These Candyland favorites are not natives, as they reside principally in our own land of Mundania. They are children's defenders who have served a mortal child to adulthood, they can sleep-travel to Candyland to help visitors there. Most times they help one child for a night or two, then the child gets a good night sleep and no longer needs them.
Teddy Bear Golem
Size/Type: Tiny Construct
Hit Dice: 2d10 (11 hp)
Initiative: +1
Speed: 20 ft. (4 squares)
Armor Class: 15 (+2 size, +1 Dex, +2 natural)
Base Attack/Grapple: +2 / --
Attack: Bite +2 melee (1d2)
Special Qualities: Wielder immune to Fear & Charm effects, Sleepytime
Saves: Fort +0, Ref +1, Will +1
Abilities: Str 7, Dex 13, Con 10*, Int 10, Wis 12, Cha 16
Skills: Perception +5, Knowledge (Candyland & Fey) +6, Stealth +8
Feats: Improved Holding On
Alignment Neutral Good
Environment: Candyland
Organization: Solitary or pair
Challenge Rating: 1
Advancement: 3-8 HD (Small), 9-16 (Medium)
Immune to Magic - Similar to other golem types, Teddy Bears have immunities to mind affecting and other spells.
Sleepytime - Wielder gains the benefits of a full night of sleep as long as they rested for 2 hours (non-cumulative) during the preceding night
Immune to Fear and Charm effects: Those who hold on to the Teddy Bear are granted immunity to fear and charm spells. This bonus is only given to one person at a time, and usually for the smallest or weakest character in a group. This immunity is not granted if the wielder carries the Teddy Bear in a backpack - it must be visible. Also, if the person commits evil actions, the Teddy Bear will stop giving any kind of help.
New feat: Improved Holding: Gain +12 on skill checks or saving throws involved in physically holding on to their ward
It is said that when little kids grow up in the land of Mundania, many toys are misplaced, given away or worse, but there rare few are kept in special places that never stop defending the smallest. They often go missing in the nighttime in their native land, but Candyland residents have long known that Teddy Bears in fact are one of the primary defenders of the lost or accidental visitors in their demi-plane dream realm.
They go to well traveled spots where they believe visitors may be found. Children are the primary users of the Teddy bears but any mortal creatures may use them if they are found and carried around for safety. Teddy bears have weak voices, as they are only able to be heard within the same five foot square foot they are in. They will try to give advice if asked, but only when asked. Their primary concern is always the safety of their ward not of any other well intentioned goal
A gaming blog devoted to my personal gaming world called Nyssa. Using a hash of Pathfinder, OSR, 3.5 DnD where I create things. Focused on gaming monsters or other things you can use behind the scenes.
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Thursday, 18 February 2016
Wednesday, 17 February 2016
Tin Man
Continuing with the creatures that are in my newly created Candyland, for an upcoming con adventure. Here is the consummate warden, the ever shiny and vigilant Tin Man.
Tin Man (Lesser Golem) CR 3
LN (G) Medium Sized construct
Init +1; Senses darkvision 60 ft., low-light vision; Perception +3
DEFENSE
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
HP 36 (3d10+20)
Fort +1, Ref +2, Will +1
DR 1/-; Immune construct traits, magic
OFFENSE
Speed 30 ft.
Melee +6 Sharpened Wood Axe (1d6+2/18-20)
Space 5 ft.; Reach 5 ft.
STATISTICS
Str 14, Dex 13, Con 10*, Int 10, Wis 11, Cha 10
Base Atk +5; CMB +7; CMD 16
Feats Weapon Focus (Axe), Skill Focus (Perception)
Skills +4 Survival, +4 Perception, +5 Knowledge (Candyland or Forest),
Environment Candyland
Organization solitary or gang (2–4)
Treasure none
Special Attacks: Sharp Axe - Increase critical range by 2 after three days of sharpening
Special Weakness: Heavy rain or water spells will inflict rusting, causing them to lose full motion. If they are at half hit points due to water damage, they move at 50% speed, if they are at 5% of hit points due to water damage, they lose all physical motion until they are oiled up again.
Tin Men were created long ago by The Great Wizard to help protect Candyland for the times when he was away from his post They were originally stationed at cross-roads, bridges and castles and all other places of high traffic to be gardeners and wardens, to alert the Candy Cane soldiers when problems appeared and assist when force had to be used. Though originally non-sentient like most other Golem types, they eventually became self-aware as the magical energies of the demi-plane soaked into them. Most are not overly smart or wise or highly charismatic, but they certainly do their jobs quite well and are dedicated to the people, places and magic of Candyland.
