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Thread: Call to Brew! [Crossroads]

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    Dwarf in the Playground
     
    DwarfBarbarianGuy

    Join Date
    Sep 2012
    Location
    North Swansea

    Default Re: Call to Brew! [Crossroads]

    Alebrijes are dreamscape spirits. They are wildly diverse and consistently garish. They resemble animals roughly, but with exaggerated features and nonsensical additions. Perhaps one Alebrije is a seal with wings, while another is a dragon with absurdly floppy ears.

    Alebrije wander the Spirit World freely. Additionally, it is not uncommon for a caster or craftsman to become obsessed with them, finding ways to release them in this world.

    Alebrije is not a specific creature, but rather a template that can be placed upon any animal or magical beast.

    CR: Base creature+1+trait score
    Alignment: Usually Chaotic
    Type: changes to Magical beast if it wasn’t before.
    Immunities: The base creature is immune to mind-affecting effects.
    Special Attacks:
    Alebrije Chant: If a caster targets an Alebrije with a mind-affecting effect, the caster must make a concentration check any time they would cast a spell for the next 1d4 rounds as they repeatedly chant “Alebrijes” in the caster’s mind (DC is equal to 10+hd of base creature+charisma modifier)
    Garish: Anyone looking upon an Alebrije is dazzled until having spent a full round looking away.

    Each Alebrije has at least 3 trait points from the following list. For every 3 additional trait points an Alebrije has, its trait score goes up by 1.

    Spoiler
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    Additional Attack (Ex, 1 TP): Gains an additional slam attack.
    Additional Natural Attack (Ex, 1 TP): The Alebrije gains an additional natural attack. The Alebrije must have an appropriate appendage or part for the natural attack.
    Additional Movement (Ex, 1 TP): Gains a new mode of movement (burrow, climb, fly [clumsy], or swim) at a speed equal to its base speed.
    Augmented Critical (Ex, 1 TP): Increase the threat range for the Alebrije’s melee attacks by 1 or the threat multiplier by 1.
    Boost (Ex, 2 TP): +4 to any one ability score (This may be taken more than once, but it must be taken in different ability scores)
    Constrict (Ex, 1 TP): Gains constrict with its attacks (the Alebrije must have grab before it can take this ability).
    Enlarge (Ex, 3 TP): Increases by one size category, gains +8 str, -4 dex, and +4 con. Reach increase by 5 feet. An Alebrije cannot take both enlarge and shrink.
    Exceptional Reach (Ex, 1 TP): The Alebrije gains +5 feet of reach with one melee attack. Increase reach on all attacks for an additional +1 TP.
    Faster (Ex, 1 TP): One of the Alebrije's movement modes increases by +10 ft.
    Grab (Ex, 1 TP): Gains grab special attack with slam attacks.
    Improved Attack (Ex, 1 TP): All the Alebrije’s melee or ranged attacks do damage as though it were one size category larger. A crafter must purchase Improved Attack separately for melee and ranged attacks.
    Pull (Ex, 1 TP): The Alebrije gains a pull (5 feet) special attack with slam attacks (the Alebrije must have grab before it can take this ability).
    Ranged Attack (Ex, 2 TP): Add a ranged version of one natural attack. It does the same amount of damage, and has a range of 20 feet. Replace all attacks for an additional +2 TP.
    Skilled (Ex, 1 TP): Alebrije gets +2 racial bonus per HD to a skill or skills. They must be placed in +2 increments. (A 5 HD Alebrije could put +10 in perception, or +6 in perform dance and +4 in intimidate)
    Shrink (Ex, 1 TP): Decreases by one size category, gains -4 str, +6 dex. An Alebrije cannot take both enlarge and shrink.
    Trample (Ex, 2 TP): The Alebrije gains the trample special attack.
    Trip (Ex): The Alebrije gains the trip special ability with one of its slam attacks.


    Ability Scores: Str -2, Dex +2, Con +0, Int +2, Wis-6, Cha +6

    ECOLOGY
    Environment Spirit World
    Organization Solitary or same as Base Creature
    Treasure Standard (Mostly crafting materials or costly spell components)

    SAMPLE
    Spoiler
    Show
    Alebrije Wolf
    This Alebrije wolf is strange, it is only the size of dog at best. Additionally, for whatever reason its jaw dislocates, and not in the normal way. Its teeth jump out of its face when it snarls. Its face is a bright blue and its body brilliant yellow. Its hard to look at.
    CR 2
    (Shrink, Ranged Attack)
    Small Magical Beast
    Init +6; Senses low-light vision, scent; Perception +5
    DEFENSE
    AC 17, touch 17, flat-footed 11 (+6 Dex, +1 size)
    hp 13 (2d8+4)
    Fort +5, Ref +5, Will +1
    OFFENSE
    Speed 50 ft.
    Melee bite -1 (1d6-2 plus trip)
    Ranged bite -1 (1d6-2 plus trip) 20 ft
    Special Attacks:
    Alebrije Chant: If a caster targets an Alebrije with a mind-affecting effect, the caster must make a concentration check any time they would cast a spell for the next 1d4 rounds as they repeatedly chant “Alebrijes” in the caster’s mind (DC 13)
    Garish: Anyone looking upon an Alebrije is dazzled until having spent a full round looking away.
    STATISTICS
    Str 7, Dex 23, Con 15, Int 4, Wis 6, Cha 12
    Base Atk +1; CMB -1; CMD 15 (19 vs. trip)
    Feats Skill Focus (Perception)
    Skills Perception +5, Stealth +10, Survival -2 (+2 scent tracking); Racial Modifiers +4 Survival when tracking by scent
    Last edited by Perturbulent; 2014-02-20 at 05:22 PM. Reason: Added Ecology; Removed Incorporeal; Changed Blinded to Dazed to Dazzled; Changed CR; Removed unnecessary spacing