View Single Post

Thread: Just in time for Halloween

  1. - Top - End - #1
    Troll in the Playground

    Join Date
    Sep 2007
    Elemental Plane of Purple

    Default Just in time for Halloween

    Oogie Boogie
    Huge Awakened Magical Beast (Augmented Diminutive Insect Swarm)
    Hit Dice: 11d8-11 (38 hp)
    Initiative: +4
    Speed: 20 ft (4 squares), climb 15 ft (3 squares)
    Armor Class: 12 (-2 size, +4 dex)
    BAB/Grapple: +6/+14
    Attack: Swarm (3d6 plus poison) or Slam +8 melee (2d6+4) or Hurl rock +3 ranged (2d6+4)
    Full Attack: Swarm (3d6 plus poison) or Slam +8 melee (2d6+4) or Hurl rock +3 ranged (2d6+4)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Distraction
    Special Qualities Blindsight 30 ft, Darkvision 60 ft., immune to weapon damage*, pulled thread vulnerability, swarm traits, tremorsense 30 ft., vermin traits
    Saves: Fort +5, Ref +7, Will +3
    Abilities: Str 19, Dex 19, Con 8, Int 10, Wis 6, Cha 8
    Skills: Appraise +3, Climb +7, Gather Information +3, Disguise +5, Forgery +5, Profession (Gambler) +4, Sleight of Hand +10, Perform (Sing) +3, Tumble+7
    Feats: : Close-Quarters Fighting, Deceitful, Hurl Rocks, Throw Enemy
    Environment: Underground
    Organization: Solitary or with minions Lock, Shock and Barrel
    Challenge Rating: 5
    Treasure: Double coins
    Alignment: Chaotic Evil
    Advancement: None
    Level Adjustment:

    Note: Close-quarter Fighting is from Complete Warrior; Hurl Rocks and Throw Enemy are from Races of Stone

    From Wikepedia:

    "Oogie Boogie is the Boogie Man, resembling a large burlap sack. He is a gambler by nature, and especially loves to gamble with the lives of others.

    Despite his love of gambling, he exhibits no skill in it; on two occasions, he rolls snake eyes, and (as he admits) has to resort to cheating. He is also somewhat lecherous, as shown by how easily he was distracted by Sally's bare (and dismembered) leg. According to Lock, Shock, and Barrel, as well as some of his deleted song material, he is also apparently good at making a concoction known as Snake and Spider Stew, though it would seem he tends to use people as ingredients.

    Oogie is eventually revealed to be a collection of thousands of bugs, led by a green cockroach-like creature, who gathered the others into a revenge scheme against Santa for ruining their holiday "Bug Day"."

    Blindsight (Ex): This ability is similar to blindsense, but is far more discerning. Using nonvisual senses, such as sensitivity to vibrations, keen smell, acute hearing, or echolocation, a creature with blindsight maneuvers and fights as well as a sighted creature. Invisibility, darkness, and most kinds of concealment are irrelevant, though the creature must have line of effect to a creature or object to discern that creature or object. The ability's range is specified in the creature's descriptive text. The creature usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight ability. Unless otherwise noted, blindsight is continuous, and the creature need do nothing to use it. Some forms of blindsight, however, must be triggered as a free action. If so, this is noted in the creature's description. If a creature must trigger its blindsight ability, the creature gains the benefits of blindsight only during its turn.

    Immune to Weapon Damage: Since Oogie Boogie is make of of a swarms made of Diminutive and Fine creatures, he takes no damage whatsoever from weapons. However, he loses this ability when he is wearing his burlap suit. [See below]

    Tremorsense (Ex): A creature with tremorsense is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground. Aquatic creatures with tremorsense can also sense the location of creatures moving through water. The ability's range is specified in the creature's descriptive text.

    Burlap Suit: As long as Oogie Boogie is wearing his burlap suit, he loses many of his swarm traits. For example, he is not susceptible to high winds; he loses his immunity to weapon damage*; and he loses the ability to distract his foes.

