Monday, September 2, 2013

Monster Mondays: White Rabbit

by Frank Gori



from American Magee's Alice

March Hare

This creature resembles a cross between a large white hare and a small man.I carries a short sword in one hand and is examining a pocket watch in the other.
Were-Rabbit Ninja 4/Fighter 1

XP 4,800
TN Small fey
Init
+7; Senses low-light vision, scent; Perception +15
DEFENSE
AC 23, touch 19, flat-footed 12 (+7 Dex  , +1 dodge, +3 natural, +1 size, armor +1)
hp
42 (4d6+3d8+14)
Fort
+6, Ref +16, Will +10
Defensive Abilities
evasion, improved evasion, natural invisibility, supernatural speed, uncanny dodge; DR 5/all
Weaknesses
slow susceptibility
 
OFFENSE 
Speed 120 ft., Burrow 60 ft., Climb 20 ft.
Melee
+2 cold iron short sword +15 (1d4+2/19–20) and bite +13 (1d3/20) 

Ranged mw shortbow +14 (1d4 +poison and or sneak)
Special Attacks
sneak attack +3d6  
Spell-Like Abilities (CL 6th; concentration +8)
1/day—dancing lights, flare (DC 12), levitate, shatter (DC 14), ventriloquism (DC 13)
STATISTICS
Str 10, Dex 24, Con 15, Int 15, Wis 17, Cha 16
Base Atk
+5; CMB +0; CMD 18
Feats
Crane Style, Crane Wing, Deflect Arrows, Dodge, Improved Unarmed Strike, Mobility, Spring Attack, Weapon Finesse 
Skills
Acrobatics +18 (+50 jump), Bluff +10, Craft (traps) +9, Disable Device +14, Disguise +7, Escape Artist +18, Perception +14, Sense Motive +10, Sleight of hand +12, Spellcraft +6, Stealth +21, Survival +8, Use Magic Device +12
Languages
Aklo, Common, Sylvan
SQ
poison use, ki pool 4 points
TACTICS
March uses haste before combat when possible and opens combat with a volley of poisoned arrows. When facing a group he prefers taking out any obvious spellcasters as he is confident in his crane wing and deflect arrows defenses against more mundane attacks. Since silver and cold iron cannot be combined he effectively has DR 5 all.
After firing four poisoned arrows he will close in melee using his movement, invisibility, and spring attack to catch folk flat footed and gain extra damage from his sneak attacks. Between mobility, crane wing, and his acrobatics he is unconcerned with attacks of opportunity.
If cornered he’ll try use ki for extra attacks if he thinks he can win, if he doesn’t like the odds and has been reduced to 15 hit points or less he will attempt to jump away and then go to using his burrow or climb speed.
SPECIAL ABILITIES
Natural Invisibility (Su)
A quickling is invisible when motionless. It loses this invisibility and remains visible for 1 round in any round in which it takes an action other than a free action.
Supernatural Speed (Su)
A quickling moves with incredible speed. Save for when it remains motionless (at which point it is invisible), the quickling’s shape blurs and shimmers with this speed, granting it concealment (20% miss chance). In addition, this ability grants the quickling evasion and uncanny dodge (as the rogue abilities of the same names).
Curse of Lycanthropy (Su)
A natural lycanthrope's bite attack in animal or hybrid form infects a humanoid target with lycanthropy (Fortitude DC 15 negates). If the victim's size is not within one size category of the lycanthrope, this ability has no effect.
Lycanthropic Empathy (Ex)
In any form, natural lycanthropes can communicate and empathize with animals related to their animal form. They can use Diplomacy to alter such an animal's attitude, and when so doing gain a +4 racial bonus on the check. Afflicted lycanthropes only gain this ability in animal or hybrid form.
No Trace (Ex)
At 3rd level, a ninja learns to cover her tracks, remain hidden, and conceal her presence. The DC to track a ninja using the Survival skill increases by +1. In addition, her training gives her a +1 insight bonus on Disguise skill checks and on opposed Stealth checks whenever she is stationary and does not take any action for at least 1 round. Every three levels thereafter, the increase to Survival DCs and the bonuses on Disguise and opposed Stealth checks increase by 1.
Slow Susceptibility (Ex)
A quickling that succumbs to a slow effect loses its supernatural speed ability and is sickened as long as the effect persists. This sickened condition persists for 1 round after the slow effect ends.

ECOLOGY

Environment temperate forests
Organization
solitary or with the occasional merc band
Treasure
NPC gear (blue whinnis poison [4 doses], +2 cold iron Small short sword, alluring pocketwatch of punctuality, Cloak of resistance +2, slippers of spiderclimb, mw studded leather armor, mw shortbow)

Legends say the March Hare once witnessed a fey lord doing something terrible and the quickling tried to use that knowledge to blackmail said lord. The lord destroyed the quickling and cursed that when it reformed (as fey do when they are killed in the first world) it would do so with the curse of lycanthropy. Having a twisted sense of humor the lord killed a rabbit and used its essence to merge with the quickling thus March Hare was born.

The quickling doesn’t remember anything from before becoming a were rabbit but his nature is less cruel and more controlled then his peers. He has been used as an assassin and herald for various powerful fey over the years, most recently the Red Queen who controls a fey realm called wonderland.

She bought his service with a magical watch that not only keeps time but demands timeliness.

Alluring Pocketwatch of Punctuality
Aura moderate transmutation; CL 5th
Slot none; Price 16,000 gp; Weight 1 lb.
Description
A diamond studded platinum pocketwatch with a glass hourglass filled with mercury. The wearer of this fine timepiece gains a +4 bonus to Charisma and a hyper awareness of the time. The wearer may cast haste, expedious retreat, and dimension door once a day. If the wearer makes any time commitments they must make a fortitude save everey minute they are late or become sickened.
Construction
Requirements craft wonderous item, dimension door, eagle's splendore, expedious retreat, haste; Cost 8,000 gp

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