As the leaves shed their summer apparel and don their autumnal finery, pumpkins are being harvested, corn shorn, and beans plucked. A time of abundance and the fruits of long laboring. Spirits of the crop and field, beings of vine and hay, gourd and kernel, that which brings to mind fiddle playing beneath the rounded fullness of the harvest moon...
Last edited by The Vorpal Tribble : 11-21-2007 at 07:48 AM.
Hit Dice: 9d6+54 (85 hp)
Speed: 40 ft. (8 squares)
Armor Class: 16 (+2 dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +4/+10
Attack: Slam +6 melee (1d4+2)
Full attack: 2 slams +6 melee (1d4+2) or blade of grass +7 melee (1d6+2/18–20/x2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blade of grass, spell-like abilities, spitting mad
Special Qualities: Blood o' the barley, crop hop, damage reduction 5/cold iron, feast of the field, immune to poison and disease, low-light vision, vulnerability to fire
Saves: Fort +11, Ref +8, Will +9
Abilities: Str 14, Dex 15, Con 23, Int 10, Wis 16, Cha 17
Skills: Balance +14, Jump +13, Knowledge (nature) +12, Perform (dance) +15, Perform (sing) +15, Profession (farmer) +15
Feats: Improved Bullrush, Improved Grapple, Improved Unarmed Strike, Great Fortitude(B), Power Attack
Environment: Any plains
Challnge Rating: 8
Alignment: Always Chaotic Good
Advancement: 10-16 HD (Medium)
Level Adjustment: --
A bountiful spirit of harvest, John Barleycorn often seems to arrive out of nowhere, joining in with the other hands to take in the year's last grains, and staying to join in the festivities of autumn. He is said to be a dancer and singer with few matches and quick to charm the young women of the village.
When John first arrives he appears as a strapping young fellow in the beginnings of manhood, with a wide, ruddy face, and stiff, straight hair the color of sun-bleached corn husks. His eyes are a golden brown and alight with mischief and humor. As the season progresses a beard the color of his hair grows and he looks sturdier and by the approach of winter he has become stooped with age and his beard and hair a silvery white. Upon the last day of autumn he goes into the midst of a field, and as the sun sets he crumbles into dust. From the soil springs a small patch of withered stalks with but a single grain left upon it. As the chill wind blows the seed goes aloft on its errant breezes, and miraculously always lands within another field where he springs up once more on the first day of fall.
John Barleycorn has a hot temper and is wont to seek revenge on those who do him ill, usually in the way of cruel jokes. He may destroy a mill or use his Diminish Plants ability so that his offender has a poor crop for the next year or turn all his ale and beer thin as water.
John Barleycorn enjoys a good wrestling match or round of fisticuffs and will leap into a brawl with a laugh. Reguardless of who wins he'll cheer on his opponent and attempt to make friends with the fellow at the end. If the attack is in earnest and his life in danger however the mood of John becomes much more grim. He'll often pull a tall stalk from a field or haybale and apply his switch with surprising skill.
Blade of Grass (Su):
A stalk plucked from a sewn field becomes as a +1 rapier in the hands of John Barleycorn, taking a standard action to choose one of appropriate length. He may do lethal or nonlethal damage as wished.
Blood o' the Barley (Ex):
John Barleycorn is immune to effects that affect the blood, including wounding weapons. When he would bleed he instead leaks a heady beer for several moments that he will often let pour into a glass if handy and toast his attacker before leaping upon him.
In fact, if John Barleycorn is reduced to 0 hit points by fire, the brew within his veins ignites, and he explodes violently, dealing 4d6 fire damage to all within 10 feet (DC 20 reflex save half). This kills John immediately. The save DC is Constitution-based.
Crop Hop (Su):
As a move action John Barleycorn has the ability to instantly teleport from one part of a sown field to any other part, reguardless of distance, though must be part of the same field. He may also move through a field, even one packed with produce, without impediment or rustling a single leaf.