    While the bag is immune to bludgeoning damage, the bugs inside are not. The suit can be slashed and pierced, but will not release any bugs until Oogie loses half his hit points. However, the suit is vulnerable to having loose threads. Once a thread is pulled, the entire suit begins to unravel. It takes 3 rounds for the entire suit to unravel, spilling out all of Oogie Boogie’s insect swarm. The swarm is under the control of the largest insect. Oogie reforms along with his burlap suit within 24 hours if the main bug is not killed.

    Lock, Stock and Barrel (Oogie Boogie’s Minions)

    These are the Trick-or-treater minions of Oogie Boogie. Lock is supposedly the leader of Oogie’s Boys, but does not think things thoroughly. Lock wears a devil costume; his barbed tail moves as though alive, his teeth are pointed sharply, his face is narrow and long-jawed, and his hair is waxed into two horns, lending him a devilish appearance even when his mask is removed.

    Shock is the most cunning of Oogie’s minions and because of this is most likely the real leader of the three. She has some contempt for the other two for their stupidity. Shock wears a purple witch costume and behaves in unfeminine ways. There is no difference between her mask and her face, other than the former’s lack of any features except eye-holes and a nose.

    Barrel is mistakenly considered the stupidest of the three troublemakers, despite his protests to the contrary, and is the butt of many jokes made by the other two members. Barrel wears a skeleton costume and has deformed feet, but otherwise resembles a small human boy, albeit one with blanched white skin, sunken eyes, and green hair. His face is round and wears a perpetual grin, except when he is angry at Shock.

    Lock, Shock, and Barrel live in a tree house with a pipeline to Oogie Boogie’s domain. Inside they have a cupboard filled with deadly toys.

    Lock, Shock, and Barrel
    Small Humanoids (Trick-or-treaters), Rogue 3
    Hit Dice: 3d6 (10 hp)
    Initiative: +1
    Speed: 30 feet
    Armor Class: 11
    BAB/Grapple: +2/-1
    Attack: Small dagger +2 melee (1d3/19-20/x2) or dagger +4 ranged (1d3/19-20/x2)
    Full Attack: Small dagger +2 melee (1d3/19-20/x2) or dagger +4 ranged (1d3/19-20/x2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Sneak Attack (2d6+2)
    Special Qualities: Evasion, trapfinding, trap sense +1
    Saves: Fort +1, Ref +3, Will +1
    Abilities: Str 8, Dex 13, Con 11, Int 10, Wis 9, Char 12
    Feats: Craven, Nimble Fingers
    Skills: Balance +3, Bluff +3, Climb +1, Decipher Script +2, Diplomacy +3 , Disable Device +4, Disguise +3, Escape Artist +3, Forgery +2, Gather Information +3, Hide +3, Intimidate +3, Jump +1, Knowledge (local) +2, Listen +1, Move Silently +3, Open Lock +5, Search +2, Sense Motive +1, Sleight of Hand +3, Spot +1, Tumble +3, Use Magic Device +3, and Use Rope +3
    Environment: Any
    Organization: Group
    Challenge Rating: 3
    Treasure: Standard plus Animated bathtub for transportation, a variety of booby-trapped toys, traps and weapons and they have a bag of holding.
    Alignment: Chaotic Evil
    Advancement: By Class
    Level Adjustment:

    Note: Craven is from Champions of Ruin.


    Sneak Attack: If Lock, Shock and Barrel can catch an opponent when he is unable to defend himself effectively from their attack, each of them can strike a vital spot for extra damage on a sneak attack doing 2d6+6 points of damage. (See Rogue for complete details).

    Evasion (Ex): Lock, Shock and Barrel can avoid even magical and unusual attacks with great agility. If each of them makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, each of them instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

    Last edited by Mark Hall; 2013-04-05 at 01:35 PM.