Send In The Clowns… (or, Converting the Oddballs)


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Shade

Monster Junkie
Updating...

Plush Golem
Medium Construct
Hit Dice: 5d10+20 (47 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
AC: 10, touch 10, flat-footed 10
Base Attack/Grapple: +3/+5
Attack: Slam +5 melee (1d6+2 nonlethal)
Full Attack: 2 slams +5 melee (1d6+2 nonlethal)
Space/Reach: 5 ft./5 ft.
Special Attacks: Stupefying aura
Special Qualities: Alternate form, construct traits, damage reduction 10/piercing or slashing, darkvision 60 ft., immunity to cold, immunity to magic, low-light vision
Saves: Fort +1, Ref +1, Will +1
Abilities: Str 14, Dex 10, Con —, Int —, Wis 11, Cha 1
Skills: -
Feats: -
Environment: Any
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 8–10 HD (Medium); 11–15 HD (Large)
Level Adjustment: -

The child before you seems unsettled by your presence. Her lower lip pouts and her eyes begin to fill with tears. Before you can react to show her you mean no harm, the blue bunny she holds by an ear grows to the size of a full grown man.

A plush golem seems to be a mundane child's toy, but they are actually animated guardians for the wellbeing of children. Often given as gifts by doting relatives, plush golems often become a child's prized possession, going anywhere the child goes.

Plush golems are stuffed animals of the finest craftsmanship and quality, often made of velvet, cotton, wool, or other fabric, then stuffed with cotton, dried beans, or paper. Their appearance and coloration varies widely, from realisticly emulating real creatures to fantastical mixes of shapes and colors.

A plush golem cannot speak or make any vocal noise. It stands between 5-6 feet tall and weighs around 50 pounds.

Combat

Programmed to protect children, plush golems never directly threaten the safety of children of any race. If children are endangered, plush golems will attack, providing a distraction while the children escape.

Alternate Form (Su): A plush golem can assume the form of any Tiny plush doll, usually a much smaller version of itslef. Reverting to its true form is a free action. This ability helps the plush golem be loved and carried by its children owners, often taking larger sizes to protect the child or just to annoy the parents.

Immunity to Magic (Ex): A plush golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

Spells that deal fire damage function normally against a plush golem.

A mending spell heals a plush golem of 1d4 points of damage.

A make whole spell heals a plush golem of 2d6 points of damage.

A fabricate spell heals a plush golem of all damage.

Stupefying Aura (Su): Any humanoid that has not reached adulthood (see Table 6-5: Aging Effects in the PHB) within 30 feet of a plush golem with this ability must succeed on a DC 12 Will save or be dazed for 2 rounds. The save DC is Constitution-based.
 

Aspect of BOZ

First Post
Shade said:
Have you never witnessed the power of Barney? :lol:

*shudders in terror*

actually, in as much seriousness as i can muster in this thread, that might be a good reason to raise the Cha a bit...

he certainly has a Cha 40 as far as my daughter is concerned! i only have a 25. :(
 

Shade

Monster Junkie
Aspect of BOZ said:
*shudders in terror*

actually, in as much seriousness as i can muster in this thread, that might be a good reason to raise the Cha a bit...

he certainly has a Cha 40 as far as my daughter is concerned! i only have a 25. :(

As much as it pains me to admit it...Barney's also fairly intelligent. Maybe that's the key...follow our example with the conscious scarecrow and make a sentient variant with the stupefying aura power. Whaddya think?
 

Shade

Monster Junkie
Finishing this one up...

Plush Golem
Medium Construct
Hit Dice: 5d10+20 (47 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
AC: 10, touch 10, flat-footed 10
Base Attack/Grapple: +3/+5
Attack: Slam +5 melee (1d6+2 nonlethal)
Full Attack: 2 slams +5 melee (1d6+2 nonlethal)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Alternate form, construct traits, damage reduction 10/piercing or slashing, darkvision 60 ft., immunity to cold, immunity to magic, low-light vision
Saves: Fort +1, Ref +1, Will +1
Abilities: Str 14, Dex 10, Con —, Int —, Wis 11, Cha 1
Skills: -
Feats: -
Environment: Any
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 8–10 HD (Medium); 11–15 HD (Large)
Level Adjustment: -

The child before you seems unsettled by your presence. Her lower lip pouts and her eyes begin to fill with tears. Before you can react to show her you mean no harm, the blue bunny she holds by an ear grows to the size of a full grown man.

A plush golem seems to be a mundane child's toy, but they are actually animated guardians for the wellbeing of children. Often given as gifts by doting relatives, plush golems often become a child's prized possession, going anywhere the child goes.

Plush golems are stuffed animals of the finest craftsmanship and quality, often made of velvet, cotton, wool, or other fabric, then stuffed with cotton, dried beans, or paper. Their appearance and coloration varies widely, from realisticly emulating real creatures to fantastical mixes of shapes and colors.

A plush golem cannot speak or make any vocal noise. It stands between 5-6 feet tall and weighs around 50 pounds.

Combat

Programmed to protect children, plush golems never directly threaten the safety of children of any race. If children are endangered, plush golems will attack, providing a distraction while the children escape.

Alternate Form (Su): A plush golem can assume the form of any Tiny plush doll, usually a much smaller version of itslef. Reverting to its true form is a free action. This ability helps the plush golem be loved and carried by its children owners, often taking larger sizes to protect the child or just to annoy the parents.

Immunity to Magic (Ex): A plush golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

Spells that deal fire damage function normally against a plush golem.

A mending spell heals a plush golem of 1d4 points of damage.

A make whole spell heals a plush golem of 2d6 points of damage.