Feast of the Field (Su):
Once per day John Barleycorn can produce a veritable feast of grain-based food and drink, usually steaming loaves of bread and frothy beer, that can feed twenty people well. He also has the ability to dip his little finger in any liquid and turn it to beer or liquor. He can also turn hard drink thin as water, or thicken it till one swig causes instant intoxication.
At will/Diminish Plants, Plant Growth (crops only), Purify Food and Drink; 3/day Irresistible Dance, Poison ('blade of grass' only). Caster level 9th. Save DC's are Charisma-based.
Spitting Mad (Ex):
When one sees John spit it best you begone. John Barleycorn can rage as a barbarian up to three times per day, temporarily gaining a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves. He takes no penalty to armor class and is not fatigued at the end. This rage lasts for a number of rounds equal to 3 plus his newly improved constitution modifier.
Vulnerability to Fire (Ex):
John Barleycorn has vulnerability to fire, which means he takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.
Last edited by The Vorpal Tribble : 11-02-2006 at 10:16 AM.
A huge moth wheels about in the cool night air, dancing in delight an aerial ballet. A strange shadow then starts to pass across the moon and the moth glides to the ground, and begins to change...
Hit Dice: 4d6+4 or +12 (18 hp or 26 hp in humanoid form)
Speed: 30 ft. (6 squares), climb 30 ft., fly 40 ft. (poor)
Armor Class: 14 (+3 dex, +1 natural), touch 13, flat-footed 11
Base Attack/Grapple: +2/+2
Attack: Claw +5 melee (1d4)
Full attack: 2 claws +5 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Low-light vision, lunatic fringe, scent, scent of lunacy
Saves: Fort +2 (+4 in humanoid form), Ref +7, Will +8
Abilities: Str 10, Dex 16, Con 12 (16 in humanoid form), Int 7, Wis 18, Cha 21
Skills: Bluff +12, Climb +8, Listen +5, Move Silently +10, Spot +11, Survival +10
Feats: Dodge, Hover, Weapon Finesse(B)
Environment: Temperate Plains
Challenge Rating: 3
Alignment: Always Neutral
Advancement: 5-11 HD (medium)
Level Adjustment: -
For all but a couple hours the lady of the harvest moon appears as a massive moth with expansive wings of beautiful dark browns, tans and gold design with a large blood red eye-spot in the middle and long tails flowing behind. The body is covered in strokable, silky chocolate fuzz and large, comb-like antennae twitch above a couple lustrous black eyes.
When she flies beneath the red rays of the lunar eclipse in the midst of autumn however she takes on human form and sets out to find a mate. Walking through field and hill she attracts men to her from far around. In humanoid form she appears as a petite, beautiful woman of tanned complexion with richly flowing brown tresses that hang freely to her ankles. Her large eyes blaze with the reddish hue of the moon above and are filled with desperate passion.
Once the eclipse ends they part and the lady takes on her insectoid form. She soon lays 1d6 eggs within a deep hole and wraps them in silk. The next new moon she dies, dissipating into the chill wind. The eggs hatch on the first day of autumn.
The lady of the harvest moon rarely fights, preferring to blind or confuse her enemies. However, if she is pressed or her chosen mate endangered she flies into a rage (literally), slashing with her claws in both forms. Her most common opponents are wives who have followed their spellbound husbands.
Alternate Form (Su):
The lady of the harvest moon may take humanoid form, and subsequently loses her climbing and flying movements, though gains a +4 bonus to her Constitution score.
Lunatic Fringe (Su):
While bathed in the light of the moon, the lady of the harvest moon, and anyone or anything else she wishes within ten feet, can become unseen as the Greater Invisibility spell. Those who pass within the fringe unbidden are affected as if from the Insanity spell unless they make a DC 17 will save. The save DC is Charisma-based.
Scent of Lunacy (Ex):
The lady of the harvest moon, the moment she takes humanoid form, begins to release a strong pheromone that can be detected up to a mile if the wind is right. Any adult humanoid male who takes of the scent must make a DC 15 will save or set out to find the Lady as if under the Lesser Geas spell and acts Charmed once he meets her. The scent fades immediately once the first to arrive shows, and only affects those within ten feet. The save DC is Fortitude-based.
