Shade
Monster Junkie
This one was alot of fun. For all the references to foo creatures, see the conversion in the Creature Catalog at the following link:
Foo Creature
Foo Fighter
Medium Outsider (Chaotic, Good, Extraplanar)
Hit Dice: 15d8+75 (142 hp)
Initiative: +6
Speed: 80 ft. (16 squares) when unarmored and carrying a light load; base speed 30 ft.
Armor Class: 29 (+6 Dex, +7 Wisdom, +6 natural), touch 23, flat-footed 23
Base Attack/Grapple: +15/+23
Attack: Unarmed strike +21 melee (1d10+4) or monkey wrench +21 melee (1d6+4/x3)
Full Attack: Unarmed strike +21/+16/+11 melee (1d10+4) or flurry of blows +21/+21/+21/+16/+11 melee (1d10+4) or monkey wrench +21/+21/+21/+16/+11 melee (1d6+4/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Big me, everlong, ki strike, spell-like abilities, strike evil, this is a call
Special Qualities: Aura of goodness, darkvision 60 ft., ethereal jaunt, improved evasion, learn to fly, monk abilities, spell resistance 25
Saves: Fort +14, Ref +15, Will +16
Abilities: Str 19, Dex 22, Con 21, Int 22, Wis 24, Cha 22
Skills: Balance +26, Climb +22, Concentration +23, Diplomacy +26, Escape Artist +24, Hide +24, Jump +46 (+26 when armored or carrying a medium or heavy load), Knowledge (the planes) +24, Listen +25, Move Silently +24, Sense Motive +25, Spot +25, Survival +7 (+9 on other planes), Swim +22, Tumble +28, Use Rope +6 (+8 bindings)
Feats: Acrobatic, Combat ReflexesB, Deflect Arrows, Exotic Weapon Proficiency (monkey wrench), Improved DisarmB, Improved Grapple, Improved Trip, Improved Unarmed StrikeB, Stunning FistB, Weapon Finesse
Environment: Any good-aligned plane
Organization: Solitary, band (2-5), or pride (2-5 plus 2-8 foo creatures)
Challenge Rating: 16
Treasure: Standard
Alignment: Always chaotic good
Advancement: 16-18 HD (Medium); 19-45 HD (Large)
Level Adjustment: -
This six-foot tall leonine humanoid has a large, blunt head with wide-set, bulging eyes. It is covered in thick, golden fur.
Foo fighters are linked to the mystical foo creatures. Like foo creatures, they reside on good-aligned planes, but are sometimes found on the Material Plane.
A foo fighter often wanders the planes, aiding those in need. As soon as it arrives, it is done, done, on to the next one, leaving its beneficiary to exclaim "there goes my hero". In times like these, it hopes to teach others to learn to live (and love) again.
After leaving its home plane to wander, a foo fighter comes home next year, where it remains for another year to meditate and train for its next journey.
A foo fighter stands about six feet tall and weighs around 200 pounds. Most speak Celestial, Common, and Infernal.
Combat
A foo fighter is a deadly unarmed combatant, and prefers to fight evil relying on its flurry of blows. If overmatched, it uses its big me and everlong abilities to increase its size and reach. If outnumbered, it calls for aid from other foo fighters or foo creatures.
A foo fighter's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and good-aligned for the purpose of overcoming damage reduction. Thanks to its ki strike ability, a foo fighter's unarmed strikes are also treated as magic and adamantine weapons for the purpose of overcoming damage reduction.
Big Me (Su): Once per day, a foo fighter can increase its size. This functions as the enlarge person spell (caster level 15th), except that it can affect only the foo fighter.
Everlong (Su): Once per day, a foo fighter can increase its natural reach by 5 feet. This lasts for 15 rounds.
Ki Strike (Su): A foo fighter's unarmed attacks are empowered with ki. Its unarmed attacks are treated as magic and adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.
Spell-Like Abilities: At will—greater teleport (self plus 50 pounds of objects only), invisibility, plane shift (DC 23). Caster level 15th. The save DCs are Charisma-based.
Strike Evil (Su): Foo fighters gain a +2 morale bonus to attack and damage rolls when attacking creatures of evil alignment. This ability is always active and cannot be negated or dispelled.
