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<blockquote data-quote="BOZ" data-source="post: 139753" data-attributes="member: 1241"><p>BRAMBLE</p><p>Fine Fey</p><p>Hit Dice: 1/3 d6 (2 hp)</p><p>Initiative: +5 (Dex)</p><p>Speed: 10 ft</p><p>AC: 31 (+8 size, +5 Dex, +2 natural, +6 spine armor)</p><p>Attacks: Slam +5 melee; or tiny spear +5 melee</p><p>Damage: Slam 1d6-2; or tiny spear 1d6-2</p><p>Face/Reach: 1/2 ft by 1/2 ft/0 ft</p><p>Special Attacks: Spiny armor, poison, charm mount, grounding</p><p>Special Qualities: SR 12</p><p>Saves: Fort +0, Ref +7, Will +4</p><p>Abilities: Str 6, Dex 21, Con 10, Int 12, Wis 14, Cha 10</p><p>Skills: Concentration +6, Escape Artist +8, Hide +8, Jump +7, Listen +6, Move Silently +8, Ride +7, Spot +6</p><p>Feats: Weapon Finesse (slam, spear)</p><p></p><p>Climate/Terrain: Cold and temperate plains and hills</p><p>Organization: Band (2-16)</p><p>Challenge Rating: 2</p><p>Treasure: No coins; 50% goods; 50% items</p><p>Alignment: Always neutral evil</p><p>Advancement: ---</p><p></p><p>Brambles are among the tiniest of fey, as well as the most agressive and vicious. Faerie legends tell that they were long-ago outcasts of fey society, and are believed to have descended from the gorse.</p><p> Brambles are tiny people with dark, wrinkled skin, pointy nails, extremely pointed ears, and an overall appearance that makes them look dried-out. A brace of spines sticks out from their back, which is bare although it appears that it was meant to support wings. Brambles wear smalls suits of spiked plate mail with holes that allow their spines to fit through, camoflaging them against the artificial spikes of the armor.</p><p> Brambles are nomadic and restless, never staying together or in one place for too long. They are arrogant and sneaky in dealing with larger races, fancying themselves as some kind of pixie knights. Brambles are often seen riding an odd selection of creatures, including porcupines, hedgehogs, al'mirajs, and other creatures. Brambles speak Sylvan.</p><p></p><p>COMBAT</p><p>Brambles attack by hurling themselves at opponents, causing damage with their spiky bodies. One out of ten brambles secret poison from the spines of their armor. Such brambles, if present, are usually the leaders of a given group.</p><p> Spiny Armor (Ex): The armor a bramble wears functions as both its best defense and offense. Any creature that attempts to bite or grab a bramble with bare hands suffers an automatic 1d4 damage per round. Anyone with armored hands may attempt a Fortitude save (DC 15) to avoid taking damage when touching the bramble.</p><p> A bramble that hits with its slam attack does an additional 1d6 damage with its spiky armor. Brambles wrestle opponents of Fine or Diminutive size, causing an additional 1d2 damage per round with its spikes.</p><p> Poison (Ex): Injected, Fortitude save (DC 15); initial and secondary damage 1d6 temporary Dexterity.</p><p> Charm Mount (Sp): Brambles can charm small quadropeds of Small size or smaller, as the charm monster spell, and can cast this once per day.</p><p> Grounding (Sp): One out of every ten brambles has the ability to use this special spell-like ability once per day. This is cast against a single target of Small size or smaller, who must succeed at a Will save (DC 12) or be grounded. This lasts for 6d6 rounds, and can affect any target within 10 yards.</p><p></p><p>The bramble first appeared in Dragon Magazine #206, and later in the Monstrous Compendium Annual Three.</p></blockquote><p></p>
[QUOTE="BOZ, post: 139753, member: 1241"] BRAMBLE Fine Fey Hit Dice: 1/3 d6 (2 hp) Initiative: +5 (Dex) Speed: 10 ft AC: 31 (+8 size, +5 Dex, +2 natural, +6 spine armor) Attacks: Slam +5 melee; or tiny spear +5 melee Damage: Slam 1d6-2; or tiny spear 1d6-2 Face/Reach: 1/2 ft by 1/2 ft/0 ft Special Attacks: Spiny armor, poison, charm mount, grounding Special Qualities: SR 12 Saves: Fort +0, Ref +7, Will +4 Abilities: Str 6, Dex 21, Con 10, Int 12, Wis 14, Cha 10 Skills: Concentration +6, Escape Artist +8, Hide +8, Jump +7, Listen +6, Move Silently +8, Ride +7, Spot +6 Feats: Weapon Finesse (slam, spear) Climate/Terrain: Cold and temperate plains and hills Organization: Band (2-16) Challenge Rating: 2 Treasure: No coins; 50% goods; 50% items Alignment: Always neutral evil Advancement: --- Brambles are among the tiniest of fey, as well as the most agressive and vicious. Faerie legends tell that they were long-ago outcasts of fey society, and are believed to have descended from the gorse. Brambles are tiny people with dark, wrinkled skin, pointy nails, extremely pointed ears, and an overall appearance that makes them look dried-out. A brace of spines sticks out from their back, which is bare although it appears that it was meant to support wings. Brambles wear smalls suits of spiked plate mail with holes that allow their spines to fit through, camoflaging them against the artificial spikes of the armor. Brambles are nomadic and restless, never staying together or in one place for too long. They are arrogant and sneaky in dealing with larger races, fancying themselves as some kind of pixie knights. Brambles are often seen riding an odd selection of creatures, including porcupines, hedgehogs, al'mirajs, and other creatures. Brambles speak Sylvan. COMBAT Brambles attack by hurling themselves at opponents, causing damage with their spiky bodies. One out of ten brambles secret poison from the spines of their armor. Such brambles, if present, are usually the leaders of a given group. Spiny Armor (Ex): The armor a bramble wears functions as both its best defense and offense. Any creature that attempts to bite or grab a bramble with bare hands suffers an automatic 1d4 damage per round. Anyone with armored hands may attempt a Fortitude save (DC 15) to avoid taking damage when touching the bramble. A bramble that hits with its slam attack does an additional 1d6 damage with its spiky armor. Brambles wrestle opponents of Fine or Diminutive size, causing an additional 1d2 damage per round with its spikes. Poison (Ex): Injected, Fortitude save (DC 15); initial and secondary damage 1d6 temporary Dexterity. Charm Mount (Sp): Brambles can charm small quadropeds of Small size or smaller, as the charm monster spell, and can cast this once per day. Grounding (Sp): One out of every ten brambles has the ability to use this special spell-like ability once per day. This is cast against a single target of Small size or smaller, who must succeed at a Will save (DC 12) or be grounded. This lasts for 6d6 rounds, and can affect any target within 10 yards. The bramble first appeared in Dragon Magazine #206, and later in the Monstrous Compendium Annual Three. [/QUOTE]
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