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<blockquote data-quote="Debby" data-source="post: 6123127" data-attributes="member: 33340"><p>I also converted Terry Pratchett's Pictsies from his book, <em>The Wee Free Men.</em></p><p></p><p><strong>Pictsies (Nac Mac Feegle)</strong></p><p>Diminutive Fey</p><p><strong>Hit Dice:</strong> 4d8+24 (59 hp)</p><p><strong>Initiative:</strong> +3 (Dex)</p><p><strong>Speed: </strong>40 ft., Climb 30 ft.</p><p><strong>Armor Class: </strong>19 (+4 size, +3 Dex, +2 natural) touch 17, flat footed 16</p><p><strong>Base Attack/Grapple:</strong> +2/-2</p><p><strong>Attack: </strong>Head butt +12 melee (1d4+6) or <em>+1 Pictsie Sword</em> +13 melee (1d3+7)</p><p><strong>Full Attack:</strong> Head butt +12 melee (1d4+6) or <em>+1 Pictsie Sword</em> +13 melee (1d3+7)</p><p><strong>Space/Reach: </strong>1 ft./0 ft.</p><p><strong>Special Attacks: </strong>The crawstep, mousepipes</p><p><strong>Special Qualities:</strong> Drink like a demon, fear immunity, hard-headed, spell-like ability</p><p><strong>Saves:</strong> Fort +11, Ref +7, Will +3</p><p><strong>Abilities: </strong>Str 22, Con 22, Dex 15, Int 6, Wis 8, Cha 8</p><p><strong>Skills:</strong> Hide +19 , Sleight of hand +7, Move Silently +7, Open Lock +7, Knowledge (local) +7</p><p><strong>Feats:</strong> Toughness, Diehard[SUP]B[/SUP], Great Fortitude</p><p><strong>Organization: </strong>Solitary or Clan</p><p><strong>Challenge Rating:</strong> 3</p><p><strong>Treasure:</strong> standard plus <em>+1 pictsie sword</em></p><p><strong>Alignment:</strong> Always chaotic</p><p><strong>Advancement:</strong> By class (usually fighter or bard)</p><p><strong>Level Adjustment</strong> —*</p><p></p><p><em>“Nac Mac Feegle! The Wee Free Men! Nae King! Nae quin! Nae laird! Nae master! We willna be fooled again!"</em> The Nac Mac Feegle (aka The Wee Free Men) are a clan of hard-drinking, sheep-stealing, sword-wielding, 6-inch tall blue men with red beards who are as fierce and proud as they are funny.</p><p></p><p>Every clan of pictsies is led by a female kelda. All pictsies in a single clan are either the offspring or brothers of the kelda. Any daughters of a kelda are sent to marry a member of a neighboring clan. It is uncommon for any but a pictsie to become a kelda, but it has happened.</p><p></p><p>Despite their love of fighting and stealing, pictsies take their duties and their vows very seriously. Moreover, they do not condone stealing from those who are poor.</p><p></p><p>All pictsies carry a <em>+1 pictsie sword</em>, which glows blue in the presence of lawyers. While they have a superstitious fear of having their names written, they fear little else. They speak a heavily accented form of Common and Sylvan.</p><p></p><p><strong>Combat</strong></p><p></p><p><strong>The Crawstep (Su):</strong> Once per day, a single pictsie may use the crawstep to travel to another local plane. This effect is similar to <em>plane shift</em> and affects the pictsie, anyone in the pictsies' clan (real or honorary), and up to 10 lbs. of matter per pictsie.</p><p></p><p><strong>Drink like a Demon (Ex):</strong> A pictsie’s body handles alcohol differently from other people's bodies. They can drink a large (for a pictsie) tankard of ale, a bottle of wine, or a corresponding amount of stronger alcohol as a move-equivalent action. Every bottle or tankard of alcohol a pictsie consumes during combat, reduces his Dexterity, Wisdom, and Intelligence by 1 point each, but increases his Strength or Constitution (DM’s choice) by 1 point. However, his Reflex save bonus, Dexterity bonus to Tumble, and AC bonus remain at their original levels regardless of his new Dexterity modifier. A pictsie’s body metabolizes one drink per hour, reducing both the penalties and the bonus accordingly. Pictsies only gain the Strength and Constitution bonuses for alcohol drunk during a fight, and the bonuses only last until the end of the combat. (The penalties disappear more gradually.) What quantity of alcohol constitutes a "drink" is deliberately left undefined.</p><p></p><p><strong>Fear Immunity (Su):</strong> Pictsies are immune to fear effects that stem from a non-lawful source.