WanderingMonster
First Post
I had this amusing idea at work today. I work as a manager at a drugstore, and was stocking candy for a good part of the day. I hope that explains the following:
Gellubeanous hare: CR 3; Small Magical Beast ; HD 2d10 (Magical Beast) ; hp 11; Init +3; Spd 50; AC 18; (Flatfooted:15, Touch:18); Atk +1 base melee, +6 base ranged; +1 (1d4-2, 2 Claws); SA: Leap (Ex) , Disease (Su) , Change Size (Sp) ; SQ: Natural Invisibility (Su); RF: Create Gellubeanous Seed; AL NE; SV Fort +3, Ref +6, Will +0; STR 6, DEX 17, CON 10, INT 12, WIS 10, CHA 16.
Skills: Hide +12, Jump +28, Move Silently +7, Search +6. Feats: Stealthy.
Description: Gellubeanous hares are lively creatures that resemble large rabbits. When they are visible they can be founds in any number of pastel hues. They seem to exist only to hide items they steal from others. Their preferred food is mallohen, which they consider a delicacy.
Possessions: Basket.
Special Attacks:
Change Size (Sp): Once per day, the gellubeanous hare may increase its size to Medium. This acts in all ways like the enlarge person spell as cast by an 8-th level wizard.
Create Gellubeanous Seed (Su): Once per day, the gellubeanous hare can create 3d4 "seeds". These seeds are roughly the size of a lima bean, but come in many bright hues. Anyone struck by one of the seeds must make a fortitude save or be infected with mallo-rot. The seeds smell fruity, and taste delicious. Consuming one of the seeds imposes a -4 penalty to resist the effects of mallo-rot. Consuming more than one increases the penalty to -8.
Disease (Su): Mallo-rot—contact/ingestion of gellubeanous seed, Fortitude DC 14, incubation period 1d3 days, 1d6 Intelligence
Once the infected creature reaches 0 Intelligence its body dies and its brain becomes a mallohen which escapes through the ear or nose.
Leap (Ex): The gellubeanous hare's jumps are not limited by its height.
Special Qualities:
Natural Invisibility (Su): The gellubeanous hare is normally invisible. Children, and creatures with intelligence less than 6 can see the hare normally. The gellubeanous hare may become visible at will.
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Mallohen: CR 1/6; Fine Ooze ; HD 1d10+2 (Ooze) ; hp 7; Init +0; Spd 10; AC 19; (Flatfooted:19, Touch:18); Atk +4 base melee, +8 base ranged; +4 (1d4-4, Slam); SQ: Damage Reduction (Su): 10/Bludgeoning, Carapace (Ex), Racial Traits: Ooze; RF: Nauseating Aura (Su); AL N; SV Fort +2, Ref +0, Will +0; STR 2, DEX 10, CON 14, INT --, WIS 10, CHA 8.
Skills: Hide +16, Listen +2, Spot +3. Feats: Alertness.
Description: Mallohens are white oozes covered in a thin, colorful, crystalline carapce. There are five known colors of mallohens: white, yellow, pink, blue, and lavender.
Combat: Mallohens shun combat, preferring to merely exist until their carapce becomes too hard for them to move.
Special Qualities:
Carapace (Ex): Mallohens are spawned with a thin carapce that gets harder with time. For each day of its life, its carapace adds a cumulative +1 natural bonus to its armor class. Once the natural armor bonus reaches +10, the mallohen can no longer move.
Nauseating Aura (Su): Anyone approaching within 10 feet of a mallohen becomes nauseated until 1d4 rounds after he leaves the aura. A Fortitude save (DC 11+ the number of mallohens) resists the effect. The aura is harmless to gellubeanous hares.
Blindsight (Ex): An ooze's entire body is a primitive sensory organ that can ascertain prey by scent and vibration within 60 feet.
Ooze: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.
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