Saturday, June 27, 2009

Why, that's a Stumper!

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.

I'd like to thank Ripper for his ideas, which have been mashed together with some brainstorming by me and the missus to create:
These curious fey creatures befuddle travelers with their strange ramblings and enjoy watching their confusion.

Level 8 Controller
XP 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.

No comments: