Thanksgiving Inspiration: All winter long along a city park I’d come across a small flock of three turkeys. I used to think a ranger would think lunch when he saw them, especially in winter. I stopped seeing them all spring long and finally ran across them again in a graveyard with some great hills. I was excited to see them and loudly exclaimed “my turkey friends” they replied by running away from the crazy human surely bent on murder. I’m sure if there were witnesses they thought me a madman.
There’s a ton
of great ways to use turkeys as a set up… having a variant WISC
able to make 3 dance around in a lifelike manner letting an
unsuspecting hunter shoot one and lure him into tentacle range was a
great set up. To make the whole mess more interesting I decided that
the creature got larger and smarter by consuming a fey. Here’s the
result
A small forest animal scurries atop a worn stump in a delightful and cheerful way—and then the stump's face peels open into a maw of sharp teeth.
XP 9,600
N large aberration
DEFENSE
AC 23, touch 9, flat-footed 24 (+14 natural. -1 large)
hp 119 (14d8+56)
Fort +11, Ref +5, Will +10
OFFENSE
Speed 5 ft., burrow 5 ft., climb 5 ft.
Melee bite +14 (1d8+5), 8 tentacles +13 (1d6+2 plus grab and pull)
Space 5 ft.; Reach 5 ft. (15 ft. with tentacle)
Special Attacks constrict (tentacle 1d4+3), implant, pull (tentacle, 5 ft.)
STATISTICS
Str 21, Dex 8, Con 19, Int 10, Wis 14, Cha 7
Base Atk +10; CMB +16 (+20 grapple); CMD 24 (can't be tripped)
Feats Great Fortitude, Greater GrappleB, Greater Weapon Focus (tentacle),Improved Initiative, Lightning Reflexes, Multiattack, Skill Focus (Perception),Weapon Focus (tentacle)
Skills Climb +15, Disguise -1 (+11 as tree stump), Knowledge (nature) +6,Knowledge (local) +6, Perception +14, Sense Motive +8, Stealth +9; Racial Modifiers +12 Disguise as tree stump
SQ corpse lure
SPECIAL ABILITIES
Improved Corpse Lure (Ex)
By setting up to three corpses within 15 ft of its stump and touching the body lightly with one of its tentacles, a wolf-in-sheep's-clothing can expertly maneuver the corpses, manipulating them in a lifelike way that is very hard to detect. The corpses must be within 15 feet of the stump portion. It can manipulate creatures up to size small but tends to avoid using humanoids as they are often expected to speak. When a wolf-in-sheep's-clothing uses a corpse like this, it gains a +8 per corpse bonus on Disguise checks beyond its normal racial bonus.
Fairy Magic (Sp)
In addition to growing larger and smarter the fairy fed wolf-in-sheep’s-clothing also gains a measure of fairy magic as though it were a fey creature half its hit dice thus 7. Treat the creature as a 7th level caster that can cast:
3/day- Dancing lights
1/day- deep slumber, entanglement, fairie fire, glitterdust, major image
Implant (Ex)
A wolf-in-sheep's-clothing can infest a creature with its eggs in one of two ways. A creature that eats a carcass used by the monster as a corpse lure automatically becomes implanted. Alternatively, up to once per day, a wolf-in-sheep's-clothing can implant an egg into a helpless or pinned creature as part of a grapple action. The target can resist being implanted with a DC 19 Fortitude save, but if it fails, the seed gestates and becomes a self-aware creature that slowly steals nourishment from its host before finally exploding free of its host's gut. The parasite can be cut free of the host's belly with a DC 25 Heal check, which takes 1 hour and deals 3d6 slashing damage regardless of success or failure. Remove disease (or any similar effect) also kills an implanted egg.
Wolf-in-Sheep's-Clothing Egg: Infestation—ingestion; save Fort 19;onset 1 day; frequency 1/day; effect 1d4 Str damage until host reaches 0, then 3d6 damage as parasite bursts free; cure 3 consecutive saves. The save DC is Constitution-based.
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