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<blockquote data-quote="BOZ" data-source="post: 139749" data-attributes="member: 1241"><p>GORSE</p><p>Fine Fey</p><p>Hit Dice: 1/6 d6 (1 hp)</p><p>Initiative: +7 (Dex)</p><p>Speed: 10 ft, fly 30 ft (perfect)</p><p>AC: 29 (+8 size, +7 Dex, +4 natural)</p><p>Attacks: Miniscule sword +9 melee; or minute bow +9 ranged</p><p>Damage: Miniscule sword 1; or minute bow 1 and confusion</p><p>Face/Reach: 1/2 ft by 1/2 ft/0 ft</p><p>Special Attacks: Confusion arrows, spell-like abilities, cantrips, potions</p><p>Special Qualities: Gorse bushes, SR 11</p><p>Saves: Fort +0, Ref +9, Will +4</p><p>Abilities: Str 6, Dex 24, Con 10, Int 12, Wis 15, Cha 20</p><p>Skills: 36 Concentration +5, Craft (trapmaking) +5, Escape Artist +12, Hide +12, Listen +8, Move Silently +12, Spot +8, Wilderness Lore +6</p><p>Feats: Alertness, Weapon Focus (miniscule sword)</p><p></p><p>Climate/Terrain: Cold and temperate plains and hills</p><p>Organization: Solitary or tribe (5-40)</p><p>Challenge Rating: 2</p><p>Treasure: No coins; no goods; 25% items; 200% potions</p><p>Alignment: Always neutral</p><p>Advancement: ---</p><p></p><p>The gorse are some of the smallest, and perhaps most beautiful of the faerie folk. Gorse are tiny humanoids that resemble human children, only they are fully mature, and are just a few inches tall. They have delicate wings and slightly pointed ears, and wear simple clothing.</p><p> Gorse dwell in the thorny flower bushes that are their namesake, which make a safe haven to protect them from larger creatures. Gorse keep to themselves, but sometimes deal with other fey, centaurs, elves, and druids. Gorse speak Sylvan.</p><p></p><p>COMBAT</p><p>Gorse are armed with tiny weapons that do 1 point of damage each, and are effectively +2 weapons when used by any creature of Tiny size or smaller (larger creatures cannot use these weapons). Gorse also have spell-like abilities which they use to defend their lair, which is forbidding enough to keep most creatures out as it is. When threatened, gorse travel deeper into their thorny homes, either to escape or just lead attackers into traps.</p><p> Confusion Arrows: Gorse coat the tips of their arrows with a weak poison that disorients targets. Anyone struck by a gorse arrow attack must make a Fortitude save (DC 15) or be affected as the confusion spell for 2d4 rounds.</p><p> Spell-Like Abilities: 1/day - mirror image. One in ten gorse can also use goodberry and spike growth once per day. These abilites are as the spells cast by an 10th-level sorcerer (save DC 12 + spell level).</p><p> Cantrips (Sp): Gorse can use three unique cantrips, and each one is usable once per day.</p><p> * Distract: Anyone watching the gorse turns to look at any area of the faerie's choice within 10 feet. Creatures with an Intelligence of 10 or better can make a Will save (DC 12) to resist this.</p><p> * Exterminate: A gorse can kill a single creature no larger than a field-mouse, or all creatures of Fine size within a 6 inch radius. Fey, magical beasts, and anything with spell resistance can make a Will save (DC 12) to avoid death.</p><p> * Sprout: Gorse use this spell to cause thornbushes in a one cubic yard area to add an inch of new growth.</p><p> Potions: Gorse like to keep a collection of potions in their lair. Normal potions have enough doses for 20 gorse to feel the full effects of the potion.</p><p> Gorse Bushes: Any creatures of Tiny size or larger are subject to taking 1 point of damage per round from being in the thorny lair of the gorse. A successful Reflex save (DC 14) negates this damage for a given round. Creatures of size class Small through Large are slowed to 1/4 normal speed; smaller creatures can manuever through the bushes normally, and larger creatures are not hampered by them.</p><p></p><p>The gorse first appeared in Dragon Magazine #180, and later in the Monstrous Compendium Annual Three.</p></blockquote><p></p>
