Scow2
2009-10-09, 01:25 PM
I got this idea from a certain easter-egg encounter in Quest for Glory III (A Sierra Adventure/RPG game)... and thought it would be nice to have as an occassional goofy encounter. However, though it is absurd, I'd also like to see it put to use in a serious campaign as well. Input would be helpful.
Awful Waffle Walker
Small Aberration
Hit Dice: 1d8 +10 (19 HP)
Initiative: -2 (Dex)
Speed: 40 ft
AC: 10 (+1 natural, +1 size, -2 dex)
Attacks: None Normal
Damage: Flying Charge, 1d6 + syrupy mess + Speed Bonus
Face/Reach:5 ft. by 5 ft./0 ft
Special Attacks: Flying Slam, Trample, Syrupy Mess
Special Qualities: Syrup residue, Knockdown, 100% edible, piercing resistance, divide, Homogenous, blind, deaf, Overbake, cold immunity, regrowth, always rolling, grapple vulnerability.
Saves: +1 fort, Ref -1, Will-4
Abilities: Str 10, Dex 6, Con 11, Int -, Wis 1, Cha 1
Climate/Terrain: Warm Desert and Plains
Organization: Solitary or Herd (2-5)
Challenge Rating: 1/6
Treasure: None
Alignment: Always Neutral
Advancement: 2-4(small), 5-8 HD (Medium Size), 9-16 HD (Large), 17-32 (Huge), 33-64 (Gargantuan), 65-128 (Collosal)
Waffle Walkers are animated, living waffles that roll blindly across deserts and savannahs, created by an eccentric wizard. They are an invaluable commodity in desert lands, since they are a reliable, renewable food source, and for the protective and cosmetic qualities of the oily residue from their "syrup".
Combat
Because they lack sensory organs, Awful Waffle Walkers are not aggressive. However, they are prone to inadvertently running into people as they fly across the terrain, and have limited intuition to percieve and attack threats, using their momentum to crush or disable foes.
Flying Slam: The Waffle Walker can attempt to ram into any creature up to one size larger than itself as part of a double-move or run action, making an attack roll with a +2 or +4 momentum bonus respectively, dealing 1d6+1 or 1d8+2 points of subdual damage, and automatically making an opposed trip roll with a +4 momentum bonus at hustle (double move) speed or +8 momentum bonus at run speed, and inflicting the effects of Syrupy Mess. Using this requires moving into a creatures square, provoking an attack of opportunity. If the AoO splits or holds the Walker, damage is negated and the trip attack suffers a -4 circumstance penalty.
Syrupy Mess: Any creature that comes in contact with a waffle walker must make a reflex save (DC 14) or be covered in syrup and butter. The sticky mess causes a -2 circumstance penalty to all dexterity checks and attack rolls, and reduces dexterity modifier by 1. If such a syrup-coated person touches the walker again, an additional reflex save (DC 15) is needed to avoid being glued in place, as though hit by a Tanglefoot bag. It takes a full-round action to eat enough syrup to free oneself from the stick situation. Anyone grappling the Waffle Walker automatically suffers both effects, but the gluing effect does not affect the ability to grapple with the Waffle.
Grapple Vulnerability: The square ridges on broad sides of the Waffle Walker's body give a -4 penalty to avoid being grappled, and a creature can make a grapple check as an attack of opportunity if the waffle enters the creature's space, usually during its Flying Slam attack.
100% Edible: Any bite attacks against the Waffle Walker ignore natural armor and deal full damage. Creatures with a mouth but no natural bite attack can bite it if they are grappling it for 1d2 points of damage (no strength modifier) for a medium-sized creature, adjusted appropriately for size. Bite attacks automatically hit a grappled waffle walker.
Divide: Any piercing or slashing attack against a waffle walker that inflicts damage cuts out a new waffle walker with hitpoints equal to the damage inflicted and a dex score of 0. The original Waffle Walker's dex and speed scores are reduced by a cumulative 25% whenever the walker is reduced to 75%, 50%, and 25% of its hitpoints, the reduction is doubled if a single blow does 25% or more of its total HP in a single hit (any blow that deals 50% of its total HP in a single blow completely imobilizes it).
