust and coal sticks its head out from above the fireplace. Its hair and sparse clothing are filthy and burnt. Yet, despite its foul appearance, its amber eyes show a great warmth and kindness.
The birth of a soot brownie is a strange thing. During the long cold nights of winter, when there is naught but thin walls, threadbare sheets and dying embers to keep the bitter frost at bay, sometimes a tiny flame will spark off the cinders. It will fly up the flue and nestle in the soot. The flame gathers ash, surrounding itself and growing. When fully formed, the fireplace beneath the soot brownie bursts to life.
A soot brownie brings warmth to homes that otherwise might freeze. They nest in the chimney and keep a constant fire below their makeshift home of grime and dust. They keep the fireplace below tidy and well fed with a constant supply of wood. And if they’re particularly happy they’ll clean other parts of the house, or use their prestidigitation ability to brighten the home.
Things to help keep a soot brownie happy include an occasional cookie, a story read aloud by the fire and maybe some singing. An absolute must however, is a hot drink left on the hearth. The specific favorite type can vary from brownie to brownie. Common drinks include warm milk, hot chocolate, mint tea, hot cider. More finiky brownies might insist on exotic spiced tea or hot brandy.
So long as this is provided and the family doesn’t attempt to clean the chimney a soot brownie will stay through the whole bitter season. On the first day of spring though, a soot brownie breaks apart and floats out the flue. However, if a coal from a soot brownie’s fire is packed with ashes in a pot, it will last till the next winter and when placed in the fireplace will send a flame up the chimney.
A soot brownie speaks and understands any language spoken by its family.
Soot brownies rarely fight but will defend their home, family, and hot chocolate with a fierce passion.
Winterborn (ex): Despite the fire inherent in their nature soot brownies are children of the winter season. They take normal damage from cold and suffer no ill effects from a cold environment despite the fire subtype (though they much prefer a warm chimney).
Insulation (su): The house in which a soot brownie resides is changed by its presence. It always remains warm (60-80 Celsius) no matter how cold it gets outside. The house and all objects in it do not burn normally. Unless the fire is started intentionally and in a place where it is supposed to be (i.e. an oven, or fireplace) the object will not burn. All spells with the “fire” descriptor must succeed a caster level check (DC 20) to succeed. A soot brownie can ignore the effects of its insulation ability if it wants.
Burn (ex): When a soot brownie hits with its ember attack, the opponent must succeed a DC 15 Reflex Save or catch fire. The save DC is Constitution based. Catching fire this way ignores a soot brownie’s insulation ability.
Skills: Soot brownies have +8 racial modifier on Climb and Balance checks. A soot brownie can always choose to take 10 on a Climb check, even if threaten or rushed.
Spell-like abilities: at will Flare (requires an open flame) Prestidigitation, Minor Creation (wood logs only) 3/day Pyrotechnics, Burning Hands
Caster level 4th. The save DC are Charisma based.
12-11-2006, 02:16 PM
*would just like to say: I'm *very* new, so if I'm doing this wrong please say so*
Picture up as soon as I can
Name: Menorah (or male Candelabrum - blues colour scheme)
Outsider (from the Higher Planes, obviously)
Hit Dice: d20
Speed: 10 ft / 2 squares
Armor Class: 20 (made of metal!)
Base Attack/Grapple: +2 / -2
Attack: Latke Throw: +4
Full attack:Latke Throw +5
Space/Reach: 5 ft
Special Attacks: Maccabee Hammer
Special Qualities: Very weak v. water, candle traits
Saves: Fort +4 , Ref +4, Will +4
Abilities: Str 20 , Dex 10 , Con 4 , Int 12 , Wis 16 , Cha 18
Skills: Intimidate, Heal +5, Knowledge (Religion) +6, Listen +1, Spot +5, Detect Evil
Feats: Tough, Iron Will
Environment: No water! Otherwise anywhere.
Organization: Sometimes solitary, sometimes family groups (2-5) occasionally Family Gatherings ( <=200)
Challenge Rating: 4
Treasure: Made of gold!! Otherwise little
Alignment: Any Good
Advancement: 4-6HD (Small/Medium) 6-8 HD (Medium/Large)
Level Adjustment: +!
See picture! Always female, can mate with male Candelabrum. At least two candles are always lit, gives latkes and gelt (money) to those who need it or to children. Kind and wise, she doesn't like to fight but if she has to, she can. Never fond of water, the Menorah can tolerate small amounts of it so long as it doesn't put out the Shamas candle (the highest), which is the seat of intelligence.
The Menorah has no need of dark vision as her candles cast an aura of light around her.
Special Qulities: Tonges. Can speak any language, providing the hearer is willing to listen.
