Creator of Yoon-Suin and other materials. Propounding my half-baked ideas on role playing games. Jotting down and elaborating on ideas for campaigns, missions and adventures. Talking about general industry-related matters. Putting a new twist on gaming.
Let's D&D-ify it. Give it some stats, special abilities, a different name, a background, whatever you like. Post in the comments or your own blog. Do it now.
Hit Dice: 2 Armor Class: 6 [13] Attacks: 1 bite (1d3) or snatch (see below) Move: 12 (Climb 12) or 30' (Climb 30')
Aye-ayes are cunning little thieves. They can pick pockets as well as 5th level thieves and surprise opponents on a 1-3 on 1d6, or 1-4 on 1d6 in a wooded area. One aye-aye in 100 has been corrupted by evil jungle gods and gains magic resistance 10% and is only harmed by silver or better weapons. These creatures attempt to snatch people's eyes from their sockets in combat, first engaging them in a grapple (their hands a feet grant a +2 bonus to grapple attacks) and then the next round using their mouths to suck out the eye ball and their teeth to sever the ocular nerve. This requires a normal attack at -3. Once an eye has been stolen, the fiendish aye-aye attempts to make a hasty retreat into the jungle to play with its new toy.
Initiative: +8 (dark), +3 (twilight), 0 (light) Senses: Perception: +8 (dark), 0 (twilight), -5 (light), -10 (bright light); Darkvision; Hit Points: 32; AC: 13. Fortitude: 12; Reflex: 15; Will: 13; Speed: 8 (in trees), 4 (forest ground); Climb: 8 (trees, wood), 6 (walls, rock, stone); Immunity: Ignores first 45 feet of falling; Night Squirrels are never surprised in darkness; Ability: After a dash of 10 feet, they can jump up to 10 feet as a standard move action.
Combat: Claw (standard) 1d2 + Bite (see below) 1d3
Bite attack: On a natural 20, target will have sleeping problems for the next 10+d100 nights. Each night, target makes a will safety roll. If target fails, target will have nightmares, causing the target to shout and toss around in their sleep, keeping nearby sleepers awake. Such a night is equivalent of getting only a couple of hours of sleep, and will prevent spellcaster from repleshing their spells. If nightmares happen on multiple nights in a row, combat is effect the next day: there will be a -1 penalty of each roll (-5 on percentile rolls) for each night over the first. (So a -1 after 2 nights of nightmares, -2 after three nights, etc). Target also makes a fortitude roll. If failed, 1d4 night squirrels will spawn from the nightmare, attacking anyone on sight. For the entire duration of the period, target will be unable to go to sleep unless it's pitch dark.
If someone with the curse described above is bitten with a natural 20 again, and he fails the will roll, roll 10+d100. Keep the higher of this roll, and the number of nights the target still has to go.
Tactics: Night squirrels typically start the attack by jumping from trees, and wailing loudly. After the first one attacks, it takes 1+d6 rounds for the rest of the group to attack (roll separately for each critter). They are not smart enough to cooperate their attacks or to prioritize their opponents.
Description: These little noctural creatures live solitairy, or in small groups (2-8 adults, seldomly more than 2 kids). They will fearlessly defend their territory, even against passerbys and against much larger creatures than themselves. These rare, nocturnal critters typically live in high lattitude pine forests, and are very nimble and manage to move lightning fast up and down trees. Prized for their tails, some people capture them alive, but there have been no known succesful attempts of breeding them in captivity. Claws, teeth, and some of their organs are used as spell components, potion ingredients and as medicin.
Tail: 50sp - 10gp, depending on size and quality. Claw: 30 gp/each, if one can find a buyer. Teeth: A full set of teeth can fetch up to 35 gp given the right buyer, but care should be taken. The sharp teeth can do their special damage up to 5 days after the squirrel has died. Organs: 100 gp given a willing buyer. But it takes skill to cure them; the organs rot easily and even the slightess contamination by organ juices to food or water can make the person eating or drinking it violently ill.
