demiurge1138
Inventor of Super-Toast
Another preview. This one's of the most horrible villain ever seen in a cheesy '90s movie made up of clips from failed television pilots...
Plaything
From the movie Merlin’s Shop of Mystical Wonders
Tiny Construct (Extraplanar)
Hit Dice: 15d10 (82 hp)
Initiative: +6
Speed: 20ft (4 squares)
Armor Class: 24 (+2 size, +2 Dex, +10 natural), touch 14, flat-footed 22
Base Attack/Grapple: +11/+1
Attack: Cymbal slash +15 melee (1d4-2)
Full Attack: 2 cymbal slashes +15 melee (1d4-2)
Space/Reach: 2 ½ft/0ft
Special Attacks: Cause death, spell-like abilities
Special Qualities: Attunement, construct, darkvision 60ft, DR 5/-, low-light vision, SR 29, toyform
Saves: Fort +5, Ref +7, Will +8
Abilities: Str 6, Dex 15, Con -, Int 19, Wis 17, Cha 25
Skills: Concentration +18, Hide +28, Listen +23, Move Silently +20, Spot +23, Tumble +20
Feats: Ability Focus (cause death), Alertness, Combat Expertise, Dodge, Mobility, Weapon Finesse
Environment: Any land or underground (Infinite Layers of the Abyss)
Organization: Solitary
Challenge Rating: 14
Treasure: None
Alignment: Always chaotic evil
Advancement: 16-30 HD (Tiny), 31-45 HD (Small)
You see a small clockwork toy monkey, dressed in a red vest and wearing a red hat. It holds a cymbal in each hand, and would be cute if its smile was just a little less fiendish.
A plaything is an Abyssal construct created to bring terror and death to innocent children.
Playthings resemble toy monkeys impeccably, and do serve that purpose, their cymbals banging merrily whenever they are wound up. However, the banging of their cymbals can also kill. Playthings are animate, albeit slow, and can move from place to place, escaping from confinement once somebody catches on to their evil.
Combat
Playthings try not to be noticed, and rarely does combat come to them. They will fight with their sharp cymbals if directly threatened, but prefer to keep a low profile, attuning themselves to a child, and slowly killing off the kid’s pets, friends and family. If they need to kill many people in a short time, they use their earthquake ability, clanging their cymbals once to seal their foe’s dooms.
Attunement (Su): If a creature plays with a plaything for 1 minute, the plaything is considered to be attuned to that creature, and can then use its cause death ability.
Cause Death (Su): The most insidious ability of a plaything is its power to kill with a clang of its cymbals. The use of the cause death ability takes 3 full rounds, and once completed causes one creature to make a Fortitude save (DC 26) or die. It can only use this ability on things dear to its attuned creature, starting small (with plants and pets), then works up the scale to family and friends before finally targeting the attuned creature itself. The plaything can use this ability once per day. The only way to stop a plaything from using this ability is with a successful grapple check in the three rounds it takes to prepare the ability. The save DC is Charisma based.
Construct: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, critical hits, fatigue and exhaustion, nonlethal damage, ability damage or drain, energy drain or death by massive damage. A plaything cannot be raised or resurrected.
Spell-like Abilities: At will- detect thoughts (DC 19); 1/day- earthquake (DC 25). Caster level 15th. The save DCs are Charisma based.
Toyform (Ex): A plaything perfectly resembles a mundane toy monkey. Creatures seeing an inactive plaything must make a Spot check (DC 30) to realize that it is actually animate.
Demiurge out.
Plaything
From the movie Merlin’s Shop of Mystical Wonders
Tiny Construct (Extraplanar)
Hit Dice: 15d10 (82 hp)
Initiative: +6
Speed: 20ft (4 squares)
Armor Class: 24 (+2 size, +2 Dex, +10 natural), touch 14, flat-footed 22
Base Attack/Grapple: +11/+1
Attack: Cymbal slash +15 melee (1d4-2)
Full Attack: 2 cymbal slashes +15 melee (1d4-2)
Space/Reach: 2 ½ft/0ft
Special Attacks: Cause death, spell-like abilities
Special Qualities: Attunement, construct, darkvision 60ft, DR 5/-, low-light vision, SR 29, toyform
Saves: Fort +5, Ref +7, Will +8
Abilities: Str 6, Dex 15, Con -, Int 19, Wis 17, Cha 25
Skills: Concentration +18, Hide +28, Listen +23, Move Silently +20, Spot +23, Tumble +20
Feats: Ability Focus (cause death), Alertness, Combat Expertise, Dodge, Mobility, Weapon Finesse
Environment: Any land or underground (Infinite Layers of the Abyss)
Organization: Solitary
Challenge Rating: 14
Treasure: None
Alignment: Always chaotic evil
Advancement: 16-30 HD (Tiny), 31-45 HD (Small)
You see a small clockwork toy monkey, dressed in a red vest and wearing a red hat. It holds a cymbal in each hand, and would be cute if its smile was just a little less fiendish.
A plaything is an Abyssal construct created to bring terror and death to innocent children.
Playthings resemble toy monkeys impeccably, and do serve that purpose, their cymbals banging merrily whenever they are wound up. However, the banging of their cymbals can also kill. Playthings are animate, albeit slow, and can move from place to place, escaping from confinement once somebody catches on to their evil.
Combat
Playthings try not to be noticed, and rarely does combat come to them. They will fight with their sharp cymbals if directly threatened, but prefer to keep a low profile, attuning themselves to a child, and slowly killing off the kid’s pets, friends and family. If they need to kill many people in a short time, they use their earthquake ability, clanging their cymbals once to seal their foe’s dooms.
Attunement (Su): If a creature plays with a plaything for 1 minute, the plaything is considered to be attuned to that creature, and can then use its cause death ability.
Cause Death (Su): The most insidious ability of a plaything is its power to kill with a clang of its cymbals. The use of the cause death ability takes 3 full rounds, and once completed causes one creature to make a Fortitude save (DC 26) or die. It can only use this ability on things dear to its attuned creature, starting small (with plants and pets), then works up the scale to family and friends before finally targeting the attuned creature itself. The plaything can use this ability once per day. The only way to stop a plaything from using this ability is with a successful grapple check in the three rounds it takes to prepare the ability. The save DC is Charisma based.
Construct: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, critical hits, fatigue and exhaustion, nonlethal damage, ability damage or drain, energy drain or death by massive damage. A plaything cannot be raised or resurrected.
Spell-like Abilities: At will- detect thoughts (DC 19); 1/day- earthquake (DC 25). Caster level 15th. The save DCs are Charisma based.
Toyform (Ex): A plaything perfectly resembles a mundane toy monkey. Creatures seeing an inactive plaything must make a Spot check (DC 30) to realize that it is actually animate.
Demiurge out.
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