Only fight in defense, of herself or others. The Latke Throw hurls a sizzling hot latke at an opponent, while Maccabe Hammer conjures up a large hammer for the opponent, with predictable results. The Menorah, if given any choice at all, will stay in the rear of battle, healling and succouring the wounded.
Plot Hook/Story if any
The first Menorah wa born when a group of adventurers rededicated an ancient and beautiful, but defiled temple. They lit the candel-holder which was supposed to illuminate the building, and the oil they used - did not run out! The Menorah had been born. This first Menorh was said to always have all nine of her candles burning all the time, however her children do not. Her children are also Outsiders rather than what could be considere a construct, as they come from the Higher Planes. Knowing the spirit in which she had been born, Menorah charged her children to always help Good-aligned adventurers, rededicate temples to worthy gods, and shed light on the dark places of the world.
@ One group of five sisters have ventured forth - the Light Bearers. they have various adventures across the world, obeying their foremother's charge.
@ A Menorah joins a band of adventurers A la Linear Guild, and tries to bring them to the light. Will she suceed?
@ A Menorah encounters Santa. Menorahs are generally kind, forgiving types but this one *does not* like Santa as an orphaned little girl she had taken in (who had had to steal while on the street) was given a lump of coal she did not deserve. What will happen?
Yes, I am aware that this is a tweaking of the Chanukh story. I'm Jewish, I ought to!
12-11-2006, 11:52 PM
Probably not very good, but I entered this in the gift contest as a chrismas-y thing, but I don't think I'll get any replies due to all the better things. Anyway... http://www.giantitp.com/forums/showthread.php?t=29250
12-12-2006, 01:36 PM
A bit more serious, perhaps, than the competition calls for -- at least on the surface. The spirit of solemnity, reverence, on the one hand; the power of peace, shared rejoicing overcoming animosity, on the other. And a bad pun on a good carol to shake up the whole thing. :smallwink:
'Alright, boys, draw straws, see who's up next.'
'Aww, Sarge, it's a holy night, y'know? 'Tain't right, to be fighting...'
'Now Len, you watch that talk. You think the enemy is a-lettin' up? They don't respect nothing, so we gotta be at 'em. Now draw, come on...'
Len sighed as he drew the short straw. Wal came over from further up the picket line.
'You too, Len?'
'Yeah... 'tain't right, Wal, 'tain't right... not tonight...'
The sergeants started walking along the line, whipping up the soldiers of the next charge into some semblance of courage and aggression. At the sound of the horns, they started to advance, praying that the deepening dusk would protect them from enemy archers. Ahead, they could see the enemy advancing to meet them. Both sides levelled spears, and began to charge...
Then, without any signal, both sides slowed, stopped. Aggression and determination had faded. The soldiers looked at each other, at their respective enemy, wondering perhaps, but not surprised or uneasy.
Len leaned over to his friend. 'Wal... it's a sign...'
Similar talk quickly spread through both lines. A few men even started wishing each other -- ally and enemy alike -- a blessed night, still in that odd state of calm.
One of the sergeants seemed to come back to himself, and raised his head. 'Stand ready, you laggards! Brace those spears, step lively!'
Then as he shook his sword at the enemy, a tall, stern figure appeared between the facing lines, and spoke in a voice like rolling thunder.
Fall on your knees,
O hear the angel voices...
Size/Type: Medium Construct (Extraplanar, Good, Lawful)
Hit Dice: 14d10+20 (97 hp)
Speed: 20 ft. in full plate armor (4 squares); base speed 30 ft.
Armor Class: 29 (+1 Dex, +10 natural, +8 full plate armour), touch 11, flat-footed 28
Base Attack/Grapple: +10/+13
Attack: +1 holy greatsword +14 melee (1d10+4/19-20) or slam +13 (1d6+3)
Full attack: +1 holy greatsword +14/+9 melee (1d10+4/19-20) or slam +13/+8 (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Authority of heaven, construct traits, damage reduction 10/chaotic or evil, darkvision 60 ft., low-light vision, spell resistance 24
Saves: Fort +6, Ref +5, Will +5
Abilities: Str 16, Dex 12, Con -, Int 10, Wis 12, Cha 24
Skills: Diplomacy +28, Intimidate +17, Listen +11, Perform (singing) +17, Sense Motive +14, Spot +11
Feats: Great Fortitude, Improved Sunder, Negotiator, Power Attack, Quicken Spell-like Ability (hold person)
Environment: A lawful good-aligned plane
Organization: Solitary or troop (2-5)
Challenge Rating: 11
Treasure: No coins; double goods; standard items
Alignment: Always lawful good
Advancement: 15-23 HD (Medium); 24-40 (Large)
Level Adjustment: -
Those who would profane the sanctity of a holy festival come under the wrath of the knights divine. These hulking warriors usually appear on battlefields, proclaiming (and enforcing) a truce for the duration of the sacred observance. They are also sometimes called upon to chastise those who deliberately interrupt holy celebrations.
