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<blockquote data-quote="BOZ" data-source="post: 139743" data-attributes="member: 1241"><p>STWINGER</p><p>Tiny Fey</p><p>Hit Dice: 1/2 d6 ( hp)</p><p>Initiative: +6 (Dex)</p><p>Speed: 20 ft</p><p>AC: 18 (+2 size, +6 Dex)</p><p>Attacks: None</p><p>Damage: None</p><p>Face/Reach: 2 1/2 ft by 2 1/2 ft/0 ft</p><p>Special Attacks: Charm person, swing</p><p>Special Qualities: Cuteness, mirror image</p><p>Saves: Fort +0, Ref +6, Will +5</p><p>Abilities: Str 6, Dex 22, Con 10, Int 14, Wis 17, Cha 20</p><p>Skills: Climb +11, Craft (weaving) +8, Hide +10, Jump +11, Listen +13, Spot +13, Tumble +10</p><p>Feats: Alertness, Dodge, Mobility</p><p></p><p>Climate/Terrain: Temperate land</p><p>Organization: Solitary or family (2-4)</p><p>Challenge Rating: 1/2</p><p>Treasure: None</p><p>Alignment: Always chaotic neutral</p><p>Advancement: 1-3 HD (Tiny)</p><p></p><p>Stwingers are tiny petty faeries with vestigal wings, out to have fun. Stwingers are nauseatingly cute, and look like humans or elves who have been shrunk down to 1 1/2 - 2 feet tall. Stwingers speak Sylvan, Elf, Dwarf, and Gnome.</p><p> Stwingers exist only to have fun, and the most fun of which they seem possible to imagine is to swing from long beards. Stwingers are strictly non-combatants though, and don't seem to consider the fact that their actions could be harmful. Stwingers make ropes from hair, and use these to help them swing from one playmate to the next - playmates being defined as any being with hair who enters a stwinger's territory. </p><p></p><p>COMBAT</p><p>Stwingers never engage in combat, and will use their mirror image ability and attempt to flee if attacked. Stwingers are still somewhat dangerous however, and their attempts at fun are often seen as hostile. If characters can convince a stwinger that its playfulness is harmful (DC 25 on a Bluff or Diplomacy check), it may agree to leave them alone.</p><p> A stwinger begins "combat" by exuding its charm pheromone. Once it has charmed at least one potential playmate, the stwinger will start its game. Dwarves with beards are the favorite targets, other characters with beards are next, then long-haired individuals, short-haried individuals, and lastly targets with a lot of visible body hair.</p><p> Charm Person (Sp): Stwinger pheromones affect all beings in a 40 foot radius who fail their Will save (DC 15). Charmed individuals feel compelled to ingore the stwinger. When an individudal's hit points fall below 50% of what they started the encounter with, the victim is entitled to another Will save (DC 19) to break the charm. Failure indicates that the victim allows the stwinger to continue its game until the victim falls unconscious.</p><p> Swing (Ex): Stwingers leap from one victim to the next, tugging harshly on the victim's hair. Once every two melee rounds, this causes 1 point of subdual damage to the victim, from pulling the hair too hard. If a victim reaches zero hit points in this way, he falls unconscious. Stwingers don't like to play with phone creatures, so they will ignore unconscious victims.</p><p> Cuteness (Su): Stwingers are so damned cute that they are hard to attack. Even creatures who make their saving throw against the stwinger's cuteness have difficulty bringing themselves to attack it. Anyone attempting to attack a stwinger must succeed at a Charisma check and a Constitution check, or be helpless to attack for that round. Attempts to grab and pull a stwinger away from a playmate are not affected by this.</p><p> Mirror Image (Sp): Stwingers can use this ability 3/day, but only use it to escape attackers.</p><p> Skills: Stwingers receive a +4 racial bonus to Jump checks.</p><p></p><p>Stwingers first appeared in the Fiend Folio Monstrous Compendium, MC14, and later appeared in the Monstrous Compendium Annual One.</p></blockquote><p></p>
[QUOTE="BOZ, post: 139743, member: 1241"] STWINGER Tiny Fey Hit Dice: 1/2 d6 ( hp) Initiative: +6 (Dex) Speed: 20 ft AC: 18 (+2 size, +6 Dex) Attacks: None Damage: None Face/Reach: 2 1/2 ft by 2 1/2 ft/0 ft Special Attacks: Charm person, swing Special Qualities: Cuteness, mirror image Saves: Fort +0, Ref +6, Will +5 Abilities: Str 6, Dex 22, Con 10, Int 14, Wis 17, Cha 20 Skills: Climb +11, Craft (weaving) +8, Hide +10, Jump +11, Listen +13, Spot +13, Tumble +10 Feats: Alertness, Dodge, Mobility Climate/Terrain: Temperate land Organization: Solitary or family (2-4) Challenge Rating: 1/2 Treasure: None Alignment: Always chaotic neutral Advancement: 1-3 HD (Tiny) Stwingers are tiny petty faeries with vestigal wings, out to have fun. Stwingers are nauseatingly cute, and look like humans or elves who have been shrunk down to 1 1/2 - 2 feet tall. Stwingers speak Sylvan, Elf, Dwarf, and Gnome. Stwingers exist only to have fun, and the most fun of which they seem possible to imagine is to swing from long beards. Stwingers are strictly non-combatants though, and don't seem to consider the fact that their actions could be harmful. Stwingers make ropes from hair, and use these to help them swing from one playmate to the next - playmates being defined as any being with hair who enters a stwinger's territory. COMBAT Stwingers never engage in combat, and will use their mirror image ability and attempt to flee if attacked. Stwingers are still somewhat dangerous however, and their attempts at fun are often seen as hostile. If characters can convince a stwinger that its playfulness is harmful (DC 25 on a Bluff or Diplomacy check), it may agree to leave them alone. A stwinger begins "combat" by exuding its charm pheromone. Once it has charmed at least one potential playmate, the stwinger will start its game. Dwarves with beards are the favorite targets, other characters with beards are next, then long-haired individuals, short-haried individuals, and lastly targets with a lot of visible body hair. Charm Person (Sp): Stwinger pheromones affect all beings in a 40 foot radius who fail their Will save (DC 15). Charmed individuals feel compelled to ingore the stwinger. When an individudal's hit points fall below 50% of what they started the encounter with, the victim is entitled to another Will save (DC 19) to break the charm. Failure indicates that the victim allows the stwinger to continue its game until the victim falls unconscious. Swing (Ex): Stwingers leap from one victim to the next, tugging harshly on the victim's hair. Once every two melee rounds, this causes 1 point of subdual damage to the victim, from pulling the hair too hard. If a victim reaches zero hit points in this way, he falls unconscious. Stwingers don't like to play with phone creatures, so they will ignore unconscious victims. Cuteness (Su): Stwingers are so damned cute that they are hard to attack. Even creatures who make their saving throw against the stwinger's cuteness have difficulty bringing themselves to attack it. Anyone attempting to attack a stwinger must succeed at a Charisma check and a Constitution check, or be helpless to attack for that round. Attempts to grab and pull a stwinger away from a playmate are not affected by this. Mirror Image (Sp): Stwingers can use this ability 3/day, but only use it to escape attackers. Skills: Stwingers receive a +4 racial bonus to Jump checks. Stwingers first appeared in the Fiend Folio Monstrous Compendium, MC14, and later appeared in the Monstrous Compendium Annual One. [/QUOTE]
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