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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="kronos182" data-source="post: 8135708" data-attributes="member: 6668634"><p>Some winter themed NPCs to throw against your party </p><p></p><p><strong><span style="font-size: 26px">Tophat Snowman</span></strong></p><p>The Tophat Snowman is a construct loosely based on Frosty the Snowman, looking like a typical snowman, with a toptop, however it has two glowing eyes, thick branches that make up the arms that end in three points, acting as two fingers and an opposable thumb, that are sharp enough to cleave flesh. It's only purpose is to create attack those its creator designates and turn people into snowman to follow its creators orders and continue the fight.</p><p></p><p><strong>Tophat Snowman</strong></p><p>Type: Construct</p><p>Size: Medium</p><p>CR: 3</p><p>Hit Points: 47 (6d10+10)</p><p>Mas: *</p><p>Init: +0</p><p>Speed: 30 ft</p><p>Defense: 14 (+4 natural)</p><p>BAB: +4</p><p>Grp: +6</p><p>FS/Reach: 5 ft b 5 ft / 5 ft</p><p>Attacks: stick claw +6 melee (1d6+2 slashing)</p><p>Full Attack: stick claw +6 melee (1d6+2 slashing) and stick claw +6 melee (1d6+2 slashing)</p><p>Special Attacks: Tophat</p><p>Special Qualities: Cold Immunity, Fire Vulnerability, Darkvision 60 ft</p><p>Allegiances:</p><p>Saves: Fort +2, Reflex +2, Will +2</p><p>Reputation:</p><p>Abilities: Str 14, Dex 10, Con -, Int 10, Wis 10, Cha 12</p><p>Skills: Disguise +4, Hide +3, Listen +3, Move Silently +3, Search +3, Spot +3</p><p>Feats:</p><p>Possessions:</p><p>Advancement:</p><p></p><p><strong>Combat</strong></p><p>The Tophat snowman will hide in fields of snow, then will attack anyone that gets close, striking with its stick arms and try putting its tophat onto the target in an attempt to create another snowman. It uses straight forward tactics, move, strike, attempt to convert, repeat.</p><p></p><p><strong>Tophat</strong></p><p>The snowman carries a tophat that can turns others into inanimate snowman. As an action, it can attempt to place the hat on the head of a living creature. The tophat snowman must succeed on a stick claw attack against the target. On a hit, the hat is placed on their head, and they must make a Constitution save DC 11. On a failed save, they begin to turn into a snowman and are restrained. They must repeat the saving throw at the end of their next turn, ending the effect on themselves on a successful save, or are turned into an inanimate snowman on a failed save. A creature that is turned into a snowman is effectively petrified (except no resistance to fire damage), and any effects that remove petrification cure this condition.</p><p>The tophat snowman can put the tophat on the head of a restrained, paralyzed, or incapacitated creature as an action without an attack roll. Each tophat snowman can only convert one creature into a snowman per day.</p><p>A creature turned into a snowman remains immobile for 1d6+1 rounds, then it is under the control of the tophat snowman and its creator and can move.</p><p></p><p><strong><span style="font-size: 22px">Snowman</span></strong></p><p>These are constructs created by the Tophat Snowman, incredible simple minded.</p><p></p><p><strong>Snowman</strong></p><p>Type: Construct</p><p>Size: Medium</p><p>CR: 1</p><p>Hit Points: 29 (3d10+10)</p><p>Mas: *</p><p>Init: +0</p><p>Speed: 30 ft</p><p>Defense: 11 (+1 natural)</p><p>BAB: +2</p><p>Grp: +3</p><p>FS/Reach: 5 ft b 5 ft / 5 ft</p><p>Attacks: stick claw +3 melee (1d4+1 slashing)</p><p>Full Attack: stick claw +6 melee (1d4+1 slashing)</p><p>Special Attacks:</p><p>Special Qualities: Cold Immunity, Fire Vulnerability, Darkvision 60 ft</p><p>Allegiances:</p><p>Saves: Fort +1, Reflex +1, Will +1</p><p>Reputation:</p><p>Abilities: Str 12, Dex 10, Con -, Int 7, Wis 10, Cha 6</p><p>Skills: Disguise +2, Hide +1, Listen +1, Move Silently +1, Search +1, Spot +1</p><p>Feats:</p><p>Possessions:</p><p>Advancement:</p><p></p><p><strong>Combat</strong></p><p>Snowman combat tactics are incredibly simple. Move, hit, repeat.</p></blockquote><p></p>
