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March Movie Monster Mayhem Marathon Late Entry: Talking Donkey.

Krishnath

First Post
Donkey, Talking
Medium Magical Beast
Hit Dice:
4d10+4 (26 hp)
Initiative: +1
Speed: 30’ (6 squares)
Armor Class: 13 (+1 Dex, +2 natural)
Base Attack/Grapple: +4/+4
Attack: Bite +4 melee (1d2)
Full Attack: Bite +4 melee (1d2)
Space/Reach: 5’/5’
Special Attacks: -
Special Qualities: Low-light vision, Scent,
Saves: Fort +4, Ref +5, Will +1,
Abilities: Str 10, Dex 13, Con 12, Int 11, Wis 11, Cha 7,
Skills: Balance +7 (+2 racial), Listen +7 (+2), Spot +7 (+2),
Feats: Endurance, Alertness,
Environment: Temperate Land
Organization: Solitary
Challenge Rating: 2
Treasure: Standard
Alignment: Usually Neutral Good
Advancement: By character class
LA: +2

“This creature resembles an ordinary donkey save for two features, its stupid grin and its inability to be silent.”
“Hey who are you calling stupid, and I can be silent.”


A talking donkey, although annoying, has a good heart and is a loyal friend.
“That’s me!”
A talking donkey speaks common, and usually wont shut up.
Exceptional talking donkeys learn additional languages.
Carrying Capacity: Like its common counterpart the talking donkey can be used as a pack animal.
“Hey I ain’t nobody’s pack animal!”
A light load for a talking donkey is up to 50 pounds; a medium load 51-100 pounds; and a heavy load 101-150 pounds. A donkey can drag 750 pounds.

Combat:
A Talking donkey is usually a cowardly creature.
“I am not, I just don’t like to fight that’s all. Hey what is this?”
“DON’T TOUCH THAT!”
*crash*
“ow.”


Talking Donkey Characters:
Talking donkeys usually advance in the expert class, but talking donkey clerics or fighters are not unheard of. Occasionally a talking donkey will advance as a druid or wizard.
“I like it here, we should be best friends, and we could have a sleepover, and tomorrow I’m making pancakes!”
“That’s not a good idea, we haven’t got any syrup.”
“WHAT DO YOU MEAN WE DON’T HAVE ANY SYRUP”?

Talking Donkey characters possess the following racial traits:
- Dexterity +2, Constitution +2, Charisma –4,
- Size Medium.
- A talking donkeys base land speed is 30’.
- Lowlight vision
- Scent
- Racial Hit Dice: A talking donkey starts with four levels of magical beast, which provide 4d10 HD, a base attack bonus of +4, and base saving throw bonuses of Fort +4, Ref +4, and Will +1.
- Racial Skills: A talking donkeys magical beast levels give it skill points equal to 7 x (2+Int modifier). It’s class skills are Balance, Listen, and Spot.
- Racial Feats: A talking donkeys magical beast levels gives it two feats.
- +2 natural armor.
- Automatic Languages: Common. Bonus Languages: Elven, Gnome, Halfling, and Sylvan.
- Favored Class: Druid.
- Level Adjustment: +2
 

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Didn't someone stat up Puss In Boots, as well? I vaguely recall seeing some stats around here somewhere...
 





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