[QUOTE="BOZ, post: 139749, member: 1241"] GORSE Fine Fey Hit Dice: 1/6 d6 (1 hp) Initiative: +7 (Dex) Speed: 10 ft, fly 30 ft (perfect) AC: 29 (+8 size, +7 Dex, +4 natural) Attacks: Miniscule sword +9 melee; or minute bow +9 ranged Damage: Miniscule sword 1; or minute bow 1 and confusion Face/Reach: 1/2 ft by 1/2 ft/0 ft Special Attacks: Confusion arrows, spell-like abilities, cantrips, potions Special Qualities: Gorse bushes, SR 11 Saves: Fort +0, Ref +9, Will +4 Abilities: Str 6, Dex 24, Con 10, Int 12, Wis 15, Cha 20 Skills: 36 Concentration +5, Craft (trapmaking) +5, Escape Artist +12, Hide +12, Listen +8, Move Silently +12, Spot +8, Wilderness Lore +6 Feats: Alertness, Weapon Focus (miniscule sword) Climate/Terrain: Cold and temperate plains and hills Organization: Solitary or tribe (5-40) Challenge Rating: 2 Treasure: No coins; no goods; 25% items; 200% potions Alignment: Always neutral Advancement: --- The gorse are some of the smallest, and perhaps most beautiful of the faerie folk. Gorse are tiny humanoids that resemble human children, only they are fully mature, and are just a few inches tall. They have delicate wings and slightly pointed ears, and wear simple clothing. Gorse dwell in the thorny flower bushes that are their namesake, which make a safe haven to protect them from larger creatures. Gorse keep to themselves, but sometimes deal with other fey, centaurs, elves, and druids. Gorse speak Sylvan. COMBAT Gorse are armed with tiny weapons that do 1 point of damage each, and are effectively +2 weapons when used by any creature of Tiny size or smaller (larger creatures cannot use these weapons). Gorse also have spell-like abilities which they use to defend their lair, which is forbidding enough to keep most creatures out as it is. When threatened, gorse travel deeper into their thorny homes, either to escape or just lead attackers into traps. Confusion Arrows: Gorse coat the tips of their arrows with a weak poison that disorients targets. Anyone struck by a gorse arrow attack must make a Fortitude save (DC 15) or be affected as the confusion spell for 2d4 rounds. Spell-Like Abilities: 1/day - mirror image. One in ten gorse can also use goodberry and spike growth once per day. These abilites are as the spells cast by an 10th-level sorcerer (save DC 12 + spell level). Cantrips (Sp): Gorse can use three unique cantrips, and each one is usable once per day. * Distract: Anyone watching the gorse turns to look at any area of the faerie's choice within 10 feet. Creatures with an Intelligence of 10 or better can make a Will save (DC 12) to resist this. * Exterminate: A gorse can kill a single creature no larger than a field-mouse, or all creatures of Fine size within a 6 inch radius. Fey, magical beasts, and anything with spell resistance can make a Will save (DC 12) to avoid death. * Sprout: Gorse use this spell to cause thornbushes in a one cubic yard area to add an inch of new growth. Potions: Gorse like to keep a collection of potions in their lair. Normal potions have enough doses for 20 gorse to feel the full effects of the potion. Gorse Bushes: Any creatures of Tiny size or larger are subject to taking 1 point of damage per round from being in the thorny lair of the gorse. A successful Reflex save (DC 14) negates this damage for a given round. Creatures of size class Small through Large are slowed to 1/4 normal speed; smaller creatures can manuever through the bushes normally, and larger creatures are not hampered by them. The gorse first appeared in Dragon Magazine #180, and later in the Monstrous Compendium Annual Three. [/QUOTE]
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