The outer layer of a knight divine's metallic body is fashioned into full-plate armour, and it wields a greatsword in both hands. Both sword and armour are a solemn, shimmering grey, but from its helmet slit shine its eyes, two piercing blue lights like brightly shining stars.
Some say the knights divine are kin to the inevitables, swayed from pure law to the cause of good and mercy. Others say they were made by the archons, patterned on inevitables -- or that the inevitables were patterned on the knights divine. Whatever their origin, they (like the inevitables) are sent to pursue a mission, and will focus on it without resting or relenting.
Knights divine speak Celestial, Infernal and Draconic. They can use their tongues spell-like ability to make themselves understood by mortals.
A knight divine prefers to forestall rather than engage in combat, if at all possible. It will first try to intervene with magic, remaining hidden with its invisibility power while using calm emotions to stop the fighting. If the combatants do not spontaneously choose to respect the solemn occasion and not return to fighting, it will reveal itself and exhort them to do so with its commanding voice.
Should any ignore the knight divine's message, it will become more forceful, first intimidating the firebrand into compliance, then at last resort, engaging in combat. Even then, it prefers to disable opponents and break their weapons, rather than kill. Continued resistance at this point is likely to call down the further wrath of heaven, however.
A knight divine's natural weapons, as well as any weapons it wields, are treated as good-aligned and lawful-aligned for the purpose of overcoming damage reduction.
At will—calm emotions (DC 19), hold person (DC 20), invisibility (self only), magic circle against evil, suggestion (DC 20), tongues (self only); 3/day—mass cure light wounds, wind wall; 1/day—mass hold person (DC 24), mass suggestion (DC 23). Caster level 14th. The save DCs are Charisma-based.
Authority of Heaven (Ex)
A knight divine is a master of presenting commands with the power to stop armies in their tracks. By presenting itself and delivering its command -- usually a monosyllable, such as 'HALT!' -- the knight divine can make a Diplomacy check as a standard action, and only suffer a -5 penalty for doing so. This only applies when the knight divine is visible to the subjects of its command, and when the command can be delivered in such brief terms.
[Authority of Heaven should work quite well with Rich's revised Diplomacy rules (http://www.giantitp.com/articles/jFppYwv7OUkegKhONNF.html). After all, 'HALT!' is hardly well-modelled by the 'let's be friends' of the core rules.]
Interrupted mission: During an important mission, perhaps during a battle similar to that in the introduction above, the PCs are interrupted by a knight divine, telling them to rest from their task and observe the holy night. The PCs must decide whether to trust in the wisdom of the powers of Good or not. If they do, they may find themselves with powerful allies aiding them, but may also give their antagonists a dangerous lead. If they do not, they risk finding themselves opposed by both Good and Evil.
Attack at the festival: A religious festival is interrupted by violent attack, and a troop of knights divine intervene. The PCs, either in attendance or nearby, are called upon to give aid, and so become caught up in the greater machinations of religions and the Good and Evil powers. Alternatively, evil PCs may take the role of the attackers...
12-13-2006, 08:31 PM
Hit Dice 17d8+255 (331)
Speed 20 ft. (4 squares)
AC 30 (+40 natural, -8 size, -2 Dex) touch 0; flat-footed 30
Base Attack/Grapple +12/+45
Attack Slam +29 melee (2d8+17)
Full-Attack 8 Slams +29 melee (2d8+17)
Space/Reach 40 ft ft/40 ft
Special Attacks Crowning Star, Animate trees, double damage against objects, trample 2d8+25
Special Qualities Damage reduction 15/slashing, low-light vision, plant traits, vulnerability to fire
Saves Fort +25 Ref +3 Will +19
Abilities Str 45, Dex 6, Con 40, Int 27, Wis 22, Cha 30
Skills Knowledge (Any Five) +28, Listen +26, Sense Motive +26, Bluff +30, Hide +2*, Diplomacy +30
Feats Iron Will, Power Attack, Improved Bull Rush, Awesome Blow, Large and in Charge (http://realmshelps.dandello.net/cgi-bin/feats.pl?Large_and_In_Charge,SF)
Environment Cold Forests
Organization Always solitary
Challenge Rating 22
Treasure standard coins, quadruple gems, quadruple art, no items
Alignment Usually True Neutral
Advancement 18-50 (colossal)
Level Adjustment -
A Massive and majestic ancient fir tree before you in the woods starts to move. Imperceptibly at first, then little by little the snow falls off it in clumps and furrows in the bark open to reveal a face. Two branches come forward and bear a very distinct semblance to arms. The last thing to happen is the roots pull slightly out of the ground and seem to resemble giant splayed feet. Chains and gleaming gems suddenly spring from deep inside the tree to cover it in decorations of all kinds and make it look very festive looking.
