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The Demented One
2006-08-10, 12:15 AM
Boozehound
Size/Type: Small Construct
Hit Dice: 2d10+10 (25 hp)
Initiative: +1
Speed: 20 ft. (4 squares)
Armor Class: 14 (+1 size, +1 Dex, +2 natural), touch 12, flatfooted 13
Base Attack/Grapple: +1/-1
Attack: Bite +4 melee (1d4+2)
Full Attack: Bite +4 melee (1d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Booze breath, inject alcohol, death throes
Special Qualities: Construct traits, darkvision 60 ft., produce ale
Saves: Fort +0, Ref +1, Will +0
Abilities: Str 14, Dex 12, Con –, Int –, Wis 10, Cha 1
Skills: –
Feats: –
Environment: Any
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Always True Neutral
Advancement: 3-7 HD (Small), 8-12 HD (Medium)
Level Adjustment: –

Boozehounds are alcohol-producing constructs, ability built by dwarven artificers. Though intended to serve as mere dispensers of limitless ale, being made by dwarves, they were naturally built with several offensive features, including the ability to fire a stream of pressurized ale and inject almost pure ethanol into an opponent’s veins. A Boozehound is vaguely canine in form and is made from wood, banded together with metal rings, which gives it something of a keg-like look.

Booze Breath (Ex)
A Boozehound may exhale a stream of pressurized ale as a standard action. This is a ranged touch attack with a range of 30 ft. A creature hit by the attack is pushed back 5 ft. In addition, it must attempt a DC 13 Reflex saves. If it fails, it is pushed back a further 5 ft. plus 5 ft. for every 2 it failed the save by. If the creature is pushed into a wall, it takes 1 point of damage per 5 ft. it was pushed back. The save is Strength based.

Inject Alcohol (Ex)
With a successful grapple check, a Boozehound injects highly purified alcohol into its foe. The creature must make a DC 11 Fortitude save or take 1 point of Dexterity and Wisdom damage.

Death Throes (Ex)
Upon its death, a Boozehound explodes, letting loose a cloud of vaporized alcohol 10 ft. in radius. All creatures caught in the cloud must make a DC 11 Fortitude save or take 1d2 points of Dexterity and Wisdom damage.

Produce Ale (Ex)
As a standard action at will, a Boozehound may produce enough ale to fill a standard sized mug from a faucet concealed within its mouth. If not drunk within 10 minutes of being produced, the ale dissipates into mere water.

Construction
The body of a Boozehound is made from five pounds of wood and iron, worth a total of 10 gp. Assembling the body of the Boozehound requires a DC 12 Craft (Woodworking) check. A Boozehound with more than 2 Hit Dice can be created, but each additional Hit Die adds +2,000 gp to the cost to create. An artificer may choose to craft a Boozehound as a homunculus. If he does so, he must use a pint of his own blood in creating it. A Boozehound homunculus gains an Intelligence score of 3. They generally put 2 skill ranks in Listen and 3 skill ranks in Spot, and take Ability Focus (Booze Breath) as their feat.

ML 7th. Craft Construct, minor creation. Cost 310 gp + 22 xp. Price 600 gp.

I_Got_This_Name
2006-08-10, 01:15 AM
You should make its alcohol-spreading abilities (Booze Breath and Death Throes) put alcohol in the air that ignites if exposed to fire.

The Demented One
2006-08-10, 01:25 AM
You should make its alcohol-spreading abilities (Booze Breath and Death Throes) put alcohol in the air that ignites if exposed to fire.
It's based on the temporary minr creation spell. The booze dissipates right after being used. This was intentional on the part of the dwarves who made it, as getting flammable alchol everywhere in a place where forges and flaming axes are pretty common is a bad idea.

Elrosth
2006-08-10, 01:34 AM
Inject Alcohol (Ex)
With a successful grapple check, a Boozehound injects highly purified alcohol into its foe. The creature must make a DC 11 Fortitude save or take 1 point of Dexterity and Wisdom damage.

Aside from balance and all, I'm pretty sure having what sounds like Everclear injected directly into your veins would have a worse effect than that...

NullAshton
2006-08-10, 08:57 AM
Maybe make it so that wisdom and dexterity never drop below 1, but you get confused instead for as long as those two attributes stay like that?

The Demented One
2006-08-10, 09:26 AM
Aside from balance and all, I'm pretty sure having what sounds like Everclear injected directly into your veins would have a worse effect than that...
It's in very small amounts of very pure alcohol. Just enough to cause some minor clumsiness and confusion, but no threat of stuff like a coma unless it repreatedly pumps you with it.