2007-10-08, 10:20 AM
I like big mules and I cannot lie, those other donkeys can't deny...
Medium Magical Beast
Hit Dice: 5d10+20 HD (47 hp)
Speed: 40 ft. (8 squares)
Armor Class: 15 (+1 dex, +4 natural), touch 11, flat-footed 14
Base Attack/Grapple: +5/+8
Attack: Bite +8 melee (1d3+3) or Hoof +8 melee (1d4+3)
Full Attack: Bite +8 melee (1d3+3) and 2 hooves +3 melee (1d4+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Bray
Special Qualities: Darkvision 60 ft., hardy, low-light vision, rebel soul, scent, shall not be moved, tenacious strength
Saves: Fort +8, Ref +5, Will +10
Abilities: Str 16, Dex 13, Con 19, Int 3, Wis 11, Cha 8
Skills: Balance +5, Listen +4, Spot +4
Feats: Endurance(B), Iron Will, Steadfast Determination
Environment: Temperate desert or plains
Challenge Rating: 5
Alignment: Always Chaotic Neutral
Advancement: 6-9 HD (Medium)
Level Adjustment: -
This appears much like a normal donkey, though of somewhat greater size and musculature, and teeth of excessive length. What truly makes it differ from it's brethren however is it eyes there is a spark of intelligence there and it seems to bear an expression of ferocious rebellion.
A bad ass cannot speak any language but it's own advanced version of donkey, but it understands common or whatever the common language of the area happens to be.
A bad ass is easily provoked, tending to merely stand perfectly still and ignore and aggravate its opponent. If damaged or seriously threatened however it lets loose with a horrible bray followed flying hooves.
Bray (Su): As part of a standard action a bad ass can let out a tremendous cry. All creatures within 100 feet must succeed on a DC 16 will save or take a –2 penalty on attack rolls, saving throws, skill checks, and ability checks from the irritating racket. Those attempting to cast a spell must succeed on a DC 20 Concentration stack. A bad ass' bray counters and dispels Silence. A bad ass cannot use its bite attack while braying. This is a sonic, mind-affecting effect. The save DC is Constitution-based.
Hardy (Ex): A bad ass is immune to exhaustion. Anything that would make it exhausted instead makes it fatigued.
Rebel Soul (Ex):
A bad ass gains a +4 bonus to save against mind-affecting effects.
Shall Not Be Moved (Su): One that tries to force along a bad ass find out that they can become almost impossible to move. As an immediate action the bad ass can stand fast against any creature attempting to physically move it. They must succeed on an opposed Strength check, and the bad ass gains a +20 bonus on the check. The bad ass can’t voluntarily move to a new location while using this ability.
While unmoving it cannot apply it's Dexterity bonus to Armor Class; however, while using this ability it gains damage reduction 15/-.
The bad ass cannot physically attack or perform any other large-scale movements (it can make small scale movements, such as breathing, turning its head, moving its eyes, braying and so on). Powers with the teleportation descriptor, or any telekinetic effect, manifested on the bad ass automatically fail.
Tenacious Strength (Ex): A bad ass is considered to have a Strength of 30 (+10 modifier) for the purpose of it's Carrying and Dragging Capacity. While carrying from 346 lbs. to 2,400 lbs., or dragging 1,726 lbs. to 12,000 lbs. it can only move at it's base speed and cannot run.
The normal carrying capacity for a bad ass while not using Tenacious Strength is as follows:
A light load for a bad ass is up to 112 pounds; a medium load, 115–229 pounds; and a heavy load, 231–345 pounds. A bad ass can drag 1725 pounds. While moving these loads, even a heavy one or dragging, the bad ass does not take a reduction in speed and can even run.
Skills: Bad Ass' have a +4 racial bonus on Balance checks.
Last edited by The Vorpal Tribble; 2007-10-08 at 06:45 PM.