Noble Firs are the Greatest of the treant type. They are the symbols of winter, only awaking to bring their power to the forest in the time of deepest snow. They only live in the north, where winter turns the whole world bare and freezing. Noble firs are ancient and wise, but unafraid to use their not insignificant physical power to enforce the will of the forest. Noble firs act to make the forest joyfully alive in the winter season, even though many trees and plants sleep or are dead; it is their task to keep the woodland vibrant and engaging.
Noble Firs prefer to watch potential foes carefully before attacking. They often charge suddenly from cover to trample the despoilers of forests. If sorely pressed, they animate trees as reinforcements. Noble firs will attack with eight slams on each opponent until they are dead, but only if they are threatened and have tried to reason with them first.
Crowning Star (Su) whenever a Noble fir is awake, a glowing start hovers just above the top of the tree, giving off a glowing light that provides bright light for 80 ft, and shadowy light for an additional 80. The Star also acts as a perpetual zone of truth, true sight, detect magic, detect evil, detect good, detect chaos, and detect law for all creatures in the radius of the bright illumination. Once per day the Noble fir can blast a ray out of the star. This acts as a breath weapon, an 80 ft spread, but ability to breathe is not required, and it does 15d6 points of fire damage to everyone in the radius who fails a DC 28 Reflex save. If a creature succeeds on the reflex save they only take half damage. On plant life and other plant creatures, this ability instead acts as an Evergreen spell (Frostburn). Save DC is Cha Based.
Animate Trees (Sp): A Noble Fir can animate trees within 180 feet at will, controlling up to four trees at a time. It takes 1 full round for a normal tree to uproot itself. Thereafter it moves at a speed of 10 feet and fights as a if they were a treant in all respects. Animated trees lose their ability to move if the Noble Fir that animated them is incapacitated or moves out of range. The ability is otherwise similar to liveoak (caster level 20th). Animated trees have the same vulnerability to fire that a Noble Fir has.
Double Damage against Objects (Ex): A Noble Fir or animated tree that makes a full attack against an object or structure deals double damage.
Trample (Ex): Reflex DC 35 half. The save DC is Strength-based.
Skills: *Noble Firs have a +16 racial bonus on Hide checks made in forested areas.
The PC's encounter a Noble Fir in the forest, and are charged by it to go and find out who has been stealing the decorations the Noble Fir has put up.
The PC's find gems and art laying around in the forest, and take and sell them, and are later persued by an an angry Noble Fir.
A Noble Fir charges the PC's to decorate the deepest and darkest parts of the forest for him.
A Noble Fir attacks a town because it has become angered at the people for being so dreary in the winter.
12-15-2006, 06:37 AM
The Yule Pig
Size/Type: Medium Magical Beast (Extraplanar, Good)
Hit Dice: 5d10+15 (45 hp)
Speed: 40 ft. (8 squares)
Armour Class: 16 (+6 natural), touch 10, flat-footed 16
Base Attack/Grapple: +5/+7
Attack: Gore: +7 melee (1d8+3)
Full Attack: Gore: +7 melee (1d8+3)
Special Attacks: Ferocity, Smite Naughty* (5/day)
Special Qualities: Low-light vision, Scent, Darkvision 60 ft., Damage Reduction 5/magic and evil, Resistance to Electricity and Acid 5, Immunity to Cold, Spell resistance 15, Yule Feast**, Fly (1/day), Disguise bonus to look like a normal pig +5
Saves: Fort +7, Reflex +4, Will +2
Abilities: Str 15, Dex 10, Con 17, Int 3, Wis 13, Cha 5
Skills: Listen +7, Spot +5,
Feats: Alertness, Toughness, Flyby Attack, Hover
Environment: Any cold land
Organisation: Always solitary
Challenge Rating: 5
Treasure: Pork enough for a grand feast for 20 normal medium humanoids.
Alignment: Always Neutral Good
Level Adjustment: -
There is a tale of a magnificent beast
It flies in through the skies come the Midwinter Feast.
Golden is its skin, fat its flanks,
And on that wise ol’ face is a smile at the pranks
That children make in the Yule time spirit,
Oh, what jolly feasting, t’ is to our merit
That the ol’ Yule Pig will be our Feast tonight
And we all shall thank him happily when he leaves in morning bright
The Yule Pig is a mythical creature of great renown in the North. A great, golden pig, it flies happily through the winter night. It has many times saved the lives of starving farmers and herdsmen, when winter was harshest and the food all gone. It spreads good cheer by selecting a community to sacrifice itself to at Yule Night each year.
