Shade
Monster Junkie
Debbi
http://www.enworld.org/showthread.php?t=224671
Debbi
Small Magical Beast
Hit Dice: 1d10+2 (7 hp)
Initiative: +2
Speed: 40 ft. (8 squares), climb 20 ft.
Armor Class: 13 (+1 size, +2 Dex), touch 13, flat-footed 11
Base Attack/Grapple: +1/-1
Attack: Club +4 melee (1d4+2) or rock +4 ranged (1d3+2)
Full Attack: Club +4 melee (1d4+2) or rock +4 ranged (1d3+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rock throwing, stamp
Special Qualities: Darkvision 60 ft., immunity to fear, low-light vision
Saves: Fort +4, Ref +4, Will +1
Abilities: Str 14, Dex 15, Con 15, Int 6, Wis 13, Cha 12
Skills: Climb +11, Intimidate +10, Listen +4, Spot +4
Feats: Alertness
Environment: Temperate and warm desert
Organization: Solitary or pack (2-8)
Challenge Rating: 1
Treasure: None
Alignment: Usually neutral evil
Advancement: 2-5 HD (Small); 6-9 HD (Medium)
Level Adjustment: +2
This hairy creature is about the size of a small dog. Its snout, head, and jaws are hyenalike, while its large ears and nimble body more closely resemble a baboon. It grimaces to reveal sharp fangs while waving a club in its small hands.
Debbi are hateful, selfish, barbaric desert scavengers with a supernatural ability to inspire fear. Cruel and merciless, debbi drive other creatures from watering holes. They sometimes harass campsites at dawn and dusk, frightening mounts while rummaging through packs for anything they can eat. While pillaging, they usually destroy as much as possible with destructive glee. Debbi value nothing that they cannot consume, but can be bribed with food.
Debbi packs follow a strict hierarchy, with the strong mercilessly abusing the weaker members. Mothers must maintain a constant vigil to prevent their young from being mistreated by the elders.
Debbi are filthy creatures, dirtying their homes with refuse, offal, and uneaten kills. As a result, an oasis or watering hole visited by debbi is often polluted with deadly intestinal parasites. Anyone drinking from such water risks contracting an ingested form of filth fever.
The hides of debbi have been known to sell for as much as 200 gp, while their hair is sometimes incorporated into magic items which incorporate fear effects.
A debbi stands 2 feet tall and weighs 35 pounds.
Debbi do not speak, but understand Common.
COMBAT
Debbi are generally cowardly, preferring to flee rather than fight if faced with superior opposition. A group of debbi generally tries to use its fearful stamp ability to panick foes and create havoc among groups. They fight with crude clubs in melee, and often flee up trees to harass spellcasters with a barrage of distracting thrown rocks. Although frightening when displayed, debbi fangs are not effective in combat.
Rock Throwing (Ex): The range increment is 10 feet for a debbi's thrown rocks, and the maximum range is 50 feet.
Stamp (Su): When a debbi stamps its feet in a special rhythm, it calls upon a primitive magical energy. All creatures within a 60-foot spread must succeed on a DC 11 Will save or become panicked for 2d4 rounds. This is a sonic mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to the same debbi's stamp for 24 hours. The save DC is Charisma-based.
If three or more debbi stamp simultaneously, the save DC increases by +1 per two additional debbis after the first, as long as the affected creature is within the overlapping area of all participating debbi's stamp area.
Skills: Debbi have a +8 racial bonus on Climb and Intimidate checks. They can always choose to take 10 on Climb checks, even if rushed or threatened.
Originally appeared in Monstrous Compendium 13 (1992).
http://www.enworld.org/showthread.php?t=224671
Debbi
Small Magical Beast
Hit Dice: 1d10+2 (7 hp)
Initiative: +2
Speed: 40 ft. (8 squares), climb 20 ft.
Armor Class: 13 (+1 size, +2 Dex), touch 13, flat-footed 11
Base Attack/Grapple: +1/-1
Attack: Club +4 melee (1d4+2) or rock +4 ranged (1d3+2)
Full Attack: Club +4 melee (1d4+2) or rock +4 ranged (1d3+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rock throwing, stamp
Special Qualities: Darkvision 60 ft., immunity to fear, low-light vision
Saves: Fort +4, Ref +4, Will +1
Abilities: Str 14, Dex 15, Con 15, Int 6, Wis 13, Cha 12
Skills: Climb +11, Intimidate +10, Listen +4, Spot +4
Feats: Alertness
Environment: Temperate and warm desert
Organization: Solitary or pack (2-8)
Challenge Rating: 1
Treasure: None
Alignment: Usually neutral evil
Advancement: 2-5 HD (Small); 6-9 HD (Medium)
Level Adjustment: +2
This hairy creature is about the size of a small dog. Its snout, head, and jaws are hyenalike, while its large ears and nimble body more closely resemble a baboon. It grimaces to reveal sharp fangs while waving a club in its small hands.
Debbi are hateful, selfish, barbaric desert scavengers with a supernatural ability to inspire fear. Cruel and merciless, debbi drive other creatures from watering holes. They sometimes harass campsites at dawn and dusk, frightening mounts while rummaging through packs for anything they can eat. While pillaging, they usually destroy as much as possible with destructive glee. Debbi value nothing that they cannot consume, but can be bribed with food.
Debbi packs follow a strict hierarchy, with the strong mercilessly abusing the weaker members. Mothers must maintain a constant vigil to prevent their young from being mistreated by the elders.
Debbi are filthy creatures, dirtying their homes with refuse, offal, and uneaten kills. As a result, an oasis or watering hole visited by debbi is often polluted with deadly intestinal parasites. Anyone drinking from such water risks contracting an ingested form of filth fever.
The hides of debbi have been known to sell for as much as 200 gp, while their hair is sometimes incorporated into magic items which incorporate fear effects.
A debbi stands 2 feet tall and weighs 35 pounds.
Debbi do not speak, but understand Common.
COMBAT
Debbi are generally cowardly, preferring to flee rather than fight if faced with superior opposition. A group of debbi generally tries to use its fearful stamp ability to panick foes and create havoc among groups. They fight with crude clubs in melee, and often flee up trees to harass spellcasters with a barrage of distracting thrown rocks. Although frightening when displayed, debbi fangs are not effective in combat.
Rock Throwing (Ex): The range increment is 10 feet for a debbi's thrown rocks, and the maximum range is 50 feet.
Stamp (Su): When a debbi stamps its feet in a special rhythm, it calls upon a primitive magical energy. All creatures within a 60-foot spread must succeed on a DC 11 Will save or become panicked for 2d4 rounds. This is a sonic mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to the same debbi's stamp for 24 hours. The save DC is Charisma-based.
If three or more debbi stamp simultaneously, the save DC increases by +1 per two additional debbis after the first, as long as the affected creature is within the overlapping area of all participating debbi's stamp area.
Skills: Debbi have a +8 racial bonus on Climb and Intimidate checks. They can always choose to take 10 on Climb checks, even if rushed or threatened.
Originally appeared in Monstrous Compendium 13 (1992).
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