At will - Displacement, Glitterdust, Gust of Wind
3/day - Suggestion. Caster level 6th. Save DC's are Charisma-based.
Skills: The lady of the harvest moon gains a +8 racial bonus on climb checks.
Last edited by The Vorpal Tribble : 09-22-2008 at 09:49 AM.
Large Fey (incorporeal)
Hit Dice: 13d6+52 (94 hp)
Speed: Fly 60 ft. (good)
Armor Class: 23 (+2 dex, +3 deflection, +8 natural), touch 23, flat-footed 21
Base Attack/Grapple: +6/+13
Attack: Incorporeal touch +8 melee (1d8 cold plus sleep)
Full attack: Incorporeal touch +8 melee (1d8 cold plus chill sleep)
Space/Reach: 10 ft./10 ft.
Special Attacks: Chill sleep, spell-like abilities
Special Qualities: Damage reduction 10/cold iron, hiburnal aura, immunity to cold, incorporeal traits, low-light vision, natural invisibility, spell resistance 25, wreathed in autumn's splendor
Saves: Fort +8, Ref +10, Will +15
Abilities: Str 17 (- against non-ethereal), Dex 15, Con 19, Int 13, Wis 24, Cha 16
Skills: Diplomacy +19, Knowledge (nature) +27, Listen +23, Perform (dance) +19, Perform (sing) +19, Spot +23, Survival +23
Feats: Combat Expertise, Dodge, Extend Spell(B), Mobility, Spring Attack, Whirlwind Attack, Widen Spell(B)
Environment: Any temporate land (except desert)
Challenge Rating: 13
Alignment: Always lawful neutral
Advancement: 14-29 (large)
Level Adjustment: --
The land begins its season-long rest, and a lethargy spreads over the face of the world. Bears head for their den, fattened on berry and salmon as others dig their burrows, excavating their earthen beds. The autumnal breath is of this time of relaxation, a gathering of strength, an extended nap, hibernation, and the seeking of sleep.
To normal senses the autumnal seems as a weak but steady zephyr of cool air giving the hint of the passing of summer and the approach of fall. Under certain spells however she appears as an elderly but trim, stately lady some nearly ten feet tall with fair, pale complexion and windblown chestnut hair. She is dressed in a great cloak that at first appears on fire, but is actually made of every leaf in the forest ablaze in all shades of oranges, reds, and yellows.
An autumnal avoids combat and can normally ignore it, but if genuinely threatened she pulls no punches and goes into a literal whirlwind of activity, her opponents all about her falling into deep, cold sleeps.
Chill Sleep (Su):
Upon a successful touch attack an autumnal can cause a form of hibernation to overcome its opponent for 1d6 minutes (DC 19 fortitude save negates). This is not a mind effect, but a physical one, and so can affect creatures that would normally be immune to sleep affects, such as elves. The save DC is Charisma-based.
Hibernal Aura (Su):
All plants within twenty feet of an autumnal instantly go into dormancy; the leaves turn a brilliant shade, fruits and nuts ripen and fall, and even if magically animated become still and cannot be awoken until Spring. Plant creatures or beasts that hibernate must make a DC 19 fortitude save or have the sudden compulsion to seek out a place to rest and will not stir until spring. The save DC is Charisma-based.
Natural Invisibility (Ex): An autumnal breath is effectively invisible as the spell.
Spell-Like abilities: Caster level 20th. The save DC's are Wisdom-based.
At will - Control Wind, Deep Slumber (DC 20), Diminish Crops, Prestidigitation
3/day - Endure Elements, Symbol of Sleep (DC 22), Transport Via Plants
1/week - Control Weather
Wreathed in Autumn's Splendor (Su):
As a free action an autumnal breath can cause her leafy cloak to come apart and billow and whirl about her in eye-confusing directions. All melee and ranged attacks against the autumnal are assessed a 20 percent miss chance.
An autumnal breath gains a +10 racial bonus on Knowledge (nature) checks.
Last edited by The Vorpal Tribble : 09-22-2008 at 09:53 AM.