The Yule Pig is not a violent creature, but it detests evil, and if anything evil is trying to disrupt the Yule Feast, it will attack ferociously.
The Yule Pig will not attack without good cause, and will usually not pursue fleeing enemies. It will, if it can still fly that days, take to the air and make flyby attacks at its opponents, using its Smite Naughty ability at the most dangerous foes. If on the ground, it will charge in at the toughest opponent.
The Pig will never flee, fighting to the last. If it dies on Yule night or during Yule Day, it will be resurrected as per the Yule Feast ability. Any other day it will perish normally.
The Yule Pig’s attacks are treated as magical for the purpose of damage reduction.
*Smite Naughty (Su)
Once per day for each point of Cha the Yule Pig has, it can attempt to Smite Naughty. The ability works as the Smite Evil ability, but targeting not only Evil creatures (who are always considered Naughty), but also any other creature that has committed more Naughty than Nice actions during the past year (DM’s discretion).
Committing an evil act in the presence of the Yule Pig, or attacking the Pig or its allies unprovoked, will immediately put the perpetrator on the Naughty list.
Once per day, the Yule Pig can set off into the air and fly. It can keep aloft for as long as it wants, but if its feet all touch the ground, it cannot fly again until the next day. Its air speed is 40 ft., and it has average manuverability. The Yule Pig has the advantage of the Hover and Flyby feats while it is airborne.
**Yule Feast (Sp)
Once per year, and only on Yule Night or during Yule Day (Midwinter), the Yule Pig can sacrifice itself to be eaten. New meat instantly appears when some has been carved of, and it will feed any amount of people during the Yule Days. The pork from the Yule Pig tastes VERY good (gravy not included), and those who eat it will be fully rested after one hours rest, and not need to eat for another three days. Eating the pork of the Yule Pig also grants the eater a +4 morale bonus to diplomacy checks the day of the feast and the following day.
The morning after the feast, at sunrise, the Yule Pig is revived by the holy forces of Yule. The effect is that of a True Resurrection spell. The Pig will then seek solitude until next year’s Feast.
- The Sweet version: The party is celebrating Yule with a farmer and her family in a northern country, and the Yule Pig visits and much jolliness ensues. The whole village is invited to a grand fest. Filler story, to make for good Christmas cheer.
- The Dramatic version: A group of Goblins have captured and enslaved a village, and the adventurers are hard pressed to free the hostages. The Yule Pig arrives, and helps to overcome the Goblins and feed the hungry villagers.
- The Disney version: The PC’s have been naughty this year, not keeping up on their virtues and washing behind the ears. The pig arrives, ruffle them up a bit, and someone tells an extremely moralizing story, bringing the PCs back on the narrow path of virtue…
12-15-2006, 11:18 PM
I was originally intending to do a creature based on a song, as is my usual wont... But I couldn't get inspired, after listening to Bob Rivers and various rock Xmas stuff. So I said to heck with it, I'll make the Santa from Futurama. But nah, that was bad too. I came closest to my final concept when I started thinking about the Blackadder Christmas special and the misspelling on the card, jumping from there to the Kweznuz Pudding. Then, I started to think about my Mum's Xmas cake, and how it was incredibly heavy and filling but when it was moist it was absolutely heavenly. And about the icing, half an inch of marzipan and white sugar icing which hardened to the point I'm positive a blacksmith could have used it and never noticed the difference from steel. So I figured what the heck, I may as well share part of my experience with the world. With that, I present the
Medium Construct (Fruitcake)
Hit Dice: 12d10+20 (86)
Speed: 30 (6 squares)
Armor Class: 18 (+6 natural, +2 deflection), touch 12, flatfooted 18
Base Attack/Grapple: +9/+13
Attack: slam +13 melee (1d6+4)
Full attack: 2 slams +13 melee (1d6+4)
Space/Reach: 5 ft/5 ft
Special Attacks: -
Special Qualities: Construct traits, Fruitcake traits (Dehydration vulnerability, Fruitcake healing 6, Fruitcake stodge (DC 16), Viscosity (DC 16)), Kweznuz Shellac (DR 10/adamantine, DR 5/-, SR 18, Energy Resistance 5 (universal)), Oversized slam
Saves: Fort +4, Ref +4, Will +4
Abilities: Str 18, Dex 10, Con -, Int -, Wis 10, Cha 11
Organization: Solitary or Guard Force (1-8)
Challenge Rating: 9
Treasure: Standard items (slashing/piercing weapons only)
Alignment: Always Neutral
Advancement: 12-14 HD (Medium); 15-30 HD (Large)
Level Adjustment: N/A
Cake Golems are man-sized, blocky humanoids formed of gooey fruitcake and sheathed in a gleaming white shellac-like icing. The first was created by the halfling wizard Bippo "Messy" Kweznuz, who also accidentally developed the Kweznuz Pudding - but that's another story. The first cake golem was created in response to one of his neighbors claiming to have baked "the perfect fruitcake." Not to be outdone, Bippo set to work to create, in his words, "an even more perfect fruitcake."