A fabricate spell heals a plush golem of all damage.

Construction
A plush golem’s body must be crafted from fine fabrics worth 500 gp. Creating the body requires a DC 15 Craft (weaving) check or a DC 15 Profession (seamstress) check.

CL 11th; Craft Construct, fabricate, geas/quest, limited wish, caster must be at least 11th level; Price 15,000 gp; Cost 8,000 gp + 580 XP.

Conscious Plush Golems

Plush golems are occassionally created with (or spontaneously develop) sentience.

Conscious plush golems have an Intelligence of 10 and gain feats and skills as appropriate to their Hit Dice. A typical conscious plush golem selects Ability Focus (stupefying aura) and Skill Focus (Perform [comedy]) for feats. Bluff, Diplomacy, Disguise, Hide, Listen, Move Silently, Perform, Sense Motive, and Spot are class skills for a conscious plush golem. Its alignment is often neutral good. A conscious plush golem is CR 4. It gains the following special attack.

Stupefying Aura (Su): Any humanoid that has not reached adulthood (see Table 6-5: Aging Effects in the PHB) within 30 feet of a plush golem with this ability must succeed on a DC 12 Will save or be dazed for 2 rounds. The save DC is Charisma-based.

Intentionally creating a conscious plush golem requires daze monster as an additional construction prerequisite.

Originally appeared in Dragon #228, "The Dragon's Worstiary: Golems", Anne Brown, April 1996.
 
Last edited:

Shade

Monster Junkie
It's about that time of year again. :heh:

Let's see if we can't get a few oddballs ready to roll for April Fool's Day.

Death Sheep
CLIMATE/TERRAIN: Temperate hill
FREQUENCY: Bather rare
ORGANIZATION: Herd
ACTIVITY CYCLE: Day
DIET: Carnivore
INTELLIGENCE: Animal
TREASURE: Wool (if you can get it)
ALIGNMENT Neutral evil
NO. APPEARING: 2-20
ARMOR CLASS: 7
MOVEMENT: 15
HIT DICE: 1 + 1
THAC0: 19
NO. OF ATTACKS: 1 bite
DAMAGE/ATTACK: 2-8
SPECIAL ATTACKS: Poisonous bite
SPECIAL DEFENSES: Immune to fear, charm, and hold spells
MAGIC RESISTANCE: Standard
SIZE: S-M (3-4' tall at shoulder)
MORALE: Fearless (19)
XP VALUE: 175

From some unknown source, these deadly sheep roam the verdant hillsides where they live, ravaging anything in their paths. From a distance, they seem to be nothing more than wild, somewhat dirty sheep. Up close, however, the sheep can be seen to have an evil nature. Their large mouths are filled with long, sharp black teeth that drip vile ichor.

These sheep attack any living thing that they can find, fearing nothing and fighting to the death. Because of their ferociousness, the sheep make all attacks at +2 to hit and damage. If a victim is bitten, he must make a save vs. poison at +2 or become as mad as the sheep are in 1-10 days. The victim's teeth gradually turn black and become sharp and pointed, and finally the victim is totally consumed with insanity and berserkly attacks any living thing that it senses, using only its teeth. The only way to save an infected creature is to cast remove curse, cure disease, and neutralize poison spells upon it before half of the 1-10 day cycle is complete. Any of the above three spells cast singly only slows down the progress of the disease by one day.

Any creature consumed by the disease cannot be tamed or controlled in any fashion. Such creatures can be captured and penned up, or perhaps tied up and released later. A favorite battle tactic of one general was to capture several of these sheep, place them in boxed carts, and release them in the direction of his enemies. It worked well until one sheep turned around and looked back; then things got a little sticky.

All maddened and surviving victims of the death sheep, except other sheep, live only as many days as they have hit points. Therefore, only the death sheep are ever found, and they do not attack one another. Death sheep typically travel in flocks (woe to the unwary wolf!) and eat animal flesh, be it fresh or rotten. Birds, reptiles, and all other animals (except mammals) are immune to the poisonous bite of the death sheep. It is speculated that the death sheep are a product of some mage's experiments with rabies, and rumors hold that one
particularly ambitious death sheep named Basil (9 hp) is their leader.

Originally appeared in Dragon Magazine #156 (1990).

Probably the inspiration for this: http://us.imdb.com/title/tt0779982/trailers
 

freyar

Extradimensional Explorer
Excellent! Well, magical beast, then? Just a guess at stats:
Str 15, Dex 16, Con 12, Int 1, Wis 10, Cha 11?
 

Shade

Monster Junkie
Here are the sheep and ram stats from ToH revised:

Sheep (2 HD, Small): Str 10, Dex 13, Con 12, Int 1, Wis 11, Cha 4
Ram (3 HD, Medium): Str 12, Dex 13, Con 12, Int 1, Wis 11, Cha 4

Sheep has a 1d4 bite attack, ram a 1d6 gore attack.

+2 nat armor for both.

Alertness feat for both (plus Toughness for ram).

All skill ranks in Listen and Spot.
 

demiurge1138

Inventor of Super-Toast
Ranks in Listen and Spot seem quite appropriate.

I say drop the ram attack, increase the bite damage to a d6.

Do we want to start these guys as small, and let them advance to Medium?

I think we should give them 2 HD, as per the ToH sheep.

Demiurge out.
 

Shade

Monster Junkie
Agreed with 2 HD and Small, and basically modeling them off sheep, not rams.

Increasing bite to 1d6 sounds good.

Because of their ferociousness, the sheep make all attacks at +2 to hit and damage

Str 14, Dex 13, Con 12, Int 1, Wis 11, Cha 4?
 

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