This is a Call (Su): As a standard action, a foo fighter can release a loud roar that crosses planar boundaries. There is a 75% chance that this call will be answered, and another foo fighter or 1d4 foo creatures will arrive one round later. This differs from a summon monster spell, as the other foo beings arrive of their own volition, via ethereal jaunt, greater teleport, or plane shift, and thus there is no limit to the amount of time they can remain on the Material Plane.
Aura of Goodness (Su): A foo fighter is protected by an aura of goodness. An evil creature that attacks a foo creature suffers a –1 penalty to attack and damage rolls. This supernatural ability can be dispelled, but the foo fighter can reactivate it as a free action.
Ethereal Jaunt (Su): A foo fighter can shift from the Ethereal Plane to the Material Plane as a free action, and shift back again as a move action. The ability is otherwise identical with the ethereal jaunt spell (caster level 15th).
Learn to Fly (Su): As a swift action usable even during another creature's turn, a foo fighter can attempt to fly. It must succeed on a DC 15 Intelligence check. If it succeeds, it gains a supernatural fly speed of 90 feet (perfect) and grants it a feather fall effect (as the spell) with personal range. This abiity lasts for 15 rounds and is usable once per day (regardless of success or failure).
Monk Abilities: A foo fighter has the AC bonus, unarmed strike, greater flurry of blows, and fast movement abilities of a 15th-level monk. Although a foo fighter is not lawful, it can take levels in the monk class. If it does so, it adds its monk levels to these innate levels to determine the level of these abilities. Thus, a 5th-level foo fighter monk has the AC bonus, unarmed strike, greater flurry of blows, and fast movement abilities of a 20th-level monk, while the rest of its abilities are as a 5th-level monk. At 10th-level, its ki strike ability does not become lawful.
New Weapon
Many few fighters fight with an exotic weapon known as a monkey wrench.
Monkey Wrench: This light exotic weapon consists of an iron bar ending in a crescent-shaped head. It deals 1d6 points of bludgeoning damage for a Medium creature, threatens a critical on a 20, and deals triple damage on a successful critical hit. It weighs 3 pounds and costs 10 gp. The monkey wrench is a special monk weapon. This designation gives a monk wielding a monkey wrench special options. With a monkey wrench, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails). A monkey wrench also grants a +2 competence bonus on attack rolls against constructs.
Foo Creature
Foo Fighter
Medium Outsider (Chaotic, Good, Extraplanar)
Hit Dice: 15d8+75 (142 hp)
Initiative: +6
Speed: 80 ft. (16 squares) when unarmored and carrying a light load; base speed 30 ft.
Armor Class: 29 (+6 Dex, +7 Wisdom, +6 natural), touch 23, flat-footed 23
Base Attack/Grapple: +15/+23
Attack: Unarmed strike +21 melee (1d10+4) or monkey wrench +21 melee (1d6+4/x3)
Full Attack: Unarmed strike +21/+16/+11 melee (1d10+4) or flurry of blows +21/+21/+21/+16/+11 melee (1d10+4) or monkey wrench +21/+21/+21/+16/+11 melee (1d6+4/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Big me, everlong, ki strike, spell-like abilities, strike evil, this is a call
Special Qualities: Aura of goodness, darkvision 60 ft., ethereal jaunt, improved evasion, learn to fly, monk abilities, spell resistance 25
Saves: Fort +14, Ref +15, Will +16
Abilities: Str 19, Dex 22, Con 21, Int 22, Wis 24, Cha 22
Skills: Balance +26, Climb +22, Concentration +23, Diplomacy +26, Escape Artist +24, Hide +24, Jump +46 (+26 when armored or carrying a medium or heavy load), Knowledge (the planes) +24, Listen +25, Move Silently +24, Sense Motive +25, Spot +25, Survival +7 (+9 on other planes), Swim +22, Tumble +28, Use Rope +6 (+8 bindings)
Feats: Acrobatic, Combat ReflexesB, Deflect Arrows, Exotic Weapon Proficiency (monkey wrench), Improved DisarmB, Improved Grapple, Improved Trip, Improved Unarmed StrikeB, Stunning FistB, Weapon Finesse
Environment: Any good-aligned plane
Organization: Solitary, band (2-5), or pride (2-5 plus 2-8 foo creatures)
Challenge Rating: 16
Treasure: Standard
Alignment: Always chaotic good
Advancement: 16-18 HD (Medium); 19-45 HD (Large)
Level Adjustment: -
This six-foot tall leonine humanoid has a large, blunt head with wide-set, bulging eyes. It is covered in thick, golden fur.