The result of his labours was a cake as obedient as it was tasty, and imbued with many of the abilities of the Kweznuz Pudding without conferring their ravenous hunger for animal fat. The icing, he claimed, would ensure that none but the most dedicated gourmand should prosper from his genius, and indeed several of his neighbors admitted defeat against the formidable cake's outer shell. The filling was a moist and rich blend of sweet fruit, edible nuts and thick cake so rich, thick and filling that when Bippo finally relented and carved out helpings of his creation it's said that none could eat a second portion.
A Cake Golem in combat attacks in relatively simplistic ways, generally slamming opponents and trusting to its thick shell to protect it. Its intelligence is entirely program-based and enables it rudimentary options in combat, usually its last attacker (if that attacker is within close range) or its most immediate threat in melee. Its default behavior unless specifically countermanded is to act only in self-defense and to attempt flight or healing if reduced to half its normal hit point total. It can, however, be given simple instructions (25 words or less) including combat tactics.
Cake golems have no language but unfailingly understand their creator in any language he or she speaks.
Kweznuz Shellac (Ex): The icing on a Cake Golem is of double thickness, layered with marzipan and carries formidable enchantments and traces of rare materials. It provides the cake golem with DR 10/adamantine and DR 5/-. In addition, the shellac resists the first 5 points of all forms of elemental damage, and provides spell resistance equal to 12 plus half the cake golem's hit dice. The Cake Golem's natural attacks are considered adamantine and magic for purposes of penetrating damage reduction. All Damage Reduction and energy resistance afforded by the Kweznuz Shellac increases by 5 points for a large golem.
Dehydration vulnerability (Ex): A fruitcake is very sensitive to dehydration and sustains 50% extra damage from all such effects.
Fruitcake healing (Ex): A wounded fruitcake may heal itself by applying internal pressure to re-seal damaged portions. At will, it may take a full round action provoking attacks of opportunity to heal 1 hit point for each 2 hit dice it possesses. If it is able to absorb fresh, non-living plant matter this amount doubles.
Fruitcake stodge (Ex): A fruitcake is so incredibly thick and stodgy that despite being a foodstuff it's incredibly difficult to eat any large quantity. All bite attacks against a fruitcake are treated as one size smaller than normal, and any bonus the attacker receives to strength is reduced by 2 (to a minimum of 0). Any opponent who successfully bites and causes damage to a fruitcake must make a fortitude save (DC 10+ 1/2 HD + Con if any) or have its mouth gummed up, requiring a move action to clear.
Viscosity (Ex): The thick cake-and-fruit goo of which a fruitcake is formed tends to snare weapons and prevent their easy withdrawal. Any attack with a piercing or slashing weapon which deals damage to a fruitcake requires a reflex save (DC 10+ 1/2 HD + Con if any) to retain the weapon. Natural weapons are not affected.
A Cake Golem's body is formed of a series of fruitcakes arranged in a crude humanoid form, liberally covered with inch-thick marzipan impregnated with powdered adamantine. The bright white outer shell which coats the marzipan layer is formed of a combination of sugars, with abjurative sigils overlaid one upon the other in slightly different formulations so subtle that they cannot be deciphered in their final white-on-white state. The cost of the cakes are relatively moderate, though they must be made of premium ingredients worth at least 250 gold; however, the cost of adamantine and the icing's esoteric ingredients amounts to an additional 2500 gold pieces' cost. Producing and assembling the body requires a DC 17 Profession (cook) check or a DC 20 Craft (Sculpture) check.
CL 11th; Craft Construct, Geas/Quest, Resist Energy, Spell Resistance*, Stoneskin, caster must be 11th level.
Price 62750 gp; Cost 32750 gp + 2510 XP
Argol the Gourmet seeks a new flavour sensation to amuse his jaded palate; having heard rumours of a "perfect cake" in halfling lands, he's willing to pay well for definite proof of such a confection. He's willing to pay far more for a sample of the cake, and more still for its recipe.
