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[True20] Ad Monsters: Creatures from the Commercials
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<blockquote data-quote="DnDChick" data-source="post: 3021324" data-attributes="member: 54"><p>This is a villain I originally designed by request for D&D over on the Necromancer Games forums. He was inspired by a character in a series of surreal advertisements in the UK for Metz brand schnapps. </p><p></p><p>You can see the definitive advert here:</p><p></p><p><a href="http://www.youtube.com/watch?v=1TUOPeNJCK8" target="_blank">http://www.youtube.com/watch?v=1TUOPeNJCK8</a></p><p></p><p><img src="http://www.glassworks.co.uk/search_archive/jobs/metz_judderman/1_big.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p></p><p><strong>THE JUDDERMAN</strong></p><p><strong>Size and Type: </strong>10th level Medium Fey (Cold)</p><p><strong>Speed:</strong> 40 ft.</p><p><strong>Abilities:</strong> Str +2, Dex +8, Con +5, Int +3, Wis +2, Cha +7</p><p><strong>Skills:</strong> Acrobatics 9 (+17), Bluff 10 (+17), Concentration 9 (+11), Craft (Alchemy) 9 (+12), Diplomacy 10 (+17), Intimidate 10 (+17), Jump 9 (+11), Notice 9 (+11), Perform (Dance) 9 (+16), Search 5 (+11), Sense Motive 9 (+11), Sleight of Hand 9 (+17), Stealth 10 (+18)</p><p><strong>Feats:</strong> Armor Training (Light)B, Armor Training (Medium and Heavy) B, Fascinate (Diplomacy), Imbue Item, Power (7)(B), Weapon Training B, Two Weapon Defense, Two Weapon Fighting </p><p><strong>Powers:</strong> Rank 13, Cha, base save 15, save 22; Cold Shaping +20, Dominate +20, Drain Vitality +20, Elemental Aura (Cold) +20, Heart-Shaping +20 Mind Touch +20, Suggestion +20</p><p><strong>Traits:</strong> Low-Light Vision</p><p><strong>Combat:</strong> Attack +13 (+5 base, +8 Dex), Damage +8 plus +3 cold (+3 sword, crit 19-20, "The Sweetened Word") or +6 plus +3 (+3 knife, crit 19-20, "The Sharpened Tooth"), or +3 plus +2 cold (claw), Defense +13 (+5 base, +8 Dex), Initiative +8</p><p><strong>Saving Throws:</strong> Toughness +5 (+5 Con), Fortitude +8 (+3 base, +5 Con), Reflex +15 (+7 base, +8 Dex), Will +9 (+7 base, +2 Wis)</p><p></p><p><em>Beware the Judderman, my dear</em></p><p><em>When the moon is fat</em></p><p><em>Sharp of tongue and spindle-limbed he is</em></p><p><em>And cunning!</em></p><p><em>But he, though sweet, has teeth, my love,</em></p><p><em>And sharpened ones at that.</em></p><p><em>Beware the Judderman, my dear</em></p><p><em>When the moon is fat</em></p><p>—Ancient nursery rhyme</p><p></p><p><em>Slinking out of the wintry forest is a mysterious creature of stature and appearance like that of an elf with white skin and icicles in his hair. His narrow face is twisted into a wide grin of malevolent glee. He is swathed in a sphere of wintry weather and numbing cold.</em></p><p></p><p>On nights of the full moon in winter, it is said that the Judderman creeps about in search of unwary victims. The voice of the Judderman is lilting and sweet, and can beguile those that hear it. With kind words and evil spells, he bewitches mortals into following him back to his hoary home in an icy cave. Once there, the Judderman’s prey are treated to a lavish party that seems to go on for eternity. But such hedonism has its price; one by one the wicked Judderman slays and consumes his guests as the others, oblivious, continue in their revelry.</p><p></p><p>The Judderman is a capable combatant, but detests open combat. If faced with superior opponents in melee, his first thought is of escape. To that end, he fights defensively and even takes total defense in order to avoid being injured and to give him time to find an escape route.</p><p></p><p><strong>The Judderman’s Drink</strong></p><p>At times, the Judderman entices his prey by offering them a sip of a warm, sweet, delicious drink. This drink has the effect of making the imbiber more susceptible to his sweet words. Poison; imbibe; Fort DC 18; initial damage 1 Wis/secondary damage 2 Wis. The Judderman has 5 such potions on his person at all times.</p></blockquote><p></p>