Piercing Resistance: All piercing attacks against the Waffle Walker do only 25% damage as slashing.
Homogenous: The Waffle Walker gets bonus Hitpoints based on size as if it were a Construct. It lacks organs and is thus immune to sneak attacks, Favored Enemy damage bonuses, subdual damage, blugeoning damage, energy damage, Coup de Graces, and most criticals. Because it's disc structure is critical to locomotion, Slashing and piercing weapons can still score critical hits.
Overbake: Fire- and lightning- based attacks do half damage to waffle walkers and causes the outer flesh to harden, granting an additional +1 natural armor bonus for each dice of damage dealt, expiring when the fire damage heals.
Cold Immunity: Freezing the waffle hardens it instead of damaging it, giving it one temporary hit point for every dice of cold damage inflicted. D8 and above count as two dice for this calculation.
Always Rolling: Waffle Walkers changes direction over the land as well as a flying creature with Average maneuverablity moves through the air. It also takes time to get up to speed, only able to take a partial action on the turn it starts moving, and cannot run until its third turn of motion. If it is stopped, it must make a Reflex Save (DC 10) or fall prone, requiring a full-round action to right itself. Missed Flying Slams do not stop its movement.
Syrup Residue: The Syrup and Butter mixture covering the waffle walker contains a third, very useful compound. More details below
Waffle Walker Syrup Residual Oil
In addition to fluids chemically identical to syrup and butter, a Waffle Walker also excretes a thin, light-tan oily substance that adheres and soaks into organic materials, and serves as a potent natural repellant. It is odorless, tasteless, and blends in perfectly with whatever material it clings to.
The residue creates a protective film over a person's skin, sealing in water and reflecting sunlight, granting a +4 alchemy bonus to fortitude saves against harsh weather effects associated with hot climates, such as dehydration and heat stroke.
It also works as a repellant to other substances, providing a +2 alchemy bonus to reflex saves against acids and contact with caustic substances, +1 alchemy bonus to escape artist checks, and immunity to adhesive effects such as Tanglefoot Bags, and Webs, of both mundane and magical origin. The excepion to this rule is sensibly a Waffle Walker's Syrupy Mess. It also repels dirt, grime, sand, perspiration, static-clingy clothes, oil of slipperyness, etc.
Awful Waffle Walker
Small Aberration
Hit Dice: 1d8 +10 (19 HP)
Initiative: -2 (Dex)
Speed: 40 ft
AC: 10 (+1 natural, +1 size, -2 dex)
Attacks: None Normal
Damage: Flying Charge, 1d6 + syrupy mess + Speed Bonus
Face/Reach:5 ft. by 5 ft./0 ft
Special Attacks: Flying Slam, Trample, Syrupy Mess
Special Qualities: Syrup residue, Knockdown, 100% edible, piercing resistance, divide, Homogenous, blind, deaf, Overbake, cold immunity, regrowth, always rolling, grapple vulnerability.
Saves: +1 fort, Ref -1, Will-4
Abilities: Str 10, Dex 6, Con 11, Int -, Wis 1, Cha 1
Climate/Terrain: Warm Desert and Plains
Organization: Solitary or Herd (2-5)
Challenge Rating: 1/6
Treasure: None
Alignment: Always Neutral
Advancement: 2-4(small), 5-8 HD (Medium Size), 9-16 HD (Large), 17-32 (Huge), 33-64 (Gargantuan), 65-128 (Collosal)
Waffle Walkers are animated, living waffles that roll blindly across deserts and savannahs, created by an eccentric wizard. They are an invaluable commodity in desert lands, since they are a reliable, renewable food source, and for the protective and cosmetic qualities of the oily residue from their "syrup".
Combat
Because they lack sensory organs, Awful Waffle Walkers are not aggressive. However, they are prone to inadvertently running into people as they fly across the terrain, and have limited intuition to percieve and attack threats, using their momentum to crush or disable foes.
