• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

March Movie Monster Mayhem Marathon Late Entry: Talking Donkey.

Krishnath

First Post
Donkey, Talking
Medium Magical Beast
Hit Dice:
4d10+4 (26 hp)
Initiative: +1
Speed: 30’ (6 squares)
Armor Class: 13 (+1 Dex, +2 natural)
Base Attack/Grapple: +4/+4
Attack: Bite +4 melee (1d2)
Full Attack: Bite +4 melee (1d2)
Space/Reach: 5’/5’
Special Attacks: -
Special Qualities: Low-light vision, Scent,
Saves: Fort +4, Ref +5, Will +1,
Abilities: Str 10, Dex 13, Con 12, Int 11, Wis 11, Cha 7,
Skills: Balance +7 (+2 racial), Listen +7 (+2), Spot +7 (+2),
Feats: Endurance, Alertness,
Environment: Temperate Land
Organization: Solitary
Challenge Rating: 2
Treasure: Standard
Alignment: Usually Neutral Good
Advancement: By character class
LA: +2

“This creature resembles an ordinary donkey save for two features, its stupid grin and its inability to be silent.”
“Hey who are you calling stupid, and I can be silent.”


A talking donkey, although annoying, has a good heart and is a loyal friend.
“That’s me!”
A talking donkey speaks common, and usually wont shut up.
Exceptional talking donkeys learn additional languages.
Carrying Capacity: Like its common counterpart the talking donkey can be used as a pack animal.
“Hey I ain’t nobody’s pack animal!”
A light load for a talking donkey is up to 50 pounds; a medium load 51-100 pounds; and a heavy load 101-150 pounds. A donkey can drag 750 pounds.

Combat:
A Talking donkey is usually a cowardly creature.
“I am not, I just don’t like to fight that’s all. Hey what is this?”
“DON’T TOUCH THAT!”
*crash*
“ow.”


Talking Donkey Characters:
Talking donkeys usually advance in the expert class, but talking donkey clerics or fighters are not unheard of. Occasionally a talking donkey will advance as a druid or wizard.
“I like it here, we should be best friends, and we could have a sleepover, and tomorrow I’m making pancakes!”
“That’s not a good idea, we haven’t got any syrup.”
“WHAT DO YOU MEAN WE DON’T HAVE ANY SYRUP”?

Talking Donkey characters possess the following racial traits:
- Dexterity +2, Constitution +2, Charisma –4,
- Size Medium.
- A talking donkeys base land speed is 30’.
- Lowlight vision
- Scent
- Racial Hit Dice: A talking donkey starts with four levels of magical beast, which provide 4d10 HD, a base attack bonus of +4, and base saving throw bonuses of Fort +4, Ref +4, and Will +1.
- Racial Skills: A talking donkeys magical beast levels give it skill points equal to 7 x (2+Int modifier). It’s class skills are Balance, Listen, and Spot.
- Racial Feats: A talking donkeys magical beast levels gives it two feats.
- +2 natural armor.
- Automatic Languages: Common. Bonus Languages: Elven, Gnome, Halfling, and Sylvan.
- Favored Class: Druid.
- Level Adjustment: +2
 

log in or register to remove this ad





Olly

First Post
Didn't someone stat up Puss In Boots, as well? I vaguely recall seeing some stats around here somewhere...
 





Remove ads

Top