[QUOTE="DnDChick, post: 3021324, member: 54"] This is a villain I originally designed by request for D&D over on the Necromancer Games forums. He was inspired by a character in a series of surreal advertisements in the UK for Metz brand schnapps. You can see the definitive advert here: [url]http://www.youtube.com/watch?v=1TUOPeNJCK8[/url] [img]http://www.glassworks.co.uk/search_archive/jobs/metz_judderman/1_big.jpg[/img] [b]THE JUDDERMAN Size and Type: [/b]10th level Medium Fey (Cold) [b]Speed:[/b] 40 ft. [b]Abilities:[/b] Str +2, Dex +8, Con +5, Int +3, Wis +2, Cha +7 [b]Skills:[/b] Acrobatics 9 (+17), Bluff 10 (+17), Concentration 9 (+11), Craft (Alchemy) 9 (+12), Diplomacy 10 (+17), Intimidate 10 (+17), Jump 9 (+11), Notice 9 (+11), Perform (Dance) 9 (+16), Search 5 (+11), Sense Motive 9 (+11), Sleight of Hand 9 (+17), Stealth 10 (+18) [b]Feats:[/b] Armor Training (Light)B, Armor Training (Medium and Heavy) B, Fascinate (Diplomacy), Imbue Item, Power (7)(B), Weapon Training B, Two Weapon Defense, Two Weapon Fighting [b]Powers:[/b] Rank 13, Cha, base save 15, save 22; Cold Shaping +20, Dominate +20, Drain Vitality +20, Elemental Aura (Cold) +20, Heart-Shaping +20 Mind Touch +20, Suggestion +20 [b]Traits:[/b] Low-Light Vision [b]Combat:[/b] Attack +13 (+5 base, +8 Dex), Damage +8 plus +3 cold (+3 sword, crit 19-20, "The Sweetened Word") or +6 plus +3 (+3 knife, crit 19-20, "The Sharpened Tooth"), or +3 plus +2 cold (claw), Defense +13 (+5 base, +8 Dex), Initiative +8 [b]Saving Throws:[/b] Toughness +5 (+5 Con), Fortitude +8 (+3 base, +5 Con), Reflex +15 (+7 base, +8 Dex), Will +9 (+7 base, +2 Wis) [i]Beware the Judderman, my dear When the moon is fat Sharp of tongue and spindle-limbed he is And cunning! But he, though sweet, has teeth, my love, And sharpened ones at that. Beware the Judderman, my dear When the moon is fat[/i] —Ancient nursery rhyme [i]Slinking out of the wintry forest is a mysterious creature of stature and appearance like that of an elf with white skin and icicles in his hair. His narrow face is twisted into a wide grin of malevolent glee. He is swathed in a sphere of wintry weather and numbing cold.[/i] On nights of the full moon in winter, it is said that the Judderman creeps about in search of unwary victims. The voice of the Judderman is lilting and sweet, and can beguile those that hear it. With kind words and evil spells, he bewitches mortals into following him back to his hoary home in an icy cave. Once there, the Judderman’s prey are treated to a lavish party that seems to go on for eternity. But such hedonism has its price; one by one the wicked Judderman slays and consumes his guests as the others, oblivious, continue in their revelry. The Judderman is a capable combatant, but detests open combat. If faced with superior opponents in melee, his first thought is of escape. To that end, he fights defensively and even takes total defense in order to avoid being injured and to give him time to find an escape route. [b]The Judderman’s Drink[/b] At times, the Judderman entices his prey by offering them a sip of a warm, sweet, delicious drink. This drink has the effect of making the imbiber more susceptible to his sweet words. Poison; imbibe; Fort DC 18; initial damage 1 Wis/secondary damage 2 Wis. The Judderman has 5 such potions on his person at all times. [/QUOTE]
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