Foo fighters are linked to the mystical foo creatures. Like foo creatures, they reside on good-aligned planes, but are sometimes found on the Material Plane.
A foo fighter often wanders the planes, aiding those in need. As soon as it arrives, it is done, done, on to the next one, leaving its beneficiary to exclaim "there goes my hero". In times like these, it hopes to teach others to learn to live (and love) again.
After leaving its home plane to wander, a foo fighter comes home next year, where it remains for another year to meditate and train for its next journey.
A foo fighter stands about six feet tall and weighs around 200 pounds. Most speak Celestial, Common, and Infernal.
Combat
A foo fighter is a deadly unarmed combatant, and prefers to fight evil relying on its flurry of blows. If overmatched, it uses its big me and everlong abilities to increase its size and reach. If outnumbered, it calls for aid from other foo fighters or foo creatures.
A foo fighter's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and good-aligned for the purpose of overcoming damage reduction. Thanks to its ki strike ability, a foo fighter's unarmed strikes are also treated as magic and adamantine weapons for the purpose of overcoming damage reduction.
Big Me (Su): Once per day, a foo fighter can increase its size. This functions as the enlarge person spell (caster level 15th), except that it can affect only the foo fighter.
Everlong (Su): Once per day, a foo fighter can increase its natural reach by 5 feet. This lasts for 15 rounds.
Ki Strike (Su): A foo fighter's unarmed attacks are empowered with ki. Its unarmed attacks are treated as magic and adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.
Spell-Like Abilities: At will—greater teleport (self plus 50 pounds of objects only), invisibility, plane shift (DC 23). Caster level 15th. The save DCs are Charisma-based.
Strike Evil (Su): Foo fighters gain a +2 morale bonus to attack and damage rolls when attacking creatures of evil alignment. This ability is always active and cannot be negated or dispelled.
This is a Call (Su): As a standard action, a foo fighter can release a loud roar that crosses planar boundaries. There is a 75% chance that this call will be answered, and another foo fighter or 1d4 foo creatures will arrive one round later. This differs from a summon monster spell, as the other foo beings arrive of their own volition, via ethereal jaunt, greater teleport, or plane shift, and thus there is no limit to the amount of time they can remain on the Material Plane.
Aura of Goodness (Su): A foo fighter is protected by an aura of goodness. An evil creature that attacks a foo creature suffers a –1 penalty to attack and damage rolls. This supernatural ability can be dispelled, but the foo fighter can reactivate it as a free action.
Ethereal Jaunt (Su): A foo fighter can shift from the Ethereal Plane to the Material Plane as a free action, and shift back again as a move action. The ability is otherwise identical with the ethereal jaunt spell (caster level 15th).
Learn to Fly (Su): As a swift action usable even during another creature's turn, a foo fighter can attempt to fly. It must succeed on a DC 15 Intelligence check. If it succeeds, it gains a supernatural fly speed of 90 feet (perfect) and grants it a feather fall effect (as the spell) with personal range. This abiity lasts for 15 rounds and is usable once per day (regardless of success or failure).
Monk Abilities: A foo fighter has the AC bonus, unarmed strike, greater flurry of blows, and fast movement abilities of a 15th-level monk. Although a foo fighter is not lawful, it can take levels in the monk class. If it does so, it adds its monk levels to these innate levels to determine the level of these abilities. Thus, a 5th-level foo fighter monk has the AC bonus, unarmed strike, greater flurry of blows, and fast movement abilities of a 20th-level monk, while the rest of its abilities are as a 5th-level monk. At 10th-level, its ki strike ability does not become lawful.
New Weapon
Many few fighters fight with an exotic weapon known as a monkey wrench.
Monkey Wrench: This light exotic weapon consists of an iron bar ending in a crescent-shaped head. It deals 1d6 points of bludgeoning damage for a Medium creature, threatens a critical on a 20, and deals triple damage on a successful critical hit. It weighs 3 pounds and costs 10 gp. The monkey wrench is a special monk weapon. This designation gives a monk wielding a monkey wrench special options. With a monkey wrench, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails). A monkey wrench also grants a +2 competence bonus on attack rolls against constructs.
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