*Spell Resistance is, I'm well aware, cleric-only. However, with a Use Magic Device check, it can be done with a scroll. And it was. :)
The Demented One
12-16-2006, 12:00 AM
Size/Type: Small Fey (Cold)
Hit Dice: 6d6+6 (27 hp)
Speed: 20 ft. (4 squares)
Armor Class: 18 (+1 size, +4 Dex, +3 natural), touch 15, flatfooted 14
Base Attack/Grapple: +3/-2
Attack: Snowball +8 ranged touch (1d6 cold)
Full Attack: Snowball +8 ranged touch (1d6 cold), or 2 Snowballs +6/+6 ranged touch (1d6 cold)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, summon snowballs
Special Qualities: Damage reduction 5/cold iron, flurryform, immunity to cold, low-light vision, trackless step, snow fort, vulnerability to fire
Saves: Fort +2, Ref +9,Will +6
Abilities: Str 8, Dex 18, Con 12, Int 10, Wis 12, Cha 14
Skills: Climb +6, Hide +14, Jump +6, Knowledge (Nature) +6, Listen +6, Move Silently +10, Spot +7, Survival +6, Tumble +10
Feats: Point Blank Shot, Precise Shot, Rapid Shot
Environment: Cold Forests
Organization: Solitary, regiment (2-6), or legion (6-12)
Challenge Rating: 6
Alignment: Usually Chaotic Good
Advancement: By Character Class (Favored Class: Ranger)
Level Adjustment: +3
Snowball Warriors, despite their intimidating monikers, are actually whimsical, fun-loving creatures who delight at reveling in the snow. They call themselves kinderschnein - children of the snow. Though they bear a potent control over fallen snow, they are, for the most part, content to harmlessly pelt eachother with snowballs. However, their militant name is no misnomer - any who seeks to deny the virgin snow its beauty will find himself faced with an army of artic warlords. Snowball Warriors resemble halflings, but they have very elven features, and pale white skin, looking almost albino.
In serious combat, a group of Snowball Warriors fights like a well-coordinated army. The lead warrior will use his snow fort ability to create battlements, from which the rest of the legion will pelt their foes with summoned snowballs. Should their fort be breached, those warriors with the most hp remaining will make a stand, moving back and attacking with snowballs each round, while the wounded will use their flurryform ability to retreat.
1/day–chill metal (DC 14), sleet storm. Caster level 6th. Saves are Cha based.
Summon Snowballs (Su)
As a free action, a Snowball Warrior may summon a perfect snowball from the Paraelemental Plane of Cold. He may throw the snowball as a ranged touch attack which deals 1d6 cold damage on a successful hit. The snowball melts one round after it is thrown, or if it otherwise loses contact with the warrior that created it. A snowball melts within 1d2 rounds of being summoned unless it is summoned into below-freezing temperatures.
As a standard action, a Snowball Warrior may take on the form of a flurry of snowflakes. This functions similarly to the gaseous form spell, except that the warrior becomes snow, rather than vapor. It has a fly speed of 20 ft., rather than 10 ft., with perfect maneuverability while in this form. A Snowball Warrior can remain in this form indefinitely, taking a swift action to return to its true form. However, if it is damaged with a cold iron weapon while in flurryform, it immediately reverts to her normal form and cannot use this ability again for 1d10 minutes.
Snow Fort (Su)
Once per day, a Snowball Warrior may create a snow fort. This functions as the wall of stone spell, caster level 6th, with a few key differences. The walls are made of snow, rather than stone, and thus have a hardness of 2, rather than 8, and only 5 hp per inch of thickness. The range of this effect is close, rather than long. Cold iron weapons deal double damage to the wall. The walls melt after 1d10 minutes unless summoned in below-freezing temperatures.
Trackless Step (Ex)
A Snowball Warrior leaves no trail in natural surroundings and cannot be tracked. It may choose to leave a trail if so desired.
-A party of adventurers encounters a group of young Snowball Warriors, which challenge them to a harmless snowball fight. However, the naive fey do not realize that their magical snowballs can harm their newfound friends, as they are not immune to cold. The adventurers must stop the fight before they, or the warriors, are hurt.
-Two Snowball Warriors duel each other, vying for the love of a nymph who resides in a nearby local lake. After finding themselves evenly matched in a snowball fight, they seek out a party of adventurers to arbitrate, along with the nymph, a series of winter games to determine who will claim the nymph's hand.
-A rogue band of evil Snowball Warriors have driven a druid into hiding within a cage. Using the animal messenger spell, he has contacted a party of adventurers, and seeks their help.
purple gelatinous cube o' Doom
12-21-2006, 12:45 AM
ok, I present to you (drum roll please)......