Flying Slam: The Waffle Walker can attempt to ram into any creature up to one size larger than itself as part of a double-move or run action, making an attack roll with a +2 or +4 momentum bonus respectively, dealing 1d6+1 or 1d8+2 points of subdual damage, and automatically making an opposed trip roll with a +4 momentum bonus at hustle (double move) speed or +8 momentum bonus at run speed, and inflicting the effects of Syrupy Mess. Using this requires moving into a creatures square, provoking an attack of opportunity. If the AoO splits or holds the Walker, damage is negated and the trip attack suffers a -4 circumstance penalty.
Syrupy Mess: Any creature that comes in contact with a waffle walker must make a reflex save (DC 14) or be covered in syrup and butter. The sticky mess causes a -2 circumstance penalty to all dexterity checks and attack rolls, and reduces dexterity modifier by 1. If such a syrup-coated person touches the walker again, an additional reflex save (DC 15) is needed to avoid being glued in place, as though hit by a Tanglefoot bag. It takes a full-round action to eat enough syrup to free oneself from the stick situation. Anyone grappling the Waffle Walker automatically suffers both effects, but the gluing effect does not affect the ability to grapple with the Waffle.
Grapple Vulnerability: The square ridges on broad sides of the Waffle Walker's body give a -4 penalty to avoid being grappled, and a creature can make a grapple check as an attack of opportunity if the waffle enters the creature's space, usually during its Flying Slam attack.
100% Edible: Any bite attacks against the Waffle Walker ignore natural armor and deal full damage. Creatures with a mouth but no natural bite attack can bite it if they are grappling it for 1d2 points of damage (no strength modifier) for a medium-sized creature, adjusted appropriately for size. Bite attacks automatically hit a grappled waffle walker.
Divide: Any piercing or slashing attack against a waffle walker that inflicts damage cuts out a new waffle walker with hitpoints equal to the damage inflicted and a dex score of 0. The original Waffle Walker's dex and speed scores are reduced by a cumulative 25% whenever the walker is reduced to 75%, 50%, and 25% of its hitpoints, the reduction is doubled if a single blow does 25% or more of its total HP in a single hit (any blow that deals 50% of its total HP in a single blow completely imobilizes it).
Piercing Resistance: All piercing attacks against the Waffle Walker do only 25% damage as slashing.
Homogenous: The Waffle Walker gets bonus Hitpoints based on size as if it were a Construct. It lacks organs and is thus immune to sneak attacks, Favored Enemy damage bonuses, subdual damage, blugeoning damage, energy damage, Coup de Graces, and most criticals. Because it's disc structure is critical to locomotion, Slashing and piercing weapons can still score critical hits.
Overbake: Fire- and lightning- based attacks do half damage to waffle walkers and causes the outer flesh to harden, granting an additional +1 natural armor bonus for each dice of damage dealt, expiring when the fire damage heals.
Cold Immunity: Freezing the waffle hardens it instead of damaging it, giving it one temporary hit point for every dice of cold damage inflicted. D8 and above count as two dice for this calculation.
Always Rolling: Waffle Walkers changes direction over the land as well as a flying creature with Average maneuverablity moves through the air. It also takes time to get up to speed, only able to take a partial action on the turn it starts moving, and cannot run until its third turn of motion. If it is stopped, it must make a Reflex Save (DC 10) or fall prone, requiring a full-round action to right itself. Missed Flying Slams do not stop its movement.
Syrup Residue: The Syrup and Butter mixture covering the waffle walker contains a third, very useful compound. More details below
Waffle Walker Syrup Residual Oil
In addition to fluids chemically identical to syrup and butter, a Waffle Walker also excretes a thin, light-tan oily substance that adheres and soaks into organic materials, and serves as a potent natural repellant. It is odorless, tasteless, and blends in perfectly with whatever material it clings to.
The residue creates a protective film over a person's skin, sealing in water and reflecting sunlight, granting a +4 alchemy bonus to fortitude saves against harsh weather effects associated with hot climates, such as dehydration and heat stroke.
It also works as a repellant to other substances, providing a +2 alchemy bonus to reflex saves against acids and contact with caustic substances, +1 alchemy bonus to escape artist checks, and immunity to adhesive effects such as Tanglefoot Bags, and Webs, of both mundane and magical origin. The excepion to this rule is sensibly a Waffle Walker's Syrupy Mess. It also repels dirt, grime, sand, perspiration, static-clingy clothes, oil of slipperyness, etc.