Most Tin Men will return to their station posts after getting the authorities, but a rare few will engage in quests if they believe it is in the interest of Candyland or the inhabitants. They are uninterested in personal glory or wealth, they are happiest doing their task - alone or with others is meaningless for them as they seem to be uninterested in building personal relationships. Strangely, many citizens that reside near particular Tin Men grow very fond of them, and the citizens realize the Tin Men do not understand or can even appreciate as they often do not pick up on their positive emotional feelings for them.
Higher Level Advancement (HD)
4 HD +3 skill points, Feat, DR 3/Magic, Increase any 2 ability scores by +2
5 HD +3 skill points , Gain Natural AC +2
6 HD +3 skill points, Track, Increase Wood Axe's Critical range (+1)
7 HD +3 skill points, Feat, DR 5/Magic, Increase any 2 ability scores by +2
8 HD +3 skill points, Gain Natural AC +2
9 HD +9 skill points, Feat, DR 9/Magic, Increase Wood Axe's Critical range (+2), Increase any 3 ability scores by +2
Few Tin Men ever attain 9 HD as they need to adventure and this would mean venturing away from their post which they are highly unlikely to do. In theory, as free-willed constructs they could gain levels in Fighter, Ranger, Paladin or Rogue. It has not been recorded if a Tin Men has ever tried to achieve class levels before 10 HD / level.
Gain Natural AC - These are physical improvements and better quality metal used in their bodies.
DR - The damage reduction is for non-magic weapons only.
Weapon Critical Range - They can increase any axe or bladed weapon`s critical range. It takes one week per range increase. The Tin Man must continually sharpen it, otherwise it slowly loses its sharpness after one day being uncared for. It will lose one +1 for each successive day it is not sharpened.
Construct Constitution - In my games constructs have 10 on their constitution. They do not gain or lose hit points, it always remains at this point and it cannot be drained.
Tin Man (Lesser Golem) CR 3
LN (G) Medium Sized construct
Init +1; Senses darkvision 60 ft., low-light vision; Perception +3
DEFENSE
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
HP 36 (3d10+20)
Fort +1, Ref +2, Will +1
DR 1/-; Immune construct traits, magic
OFFENSE
Speed 30 ft.
Melee +6 Sharpened Wood Axe (1d6+2/18-20)
Space 5 ft.; Reach 5 ft.
STATISTICS
Str 14, Dex 13, Con 10*, Int 10, Wis 11, Cha 10
Base Atk +5; CMB +7; CMD 16
Feats Weapon Focus (Axe), Skill Focus (Perception)
Skills +4 Survival, +4 Perception, +5 Knowledge (Candyland or Forest),
Environment Candyland
Organization solitary or gang (2–4)
Treasure none
Special Attacks: Sharp Axe - Increase critical range by 2 after three days of sharpening
Special Weakness: Heavy rain or water spells will inflict rusting, causing them to lose full motion. If they are at half hit points due to water damage, they move at 50% speed, if they are at 5% of hit points due to water damage, they lose all physical motion until they are oiled up again.
Most Tin Men will return to their station posts after getting the authorities, but a rare few will engage in quests if they believe it is in the interest of Candyland or the inhabitants. They are uninterested in personal glory or wealth, they are happiest doing their task - alone or with others is meaningless for them as they seem to be uninterested in building personal relationships. Strangely, many citizens that reside near particular Tin Men grow very fond of them, and the citizens realize the Tin Men do not understand or can even appreciate as they often do not pick up on their positive emotional feelings for them.
Higher Level Advancement (HD)
4 HD +3 skill points, Feat, DR 3/Magic, Increase any 2 ability scores by +2
5 HD +3 skill points , Gain Natural AC +2
6 HD +3 skill points, Track, Increase Wood Axe's Critical range (+1)
7 HD +3 skill points, Feat, DR 5/Magic, Increase any 2 ability scores by +2
8 HD +3 skill points, Gain Natural AC +2
9 HD +9 skill points, Feat, DR 9/Magic, Increase Wood Axe's Critical range (+2), Increase any 3 ability scores by +2
Few Tin Men ever attain 9 HD as they need to adventure and this would mean venturing away from their post which they are highly unlikely to do. In theory, as free-willed constructs they could gain levels in Fighter, Ranger, Paladin or Rogue. It has not been recorded if a Tin Men has ever tried to achieve class levels before 10 HD / level.
Gain Natural AC - These are physical improvements and better quality metal used in their bodies.
DR - The damage reduction is for non-magic weapons only.
Weapon Critical Range - They can increase any axe or bladed weapon`s critical range. It takes one week per range increase. The Tin Man must continually sharpen it, otherwise it slowly loses its sharpness after one day being uncared for. It will lose one +1 for each successive day it is not sharpened.
Construct Constitution - In my games constructs have 10 on their constitution. They do not gain or lose hit points, it always remains at this point and it cannot be drained.
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