CHESHIRE Template CR +2
CN Magical beast
Init +8; Senses darkvision 60 ft., low-light vision; Perception +11
DEFENSE
AC +6 luck bonus
hp +2d8 HD fast healing 2
Fort +6, Ref +6, Will +6
Defensive Abilities Immune mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), paralysis, poison, polymorph, sleep, and stun; SR 19
OFFENSE
Speed As base creature
Melee 2 claws +5 (1d4 plus poison), bite +5 (1d3 plus poison)
Special Attacks Ethereal Poison, sneak attack +2d6
Spell-Like Abilities (CL 10th; concentration +16)
Spells—ethereal jaunt (2/day); greater invisibility 3/day (10% failure rate)
STATISTICS
Dex +4, Cha +2, Wis -2
Feat Bumps Dimensional Assault,
Improved Initiative, Weapon Finesse
Skills Bumps: Bluff +8, Perception +8,
Stealth +12
Languages Common, Elven, Faerie plus
other common languages in the area
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SPECIAL ABILITIES
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Ethereal Poison (Ex) Bite—injury;
save Fort DC 19; frequency 1/round; effect slip into the ethereal for
an unspecified number of rounds; cure 1 save. The save DC is
Constitution-based. The time the poison lasts depends on the saving
throw. If a 1 is rolled, use 11-20 rounds; if 2 is rolled, use 9-16
rounds, if a 3 is rolled use 7-12 rounds, if a 4 or higher is rolled
use 3 or 4 rounds. Any roll effectively higher but that still fails, causes the victim to slip into the ethereal for 1d2 rounds.
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ECOLOGY
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Environment Wonderland (Faerie)
Organization solitary
Treasure standard
Advancement: As monster HD or class
The Cheshire Template is for animals or
creatures exposed to the madening effect of the Cheshire disease.They appear the same as the animal or creature they originated from, but have bright orange or purple stripes all over their body and green ethereal eyes. When they experience surprise or feel threatened, they need to roll a will saving throw or they lose themselves to the ethereal and fade into the other
plane.
Most adventurers don't know about the
Chessires and those that do, just believe them harmless. In fact, Chessires have the
ability to hide so well that they are just unnoticed. They often
follow adventurers going into a dungeon, simply for the kicks, and
remain hidden or invisible until something strikes it's fancy and
then will lose focus and become visible. Cheshire's are generally
cautious, and will run away or go ethereal but when roused or care about individuals, they can be brave and cunning to help their allies.
Cheshire Creatures abstain from
combat, simply because they can. They have no real allies, as they
spend much of their time around sites they find interesting or
following other creatures. They also have no true enemies, as they
don't tend to cause problems. Some high level Sorcerers or Alchemists
seek Chessire beasts to milk them for their ethereal poison glands. A rare number make connections with adventurers and wish to travel around with them, but they seem to be interested in fun not combat and especially not getting treasure.
While most Chessires tend to be aloof, some are in fact extremely curious and want to get involved in power plays to help their cause.
Experts are not entirely sure what
causes a few creatures to become inflicted with the Chesshire disease
template. It was formerly believed to be their bite, but now most
experts do not think this is the case. Others surmise it is simply
spending time around a chesshire or even sleeping near one.
Invisibility Flaw: There is a
10% chance that when trying to go invisible, not all of their body is
affected by their spell-like ability, and this part will still remain visible.
Sometimes a leg, tail or part of their face is visible. A failed
attempt does not count in their daily invisibility usages.
Inspired by: Lilly-White & the
Thief of Lesser Night by CSE Cooney in the collection Mad Hatters and
March Hares short story collection