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<blockquote data-quote="Khisanth the Ancient" data-source="post: 1056473" data-attributes="member: 11368"><p>A couple of homebrews here:</p><p></p><p>THE INSANE ONES</p><p></p><p></p><p></p><p> Mindless</p><p>Medium-size Humanoid</p><p>Hit Dice: 1d8+1 (5 hp)</p><p>Initiative: +4</p><p>Speed: 20 ft.</p><p>Armor Class: 11 (+1 natural)</p><p>Attacks: Unarmed strike +1 melee; or dagger +1 melee</p><p>Damage: Unarmed strike 1d3+1 subdual; or dagger 1d4+1</p><p>Face/Reach: 5 ft. by 5 ft./ 5 ft.</p><p>Special Qualities: Insane</p><p>Saves: Fort +1, Ref +2, Will -1</p><p>Abilities: Str 15, Dex 11, Con 13, Int 4, Wis 8, Cha 7</p><p>Skills: Listen +3*, Spot +3*</p><p>Feats: Improved Initiative</p><p>Climate/Terrain: Any land and underground</p><p>Organization: Solitary, pack (2-5), lesser cult (6-10 plus 1 mad one), greater cult (11-20 plus 1 mad one)</p><p>Challenge Rating: 1/4</p><p>Treasure: None</p><p>Alignment: Always chaotic evil</p><p>Advancement: 2-3 HD (Medium-size) </p><p></p><p></p><p></p><p>Mad Ones</p><p>Medium-size Humanoid</p><p>Hit Dice: 2d8+2 (11 hp)</p><p>Initiative: +4</p><p>Speed: 20 ft.</p><p>Armor Class: 11 (+1 natural)</p><p>Attacks: Unarmed strike +3 melee (or attack +3 melee)</p><p>Damage: Unarmed strike 1d3+2 subdual (or attack 1d4+2)</p><p>Face/Reach: 5 ft. by 5 ft./ 5 ft.</p><p>Special Attacks: Gibbering, animal attacks, contagious insanity</p><p>Special Qualities: Insane</p><p>Saves: Fort +1, Ref +2, Will –1</p><p>Abilities: Str 15, Dex 11, Con 13, Int 4, Wis 8, Cha 7</p><p>Skills: Listen +3*, Spot +3*</p><p>Feats: Improved Initiative</p><p>Climate/Terrain: Any land and underground</p><p>Organization: Solitary, lesser cult (1 plus 6-10 mindless), greater cult (1 plus 11-20 mindless), or</p><p>pack (2-5)</p><p>Challenge Rating: 1</p><p>Treasure: None</p><p>Alignment: Always chaotic evil</p><p>Advancement: 3-6 HD (Medium-size) </p><p>MINDLESS</p><p>Mindless are the husks of humanoids slain by a mad one.</p><p>Insane (Ex): Immune to mind-affecting effects.</p><p>MAD ONES</p><p>More powerful than mindless, mad ones are the husks of humanoids slain by some dark deity. They have animal features.</p><p>Insane (Ex): Immune to mind-affecting effects.</p><p>Gibbering (Ex): Creatures within 100’ of a mad one that can hear its constant repeating of phrases in a gibber suffer a –2 circumstance penalty to Spellcraft, Concentration, Search, Spot, and Listen checks. </p><p>Animal Attacks (Ex): A mad one has one claw, bite, or rake attack (listed as “attack” in the stat block) as appropriate to the type of animal.</p><p> Contagious Insanity (Ex): Those suffering more than 10 points of damage from a mad one’s natural weapons in one combat must make a Will save (DC = points of damage taken) or suffer 1d4 points of temporary Wisdom damage. Those slain by a mad one’s natural weapons become a mindless (if bless, protection from evil, magic circle against evil, or dispel evil is not cast on the corpse) in 1d3 days.</p></blockquote><p></p>
[QUOTE="Khisanth the Ancient, post: 1056473, member: 11368"] A couple of homebrews here: THE INSANE ONES Mindless Medium-size Humanoid Hit Dice: 1d8+1 (5 hp) Initiative: +4 Speed: 20 ft. Armor Class: 11 (+1 natural) Attacks: Unarmed strike +1 melee; or dagger +1 melee Damage: Unarmed strike 1d3+1 subdual; or dagger 1d4+1 Face/Reach: 5 ft. by 5 ft./ 5 ft. Special Qualities: Insane Saves: Fort +1, Ref +2, Will -1 Abilities: Str 15, Dex 11, Con 13, Int 4, Wis 8, Cha 7 Skills: Listen +3*, Spot +3* Feats: Improved Initiative Climate/Terrain: Any land and underground Organization: Solitary, pack (2-5), lesser cult (6-10 plus 1 mad one), greater cult (11-20 plus 1 mad one) Challenge Rating: 1/4 Treasure: None Alignment: Always chaotic evil Advancement: 2-3 HD (Medium-size) Mad Ones Medium-size Humanoid Hit Dice: 2d8+2 (11 hp) Initiative: +4 Speed: 20 ft. Armor Class: 11 (+1 natural) Attacks: Unarmed strike +3 melee (or attack +3 melee) Damage: Unarmed strike 1d3+2 subdual (or attack 1d4+2) Face/Reach: 5 ft. by 5 ft./ 5 ft. Special Attacks: Gibbering, animal attacks, contagious insanity Special Qualities: Insane Saves: Fort +1, Ref +2, Will –1 Abilities: Str 15, Dex 11, Con 13, Int 4, Wis 8, Cha 7 Skills: Listen +3*, Spot +3* Feats: Improved Initiative Climate/Terrain: Any land and underground Organization: Solitary, lesser cult (1 plus 6-10 mindless), greater cult (1 plus 11-20 mindless), or pack (2-5) Challenge Rating: 1 Treasure: None Alignment: Always chaotic evil Advancement: 3-6 HD (Medium-size) MINDLESS Mindless are the husks of humanoids slain by a mad one. Insane (Ex): Immune to mind-affecting effects. MAD ONES More powerful than mindless, mad ones are the husks of humanoids slain by some dark deity. They have animal features. Insane (Ex): Immune to mind-affecting effects. Gibbering (Ex): Creatures within 100’ of a mad one that can hear its constant repeating of phrases in a gibber suffer a –2 circumstance penalty to Spellcraft, Concentration, Search, Spot, and Listen checks. Animal Attacks (Ex): A mad one has one claw, bite, or rake attack (listed as “attack” in the stat block) as appropriate to the type of animal. Contagious Insanity (Ex): Those suffering more than 10 points of damage from a mad one’s natural weapons in one combat must make a Will save (DC = points of damage taken) or suffer 1d4 points of temporary Wisdom damage. Those slain by a mad one’s natural weapons become a mindless (if bless, protection from evil, magic circle against evil, or dispel evil is not cast on the corpse) in 1d3 days. [/QUOTE]
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