</p><p></p><p><strong>Hard Headed (Ex):</strong> If a pictsie successfully head butts an opponent, the opponent must make a Fortitude save (DC 20) or fall unconscious for 1d4+2 rounds. The save is Strength based. Kicking a pictsie in the head does no damage to the pictsie, but causes 1d4 points of damage to the kicker. Pictsies have been known to accidentally kick themselves in the head.</p><p></p><p><strong>Spell-Like Ability:</strong> At will, a pictsie can <em>haste </em>itself as the spell. Treat as CL 8.</p><p></p><p><strong>Mousepipes:</strong> One member of every pictsie clan is a bard (known as a Gonnagle), capable of playing the mousepipes. This musical instrument resembles the bagpipes of Scotland though much smaller. Its high-pitched tones can only be heard by creatures capable of hearing sounds above the normal human range. Any canine creature (including undead, monstrous beasts and aberrations with canine features) hearing the sound of the mousepipes takes 1d4 points of sonic damage plus an additional point of damage for every level of bard and is panicked.</p><p></p><p>A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. In addition, the creature takes a -2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature cowers. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.</p><p></p><p><strong>Skills:</strong> Pictsies gain a +2 racial bonus to Knowledge (local). They aren't terribly bright in other areas.</p><p></p><p>A creature with a climb speed has a +8 racial bonus on all Climb checks. The creature must make a Climb check to climb any wall or slope with a DC higher than 0, but it always can choose to take 10, even if rushed or threatened while climbing. If a creature with a climb speed chooses an accelerated climb (see above), it moves at double its climb speed (or at its land speed, whichever is slower) and makes a single Climb check at a -5 penalty. Such a creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.</p><p></p><p>Pictsies have a +12 bonus to Hide due to their Diminutive Size.</p><p></p><p><strong>Lore: </strong>A Knowledge (Nature) check reveals the following:</p><p> </p><table style='width: 100%'><tr><td>DC 14</td><td>Pictsies are immoral fey that will steal anything not nailed down.</td></tr><tr><td>DC 19</td><td>Scratch that, they'll take everything (this reveals all special attacks and qualities).</td></tr><tr><td>DC 20</td><td>Including the nails.</td></tr></table><p>*While it is within the realm of possibility to play a pictsie, it probably isn't a good idea as the level adjustment would be at least +2. A more typical PC pictsie would have the following changes to his stats: +4 to Str and Con, +2 Dex, -4 Int -2 Wis and Cha</p></blockquote><p></p>
[QUOTE="Debby, post: 6123127, member: 33340"] I also converted Terry Pratchett's Pictsies from his book, [I]The Wee Free Men.[/I] [B]Pictsies (Nac Mac Feegle)[/B] Diminutive Fey [B]Hit Dice:[/B] 4d8+24 (59 hp) [B]Initiative:[/B] +3 (Dex) [B]Speed: [/B]40 ft., Climb 30 ft. [B]Armor Class: [/B]19 (+4 size, +3 Dex, +2 natural) touch 17, flat footed 16 [B]Base Attack/Grapple:[/B] +2/-2 [B]Attack: [/B]Head butt +12 melee (1d4+6) or [I]+1 Pictsie Sword[/I] +13 melee (1d3+7) [B]Full Attack:[/B] Head butt +12 melee (1d4+6) or [I]+1 Pictsie Sword[/I] +13 melee (1d3+7) [B]Space/Reach: [/B]1 ft./0 ft. [B]Special Attacks: [/B]The crawstep, mousepipes [B]Special Qualities:[/B] Drink like a demon, fear immunity, hard-headed, spell-like ability [B]Saves:[/B] Fort +11, Ref +7, Will +3 [B]Abilities: [/B]Str 22, Con 22, Dex 15, Int 6, Wis 8, Cha 8 [B]Skills:[/B] Hide +19 , Sleight of hand +7, Move Silently +7, Open Lock +7, Knowledge (local) +7 [B]Feats:[/B] Toughness, Diehard[SUP]B[/SUP], Great Fortitude [B]Organization: [/B]Solitary or Clan [B]Challenge Rating:[/B] 3 [B]Treasure:[/B] standard plus [I]+1 pictsie sword[/I] [B]Alignment:[/B] Always chaotic [B]Advancement:[/B] By class (usually fighter or bard) [B]Level Adjustment[/B] —* [I]“Nac Mac Feegle! The Wee Free Men! Nae King! Nae quin! Nae laird! Nae master! We willna be fooled again!"