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Crop Devil
Medium Sized Fey
Hit Dice: 2d6 (6 HP)
Initiative: +3
Speed: 20 ft.
AC: 14 (+3 Dexterity, +1 Natural Armor)
Attacks: Scythe or 2 Claws +2 melee
Damage: Scythe 2d4, or 2 claws 1d4
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Gaseous Form, Radiation, Natural Cunning
Saving Throws: +0 Fort, +3 Ref, +0 Will
Abilities: Str 13, Dex 15, Con 11, Int 9, Wis 10, Cha 10
Skills: Wilderness Lore +5, Move Silently +5
Feats: --
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Climate/Terrain: Temperate and Warm Forest, Planes, and Hills
Organization: Solitary, Gang (2-5), or Band (20-40)
Challenge Rating: 1
Treasure: Standard
Alignment: Often Neutral
Advancement: 3-6 HD (Medium)
Considered a malevolent spirit by farmers, these large-hoofed pests feed off of farmer's crop,
creating elaborate designs with their tracks and scythes. A typical specimen has bright red skin, glowing green eyes, stout horns, and broad cloven feet, about one or two feet wide, used for stomping crop down to make the creatures' elaborate artwork. They have no garments, and carry long crude scythes, their most valuable possessions. Although not very intelligent, Crop Devils are very mathematically inclined, creating large bizarre yet complex symbols in wheat and corn fields. Their diet consists of for the most part, wheat, corn, and other crops. When "hunting" for crops, they usually scavenge alone or in small herds, unless engaging in bi-annual celebrations. Their eerie glow and gaseous form, as well as their demonic appearance lead people to the conclusion that they're ghosts, devils (hence their name), or aliens, but infact, they're innocent fey who mean no harm. Crop Devils speak Sylvan, and their own language of complex whistles.
Combat:
Crop Devils flee from combat when outnumbered, but when having their festivities, can become especially rowdy and possibly violent. They slash their enemies with their scythes, also used for cutting crop
Gaseous Form (Sp): A Crop Devil's gaseous form looks like a glowing green Will O' Wisp with dripping pustules. Their gaseous form also applies for their prized scythes
Radiation (Ex): A Crop Devil gives off a faint trace of radiation, killing and mutating the crop they flatten. Anyone who goes within five feet of a Crop Devil must make a fortitude save (DC 15) or suffer from radiation poisoning
Natural Cunning (Ex): Although Crop Devils are not especially intelligent, they posess innate cunning and logical ability, which they use to make their "crop circles". This makes them immune to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed.
Darkvision 30 feet: Crop Devils are nocturnal, and thus see better in the dark then in the light
Skills: Crop Devils have +5 to Wilderness Lore (due to their interest in crop), and Move Silently.
Medium Sized Fey
Hit Dice: 2d6 (6 HP)
Initiative: +3
Speed: 20 ft.
AC: 14 (+3 Dexterity, +1 Natural Armor)
Attacks: Scythe or 2 Claws +2 melee
Damage: Scythe 2d4, or 2 claws 1d4
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Gaseous Form, Radiation, Natural Cunning
Saving Throws: +0 Fort, +3 Ref, +0 Will
Abilities: Str 13, Dex 15, Con 11, Int 9, Wis 10, Cha 10
Skills: Wilderness Lore +5, Move Silently +5
Feats: --
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Climate/Terrain: Temperate and Warm Forest, Planes, and Hills
Organization: Solitary, Gang (2-5), or Band (20-40)
Challenge Rating: 1
Treasure: Standard
Alignment: Often Neutral
Advancement: 3-6 HD (Medium)
Considered a malevolent spirit by farmers, these large-hoofed pests feed off of farmer's crop,
creating elaborate designs with their tracks and scythes. A typical specimen has bright red skin, glowing green eyes, stout horns, and broad cloven feet, about one or two feet wide, used for stomping crop down to make the creatures' elaborate artwork. They have no garments, and carry long crude scythes, their most valuable possessions. Although not very intelligent, Crop Devils are very mathematically inclined, creating large bizarre yet complex symbols in wheat and corn fields. Their diet consists of for the most part, wheat, corn, and other crops. When "hunting" for crops, they usually scavenge alone or in small herds, unless engaging in bi-annual celebrations. Their eerie glow and gaseous form, as well as their demonic appearance lead people to the conclusion that they're ghosts, devils (hence their name), or aliens, but infact, they're innocent fey who mean no harm. Crop Devils speak Sylvan, and their own language of complex whistles.
Combat:
Crop Devils flee from combat when outnumbered, but when having their festivities, can become especially rowdy and possibly violent. They slash their enemies with their scythes, also used for cutting crop
Gaseous Form (Sp): A Crop Devil's gaseous form looks like a glowing green Will O' Wisp with dripping pustules. Their gaseous form also applies for their prized scythes
Radiation (Ex): A Crop Devil gives off a faint trace of radiation, killing and mutating the crop they flatten. Anyone who goes within five feet of a Crop Devil must make a fortitude save (DC 15) or suffer from radiation poisoning
Natural Cunning (Ex): Although Crop Devils are not especially intelligent, they posess innate cunning and logical ability, which they use to make their "crop circles". This makes them immune to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed.
Darkvision 30 feet: Crop Devils are nocturnal, and thus see better in the dark then in the light
Skills: Crop Devils have +5 to Wilderness Lore (due to their interest in crop), and Move Silently.
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