There was only one comment on
the "Weekly What the Heck" from two weeks ago, even after I extended it. I'm going to call it done and write something up. Hopefully
this morning's illustration will fire more imaginations than the poor mustached squirrel guy did.
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I'd like to thank Ripper for his ideas, which have been mashed together with some brainstorming by me and the missus to create:
Stumper
These curious fey creatures befuddle travelers with their strange ramblings and enjoy watching their confusion.
Level 8 Controller
StumperXP 350
Small fey magical beast
Initiative +9
Senses Perception +5; low-light vision
HP 89;
Bloodied 44
AC 22;
Fortitude 19,
Reflex 21,
Will 19
Speed 6, climb 6
mSpur Kick (standard; at-will)
+13 vs. AC; 2d6 + 2 damage.
MKick to the Jimmy (standard; encounter)
+12 vs. Fortitude; 3d10 + 5 damage and the target is dazed (save ends). Male humanoid targets are stunned instead of dazed.
CStumping Drawl (free, once on its turn before it takes other actions; at-will) * Psychic
Close burst 3; deafened creatures are immune; +9 vs. Will; the target is dazed until the end of the stumper’s next turn.
Alignment Unaligned Languages Elven
Skills Athletics +11, Arcana +14, Stealth +14
Str 15 (+6) Dex 20 (+9) Wis 13 (+5)
Con 17 (+7) Int 20 (+9) Cha 17 (+7)
Stumper Tactics
A stumper moves among its enemies, hoping to daze as many as possible with its stumping drawl.
Stumper Lore
A character knows the following information with a successful Arcana check.
DC 15: Stumpers enjoy sowing confusion in mortals unfortunate enough to cross their paths.
Encounter Groups
Stumpers are often found near other fey beasts.
Level 9 Encounter (XP 1,900)
* 2 stumpers (level 8 controller)
* 3 displacer beasts (level 9 skirmisher)
No really, Ripper's comment is in there - Wild West and cowboy boots became the drawl and the spurs.
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