[/I] The Nac Mac Feegle (aka The Wee Free Men) are a clan of hard-drinking, sheep-stealing, sword-wielding, 6-inch tall blue men with red beards who are as fierce and proud as they are funny. Every clan of pictsies is led by a female kelda. All pictsies in a single clan are either the offspring or brothers of the kelda. Any daughters of a kelda are sent to marry a member of a neighboring clan. It is uncommon for any but a pictsie to become a kelda, but it has happened. Despite their love of fighting and stealing, pictsies take their duties and their vows very seriously. Moreover, they do not condone stealing from those who are poor. All pictsies carry a [I]+1 pictsie sword[/I], which glows blue in the presence of lawyers. While they have a superstitious fear of having their names written, they fear little else. They speak a heavily accented form of Common and Sylvan. [B]Combat[/B] [B]The Crawstep (Su):[/B] Once per day, a single pictsie may use the crawstep to travel to another local plane. This effect is similar to [I]plane shift[/I] and affects the pictsie, anyone in the pictsies' clan (real or honorary), and up to 10 lbs. of matter per pictsie. [B]Drink like a Demon (Ex):[/B] A pictsie’s body handles alcohol differently from other people's bodies. They can drink a large (for a pictsie) tankard of ale, a bottle of wine, or a corresponding amount of stronger alcohol as a move-equivalent action. Every bottle or tankard of alcohol a pictsie consumes during combat, reduces his Dexterity, Wisdom, and Intelligence by 1 point each, but increases his Strength or Constitution (DM’s choice) by 1 point. However, his Reflex save bonus, Dexterity bonus to Tumble, and AC bonus remain at their original levels regardless of his new Dexterity modifier. A pictsie’s body metabolizes one drink per hour, reducing both the penalties and the bonus accordingly. Pictsies only gain the Strength and Constitution bonuses for alcohol drunk during a fight, and the bonuses only last until the end of the combat. (The penalties disappear more gradually.) What quantity of alcohol constitutes a "drink" is deliberately left undefined. [B]Fear Immunity (Su):[/B] Pictsies are immune to fear effects that stem from a non-lawful source. [B]Hard Headed (Ex):[/B] If a pictsie successfully head butts an opponent, the opponent must make a Fortitude save (DC 20) or fall unconscious for 1d4+2 rounds. The save is Strength based. Kicking a pictsie in the head does no damage to the pictsie, but causes 1d4 points of damage to the kicker. Pictsies have been known to accidentally kick themselves in the head. [B]Spell-Like Ability:[/B] At will, a pictsie can [I]haste [/I]itself as the spell. Treat as CL 8. [B]Mousepipes:[/B] One member of every pictsie clan is a bard (known as a Gonnagle), capable of playing the mousepipes. This musical instrument resembles the bagpipes of Scotland though much smaller. Its high-pitched tones can only be heard by creatures capable of hearing sounds above the normal human range. Any canine creature (including undead, monstrous beasts and aberrations with canine features) hearing the sound of the mousepipes takes 1d4 points of sonic damage plus an additional point of damage for every level of bard and is panicked. A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. In addition, the creature takes a -2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature cowers. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. [B]Skills:[/B] Pictsies gain a +2 racial bonus to Knowledge (local). They aren't terribly bright in other areas. A creature with a climb speed has a +8 racial bonus on all Climb checks. The creature must make a Climb check to climb any wall or slope with a DC higher than 0, but it always can choose to take 10, even if rushed or threatened while climbing. If a creature with a climb speed chooses an accelerated climb (see above), it moves at double its climb speed (or at its land speed, whichever is slower) and makes a single Climb check at a -5 penalty. Such a creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing. Pictsies have a +12 bonus to Hide due to their Diminutive Size. [B]Lore: [/B]A Knowledge (Nature) check reveals the following: [TABLE][TR][TD]DC 14[/TD][TD]Pictsies are immoral fey that will steal anything not nailed down.[/TD][/TR][TR][TD]DC 19[/TD][TD]Scratch that, they'll take everything (this reveals all special attacks and qualities).[/TD][/TR][TR][TD]DC 20[/TD][TD]Including the nails.[/TD][/TR][/TABLE] *While it is within the realm of possibility to play a pictsie, it probably isn't a good idea as the level adjustment would be at least +2. A more typical PC pictsie would have the following changes to his stats: +4 to Str and Con, +2 Dex, -4 Int -2 Wis and Cha [/QUOTE]
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