The Christmas Goodies Golem
HD: 10d12+30 (97)
speed: 30 ft (6 squares)
AC: 20 ( +1 size, +4 dex, +10 natural) touch 10 flat footed 16
BAB/Grapple: +9/ +7
Atk: slam +10 melee (2d4+5)
Full atk: 2 slams or popcorn strand lash
space/reach: 5 ft/5ft
special attacks: popcorn strand lash, candy cane hook
special qualities: construct traits, icing, liquid vunerability
saves: will +4 for+3 ref +7
abilities: Str 8 (10 -2 for small) Dex 18 (16 + 2 for small) Con N/A Int N/A Wis 10 Cha 14
organization: Single or delivery group (2-10)
treasure: none (exception if delivering/carrying a parcel)
advancement: 4-5 HD (med)
Christmas goodie golems were created by a wizard in the secret society of adventuring chefs (I mean come on, what would people think if they knew the people saving them from the evils of the multiverse spent their free time in the kitchen. There'd be panic in the streets). After finishing decorating the tree and baking all sorts of goodies, the chef noticed that there was bits and pieces of excess over dough, broken Christmas tree and bell cookies, and extra candy canes and popcorn strands from the tree. He was a little bi timid when in came to people finding their powerful town wizard liked to cook, so he decided to create a golem from the left over things so that he could have messengers that would scuttle all over town trading recipies and ideas and meeting noticies with other SSAC members. The golem is humanoid in shape and has no discernable anatomy. Due to the purpose of being created for an errand boy, the golem is very quick, but has little strength. It is also more likeable than most other golems, I mean who wouldn't like something made out of all those sweets.
Combat: The Christmas goodies golem tries to avoid combat whenever possible, but if it must engage someone or something, it will first use it's popcorn strand ability from a distance to try and disorient it's enemy. If the enemy gets too close, it will then start using it's slam.
Icing: Due to all the hardened icing from the baked cookies, the golems have a DR 10 bludgeoning which is able to break up the icing. But doing this also makes the candy canes sticky, so there is a 10% chance of a weapon getting stuck with a melee attack
liquid vunerability: Due to the makeup of the golem, getting the golem wet (especially when milk is used) makes the creature soggy, which slows the creature down by 5 feet per round, and lowers the AC by 5. But in order for this to happen, the icing must be bypassed. (icing hardness 6)
Popcorn Strand; as a full round action, the golem uncoils its popcorn strands (which have a range of 15 ft) and bludgeon oncomming attackers. a fortitude save (dc 20) must be made or be dazed for one round.
candy cane hook: another manuver the golem can use to escape. If a succesful grapple check is made, the golem can exude a strange liquid, and make the candy canes sticky. He then can hook one around an ankle and stick an attacker to the floor for the round immediately following the grapple. The canes can also be used as a weapon dealing 1d4 damage
construction: golem must be constructed out of bits of leftovers from holiday baking and decorating. Creating a golem of this type requires a DC 20 craft (baking), and a DC 12 craft (decoration) checks. CL: 12th, craft construct, Price: 40,000, Cost 20,000 +1000 XP
It's probably too late for revisions, but it would be nice to have it looked over. I thought I was pretty careful, so I think for the most part it should be ok.
The Vorpal Tribble
12-22-2006, 09:35 AM
This month's contest has come to a close. Be sure to give your vote!
*passes round some cocoa [ ]D *
A new contest will begin January 1st as the new year begins... or will it? The Fimbulwinter approaches...
Rebecca's entry has been disqualified for being incomplete at the contest's end.
12-24-2006, 12:58 PM
We need more votes, people. As it is now, it would be a 4-way tie.
The Vorpal Tribble
12-28-2006, 12:12 PM
Certainly is... varied :smallwink:
The Vorpal Tribble
12-31-2006, 09:03 PM
Hrmmm, well, the poll seems to have closed off early for some reason. I'm going to ask an admin to see if he or she can break the tie.
The Demented One
12-31-2006, 09:03 PM
Not going to have a run-off contest?
The Vorpal Tribble
12-31-2006, 09:06 PM
Not going to have a run-off contest?
The Demented One
12-31-2006, 09:21 PM
You know, a second poll to break the tie between the three winners.
The Vorpal Tribble
12-31-2006, 09:25 PM
Well, I'd either have to start a completely new thread or get an admin to add a second poll. It'd then be a week til we had the answer again...
Will see what I can do.
purple gelatinous cube o' Doom
01-01-2007, 01:52 AM
personally, if the poll closed early, I would think it would be fair for an admin to judge all, entries, not just the winning ones. With this circumstance, you never know if an entry would have gotten further votes.
The Vorpal Tribble
01-01-2007, 01:56 AM
Well, I'm talking with the admins to see what might could be done. In the meantime, a new competition has been started.
The Vorpal Tribble
01-01-2007, 02:58 PM
It wouldn't be possible to add a second poll to this one, and would conflict with the new contest, so I requested Roland St. Jude to vote for his favorite.
And the winner is... Bearofbadnews for the 2nd time in a row with his Winterchilde. Congrats!
01-02-2007, 10:29 PM
Grats, Ursine of ill portent. :smallbiggrin:
Now to cogitate a bit about the cold... Normally, being Canadian, this'd be easy... But it's been a pretty brown season so far.
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