Aye-Aye
ReplyDeleteHit Dice: 2
Armor Class: 6 [13]
Attacks: 1 bite (1d3) or snatch (see below)
Move: 12 (Climb 12) or 30' (Climb 30')
Aye-ayes are cunning little thieves. They can pick pockets as well as 5th level thieves and surprise opponents on a 1-3 on 1d6, or 1-4 on 1d6 in a wooded area. One aye-aye in 100 has been corrupted by evil jungle gods and gains magic resistance 10% and is only harmed by silver or better weapons. These creatures attempt to snatch people's eyes from their sockets in combat, first engaging them in a grapple (their hands a feet grant a +2 bonus to grapple attacks) and then the next round using their mouths to suck out the eye ball and their teeth to sever the ocular nerve. This requires a normal attack at -3. Once an eye has been stolen, the fiendish aye-aye attempts to make a hasty retreat into the jungle to play with its new toy.
Nice. That eye socket thing is a great touch - makes fighting them genuinely scary.
DeleteNight Squirrel; Small Natural Beast
ReplyDeleteInitiative: +8 (dark), +3 (twilight), 0 (light)
Senses: Perception: +8 (dark), 0 (twilight), -5 (light), -10 (bright light);
Darkvision;
Hit Points: 32;
AC: 13. Fortitude: 12; Reflex: 15; Will: 13;
Speed: 8 (in trees), 4 (forest ground);
Climb: 8 (trees, wood), 6 (walls, rock, stone);
Immunity: Ignores first 45 feet of falling;
Night Squirrels are never surprised in darkness;
Ability: After a dash of 10 feet, they can jump up to 10 feet as a
standard move action.
Combat: Claw (standard) 1d2 + Bite (see below) 1d3
Alignment: Unaligned
Skills: Acrobatics: +3; Athletics: +5; Stealth: +2;
Str: 8; Dex: 19; Wis: 3; Con: 12; Int: 6; Cha: 7;
Bite attack: On a natural 20, target will have sleeping problems for the
next 10+d100 nights. Each night, target makes a will safety
roll. If target fails, target will have nightmares, causing
the target to shout and toss around in their sleep, keeping
nearby sleepers awake. Such a night is equivalent of getting
only a couple of hours of sleep, and will prevent spellcaster
from repleshing their spells. If nightmares happen on multiple
nights in a row, combat is effect the next day: there will be
a -1 penalty of each roll (-5 on percentile rolls) for each
night over the first. (So a -1 after 2 nights of nightmares,
-2 after three nights, etc). Target also makes a fortitude
roll. If failed, 1d4 night squirrels will spawn from the
nightmare, attacking anyone on sight. For the entire duration
of the period, target will be unable to go to sleep unless
it's pitch dark.
If someone with the curse described above is bitten with a
natural 20 again, and he fails the will roll, roll 10+d100.
Keep the higher of this roll, and the number of nights the
target still has to go.
Tactics: Night squirrels typically start the attack by jumping from trees,
and wailing loudly. After the first one attacks, it takes 1+d6
rounds for the rest of the group to attack (roll separately for
each critter). They are not smart enough to cooperate their attacks
or to prioritize their opponents.
Description:
These little noctural creatures live solitairy, or in small groups (2-8
adults, seldomly more than 2 kids). They will fearlessly defend their
territory, even against passerbys and against much larger creatures
than themselves. These rare, nocturnal critters typically live in high
lattitude pine forests, and are very nimble and manage to move lightning
fast up and down trees. Prized for their tails, some people capture them
alive, but there have been no known succesful attempts of breeding them
in captivity. Claws, teeth, and some of their organs are used as spell
components, potion ingredients and as medicin.
Tail: 50sp - 10gp, depending on size and quality.
Claw: 30 gp/each, if one can find a buyer.
Teeth: A full set of teeth can fetch up to 35 gp given the right buyer, but
care should be taken. The sharp teeth can do their special damage
up to 5 days after the squirrel has died.
Organs: 100 gp given a willing buyer. But it takes skill to cure them; the
organs rot easily and even the slightess contamination by organ
juices to food or water can make the person eating or drinking it
violently ill.
Being able to sell monsters' body parts is what D&D is all about. Nice.
DeleteThis comment has been removed by the author.
DeletePick up a Hackmaster lines Hacklopedia of Beasts next time you see one, noisms. You'll enjoy it.
Delete