1. - Top - End - #3
    Orc in the Playground
    Join Date
    Jun 2006
    Location
    Oh, here and there.
    Gender
    Male

    Default Re: GITP Monster Competition XXXIV - On the Road Again

    Wanderwish
    Medium Fey (Earth)
    Hit Dice:
    10d6 + 30 (65 hp)
    Initiative: +9
    Speed: 30ft.
    AC: 20 (+5 Dex, +5 +1 chain shirt), touch 15, flat-footed 15
    Base Attack/ Grapple: +5/+9
    Attack: +2 quarterstaff melee +12 (1d6 + 6)
    Full Attack: +2 quarterstaff/+2 quarterstaff melee +10/+10 (1d6 + 6)
    Space/Reach: 5ft./5ft.
    Special Attacks: Tangled Crossroads
    Special Qualities: Low-Light Vision, Chosen Road, DR 10/Cold Iron, Game of Dire Chance, Duster of the Earth, Infallible Direction
    Saves: Fort +6, Ref +12, Will +8
    Abilities: Str 18, Dex 21, Con 17, Int 14, Wis 13, Cha 16
    Skills: Climb +17, Diplomacy +9, Intimidate +10, Jump +17, Listen +14, Knowledge (local) +15 (+25 if about Chosen Road), Move Silently +18, Spot +14, Survival +14 (+24 if on Chosen Road)
    Feats: Combat Reflexes, Improved Initiative, Two-Weapon Fighting, Weapon Focus (Quarterstaff)
    Environment: Chosen Road (see below)
    Organization: Solitary
    Challenge Rating: 8
    Treasure: Standard
    Alignment: Usually Chaotic Neutral
    Advancement: By character class

    Wanderwishes are fey that are tied to a certain road or path, much as dryads have a home tree. They are capricious fey, acting on whatever their whim at the moment. They love to play games, and have been known to grant wishes to any who manage to beat them at their own games.

    Wanderwishes appear as well-traveled people of almost any race. The two traits that all wanderwishes have in common are their +2/+2 quarterstaves and their brown duster coats. They usually stand about five and a half feet tall and weigh from 150 – 190 pounds.

    Combat
    Wanderwishes sometimes initiate combat to protect their chosen road from those who might exploit it. If this is the case, they prefer to battle one-on-one with their enemies, using their Tangled Crossroads to ensure no interruptions.

    Tangled Crossroads (Su): A Wanderwish can, as a full-round action, recreate the effect of a maze spell. It can target up to 1 creature per 3 Hit Dice (3 creatures for a standard wanderwish). All of the targets of the ability are banished to the same maze effect. The duration is 10 minutes, until all of the trapped targets succeed on the Intelligence check, or until the wanderwish ends the effect voluntarily.

    Chosen Road (Su): A Wanderwish is bound to the road it inhabits. It cannot be made to leave this road; any attempts to do so automatically fail. It cannot travel more than thirty feet from any edge of the road at any point, even if it goes willingly. A Wanderwish gains a +10 bonus to any Survival or Knowledge (local) checks made pertaining to its chosen road. As long as it remains on its chosen road, a wanderwish never needs to eat, drink, or sleep.

    Game of Dire Chance (Su): Wanderwishes are enamored of games of all kinds. Those who agree to play a game of the wanderwish’s choice have entered into a pact known as the Game of Dire Chance. It is a binding magical agreement with terms set forth and agreed upon by both sides. A wanderwish cannot lie when creating a Game of Dire Chance.

    The Game is typically some sort of game of chance or skill (like a card game or athletic challenge). The typical conditions of a game are safe passage for the challengers if they win and banishment from the road for 1d4 months if they lose. Magic other than that of the contest itself is automatically dispelled upon the beginning of the contest.

    However, canny challengers can ask for a wish to be their prize. In such a case, the prize for the wanderwish is invariably the challenger’s life. The wanderwish gains a +5 bonus to the relevant check, save, or attack roll when engaged in a Game for a wish.

    Should the challenger lose, the wanderwish can instantly use finger of death (Caster level 20th, DC 22) on the challenger. The challenger takes a -5 penalty to his saving throw.

    However, should the challenger win, the wanderwish is bound by magical decree to grant that individual one wish as the spell (CL 20th). Wanderwishes are prohibited from granting more than one wish to a certain individual. A Wanderwish cannot engage in a Game of Dire Chance more than once per day.

    Duster of the Earth (Su): A Wanderwish’s duster coat grants it the ability to hide as per the greater invisibility spell as long as it is on its road and takes no actions. The duster does not function for any other creature, even other Wanderwishes.

    Infallible Direction (Su): Wanderwishes always know their exact location, down to the inch. They cannot get lost and are immune to the maze spell.

    Wanderwish Lore
    Due to their close ties with civilization, Wanderwish knowledge can be discovered with a Knowledge (Local) check.
    DC 20- A Wanderwish is a sort of urban fey that makes its home on a single road. It is said that they cannot leave this road. This reveals all fey traits.
    DC 25- Wanderwishes are said to possess a magical duster that makes them invisible to the naked eye. They also have the power to make you lose your way.
    DC 30- Wanderwishes have a great affinity for games, whether they be of chance or skill. They like to wager on these games as well.
    DC 35- It is said that a wanderwish can grant you anything your heart desires if you defeat it in a game of dire chance. However, should you fail, it will take your life.

    WANDERWISHES WITH CLASS LEVELS
    A wanderwish's favored class is Rogue. They are unfit to be player characters, though.
    Last edited by SlaadLord; 2009-06-16 at 06:48 PM.