Blog Archive

Saturday, 12 March 2016

Zunnel - Hair Beast (Rapunzel`s Daughters)

When I first started preparing ideas for the monsters that became my Candyland themed game, I listed every faeire tale that I could think of, and then posted brief, quick ideas about how I wanted to use them. This was one of many that I didn't have any immediate idea of how to use or how best to incorporate. This is my first second-gen creature, much more changed then many others.

Zunnel

CN (Good) Medium Fey
Init +4 Senses Low-light vision; Perception +16
 DEFENSE
AC 17 touch 14, flat-footed 13 (+4 Dex, +3 natural)
hp 60hp (11d6+22 con)
Fort +5, Ref +11, Will +10
DR 10   Immune    Resist 10 elemental Damage
 OFFENSE
Speed 30 ft.
Melee None
Special Attacks Hair +9 (1d6+5)    (treat as tentacle with 20 strength and 15 ft reach)
Spell Like Abilities (CL 9th)
12/day Bardic Performance - Countersong, Inspire, Distraction, Courage, Captivating, Fascination, Obsession, Slumber
Spells Prepared (CL 9th, Spells per day 4/4/3) (DC 16+spell level)
        3rd-Crushing Despair, Cure Serious Wounds, Dispel Magic, Lesser Geas
2nd-Hold Person, Mirror Image, Scare, Suggestion
1st-Cure Light Wounds, Hideous Laughter, Remove Fear, Unseen Servant
 STATISTICS
Str 10, Dex 18, Con 15, Int 15, Wis 17, Cha 23
Base Atk +5 CMB +10 CMD 24
Feats 6 total feats from HD   Dodge, Weapon Finesse, Focused Attack (Hair)
Skills Bluff +12, Diplomacy +13, Perception +16; Perform (Voice + Any 1)+18, Knowledge (Magic, Music, Religion) +10, Stealth +12 Sense Motive +10, Use Magic Device +10
Languages Fae, Common, Elven

 ECOLOGY
Environment  Candyland
Organization   Solitary or Pair  
Treasure Value  Treasure Average (Coins or gems)
 SPECIAL ABILITIES
Enhanced Criticals (Ex), If AC hit on their hair attack is +4 higher than what is needed, inflicts *2 base weapon dmg on critical confirmation rolls. If AC is +8 higher than what is needed, inflicts * 3 base weapon dmg on critical confirmation rolls.

A Zun (usually referred to as their plural Zunnel) appears as a slender and attractive human-like fae with long hair, pointy ears and most often residing in abandoned locations. Charming and elegant, they easily make allies and put tremendous efforts in their causes.  Appear as physically helpless, most are unwilling to wield a weapon in their physical defense.  Do not seem worried or threatened by common dangers as they rely on their bardic abilities. They do not put themselves directly in the line of fire either, of course they don't really need to.

While they do not take combat action, their hair does, having much higher strength and the capacity to strangle opponents. Their hair is fully cognizant & able to take action independent of the body. The reach of their hair enables the Zun to dispatch foes without having to face them directly. The hair's priority is the safety of the Zun and any weaker creatures around her. The Zun is conscious of their defender but take actions in their own way (Spells and contacts) to defuse dangerous situations first, but know their hair will protect them. Any time the Zun feels threatened due to injury, they flee

They are not evil, but very chaotic and generally untrusting of males. They are the generational offspring of Rapunzel, not her children but the third or later generation. Rapunzel's daughters were wed to selfish, controlling men who took advantage of them. They fled to the fae world for respite, and were transformed for helping those in need. Most are apart of femme cults dedicated to protecting women and creatures smaller than them. They often build traps (both physical and mental / word games) to ensnare men to catch them for both real and perceived crimes. 

Most tend toward female partners. While initially mistrusting they can become allies or much closer with males who show bravery, wit and serve forces of good. Their hair can always assist a Zunnel, after it steps down from their  but is much less likely to be ever needed, if they are never threatened.

Spells as 9th level Bard - usually calming or other peaceful attacks.

Hair Attacks: The Zunnel`s hair is the primary combat attack. It is considered to have a 20 strength (+10 on the Zunnels strength score.) It can grab any basic weapon, or use the environment around it to protect the Zunnel. If it attempts to strangle, it does 1d6 + 5 damage, But it can also strangle as noted above.

Thursday, 10 March 2016

Fiddling Cat

Fiddling Cat

Small Sized Magical Beast
Hit Dice: 5d8+5 (26 hp)
Initiative: +3 (dexterity)
Speed: 30 ft

AC 16 touch 13, flat-footed 13 (+3 Dex, +3 Natural)
hp 32hp (5d10+5 con)
Fort +5, Ref +7, Will +3
Base Attacks: +8 Rapier (1d6/19-20) or +2 Claw (1d3)
Special Qualities: Low Light Vision, Elemental Resistance (10), Turn Otherworld Creatures  (as 5th level cleric)

Saves: Fort +5, Ref +7, Will +3
Abilities: Str 8, Dex 17, Con 13, Int 11, Wis 15, Cha 16
Base Atk +5 CMB +4 CMD 17
Skills: Acrobatics +4, Perception +5, Jump +5,  Stealth +5, Perform +8 (Fiddle)
Feats: Combat Reflexes, Skill Focus (Perform), Weapon Finesse

Climate/Terrain: Spirelands or Candyland
Organization: Solitary or Circle (3-6)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually neutral (50% Good)
Advancement Range: By Class (Ranger, Rogue or Bard)

This is a small sized anthropomorphized cat that has excellent music and conversational skills. They were little known as an intelligent felines on the mortal planes, but when some found their way to Candyland, their unique skill set made them a wonderful companion to the visitors to the otherworld. They now reside mostly in the Candyland, most as plump and pampered pets, but they have strong skill sets and are incredibly loyal to the cause of hunting out enemies in the fae-lands. Many wear very nice boots, a stylized hat along with a rapier.

While there are no undead in Candyland, there are many otherworld creatures, which is best defined as anything that is in the Candylands that is not asleep. Those that are sleeping, come by Mother Goose's sleep gates and have agreed (knowingly or not) to the rules and conditions. Those that have physically traveled here have not, and can get into all kinds of mischief. These Fiddling Cats have been blessed and they can use music to ward off otherworldly creatures. They must warn the creatures that they are being bothersome or unwanted, then if the unwanted do not depart or stop as they are being asked, the cat can fiddle to ward them away.

Turn / Ward Living: The Will DC is 10 + 1/2 HD + your Charisma modifier. This normally works for 3 rounds + 1 round / charisma bonus. If the creatures affected does not immediately leave, they suffer -3 on all subsequent saving throws, skill checks or attack rolls for double the amount of time they would feel the affects. Fiddling cats can turn for 5 + charisma modifier / day.