[QUOTE="kronos182, post: 8135708, member: 6668634"] Some winter themed NPCs to throw against your party [B][SIZE=7]Tophat Snowman[/SIZE][/B] The Tophat Snowman is a construct loosely based on Frosty the Snowman, looking like a typical snowman, with a toptop, however it has two glowing eyes, thick branches that make up the arms that end in three points, acting as two fingers and an opposable thumb, that are sharp enough to cleave flesh. It's only purpose is to create attack those its creator designates and turn people into snowman to follow its creators orders and continue the fight. [B]Tophat Snowman[/B] Type: Construct Size: Medium CR: 3 Hit Points: 47 (6d10+10) Mas: * Init: +0 Speed: 30 ft Defense: 14 (+4 natural) BAB: +4 Grp: +6 FS/Reach: 5 ft b 5 ft / 5 ft Attacks: stick claw +6 melee (1d6+2 slashing) Full Attack: stick claw +6 melee (1d6+2 slashing) and stick claw +6 melee (1d6+2 slashing) Special Attacks: Tophat Special Qualities: Cold Immunity, Fire Vulnerability, Darkvision 60 ft Allegiances: Saves: Fort +2, Reflex +2, Will +2 Reputation: Abilities: Str 14, Dex 10, Con -, Int 10, Wis 10, Cha 12 Skills: Disguise +4, Hide +3, Listen +3, Move Silently +3, Search +3, Spot +3 Feats: Possessions: Advancement: [B]Combat[/B] The Tophat snowman will hide in fields of snow, then will attack anyone that gets close, striking with its stick arms and try putting its tophat onto the target in an attempt to create another snowman. It uses straight forward tactics, move, strike, attempt to convert, repeat. [B]Tophat[/B] The snowman carries a tophat that can turns others into inanimate snowman. As an action, it can attempt to place the hat on the head of a living creature. The tophat snowman must succeed on a stick claw attack against the target. On a hit, the hat is placed on their head, and they must make a Constitution save DC 11. On a failed save, they begin to turn into a snowman and are restrained. They must repeat the saving throw at the end of their next turn, ending the effect on themselves on a successful save, or are turned into an inanimate snowman on a failed save. A creature that is turned into a snowman is effectively petrified (except no resistance to fire damage), and any effects that remove petrification cure this condition. The tophat snowman can put the tophat on the head of a restrained, paralyzed, or incapacitated creature as an action without an attack roll. Each tophat snowman can only convert one creature into a snowman per day. A creature turned into a snowman remains immobile for 1d6+1 rounds, then it is under the control of the tophat snowman and its creator and can move. [B][SIZE=6]Snowman[/SIZE][/B] These are constructs created by the Tophat Snowman, incredible simple minded. [B]Snowman[/B] Type: Construct Size: Medium CR: 1 Hit Points: 29 (3d10+10) Mas: * Init: +0 Speed: 30 ft Defense: 11 (+1 natural) BAB: +2 Grp: +3 FS/Reach: 5 ft b 5 ft / 5 ft Attacks: stick claw +3 melee (1d4+1 slashing) Full Attack: stick claw +6 melee (1d4+1 slashing) Special Attacks: Special Qualities: Cold Immunity, Fire Vulnerability, Darkvision 60 ft Allegiances: Saves: Fort +1, Reflex +1, Will +1 Reputation: Abilities: Str 12, Dex 10, Con -, Int 7, Wis 10, Cha 6 Skills: Disguise +2, Hide +1, Listen +1, Move Silently +1, Search +1, Spot +1 Feats: Possessions: Advancement: [B]Combat[/B] Snowman combat tactics are incredibly simple. Move, hit, repeat. [/QUOTE]
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