cheezewizz2000
2010-11-30, 04:17 PM
http://www.cryptomundo.com/wp-content/uploads/jackalope.JPG
A jackalope is strange critter, being half rabbit, half deer. Some say they can imitate any sound that they hear. Others say that their milk can heal the sick. Some others even say that they're the result of a deer and a rabbit that loved each other very much. What is known is that they're a shy and retiring critter that desperately avoids contact with humans, and they're harder to catch than a jackrabbit.
Jackalope
Tiny Magical Beast
HD 3d10 (16hp)
Speed 50 ft. (10 squares), Burrow 5ft (1 square)
Init: +4
AC 17; touch 15; flat-footed 12
(10 + 2 size + 4 dex + 1 Dodge)
BAB +2; Grp -9
Attack Gore -1 melee
(1d4-3, x2)
Full-Attack Gore -1 melee (1d4-3, x2)
Space 2 1/2 ft.; Reach 0 ft.
Special Attacks Powerful Charge
Special Qualities "He Went Thattaway", Camouflaged fur, Sprint, Magic Milk
Saves Fort +3 Ref +7 Will +4
Abilities Str 5, Dex 18, Con 11, Int 10, Wis 14, Cha 11
Skills Bluff +6, Hide +16 Jump +5, Tumble +10
Feats Dodge (B), Mobility (B), Run
Environment Range and Wild - temperate plains
Organization solitary (1), family (3-5)
Challenge Rating 1 (ish, under review)
Treasure none
Alignment Usually Chaotic Neutral
Advancement -
Level Adjustment -
Powerful Charge (Ex) A Jackalope deals 2d4-3 damage when it makes a charge
"He Went Thattaway" (Su) A Jackalope can perfectly imitate any sound it hears. It will often imitate one of its attackers to throw them off the scent. When out of sight, but within earshot of its persuers the jackalope can make a bluff check, opposed by its attacker's sense motive. If it succeeds, it gains a +8 bonus to hide checks and any attempts by the attackers to hear where the sound came from reveal that it originated from within their group. If it fails, then its persuers can use a listen check to determine its position, as normal.
Camouflaged Fur (Ex) - The jackalope's fur blends in perfectly with the mud and dry grass on the plains. It recieves a +4 bonus on hide checks.
Sprint (Ex) Once per hour, a jackalope can move ten times its normal speed (500 feet) for 1 round.
Magic Milk (Su) Jackalope milk can be used by hobos to make moonshine. No other ingredients are needed, though the hobo still needs his own spit and a container. If drunk neat, the milk cures 1d8+3 hit points, heals the user for 1 point of ability damage or drain per dose (one dose = 1 shot), and cures the user of the effects of disease. A jackalope produces 6 shots of milk/day while in the wild. A jackalope that is being held against its will produces no milk due to stress.
Jackalope fur and antlers
Any magic items made using jackalope fur or antlers reduce the magic level by one (wild to folk, folk to subtle), allowing it to be used in more places. They have a high value, though right now I'm not sure what that should be. Possibly +500 Gp (or the equivalent) to the items they are used in. If a jackalope loses its antlers (say in a rut with another jackalope) then it will grow them back in a year and a day. Jackalopes are very proud of their antlers and will relentlessly bully any other jackalope they see without them.
Tactics - The jackalope will rely on its speed and agility to avoid fights, running away from attackers and jumping over obstacles. If it starts to worry about being cornered, it will find a place to hide and use its "He Went Thattaway" ability to throw his attackers off the scent. If it is nearly caught, it will attempt to tumble through its attackers and run away. If it is cornered, it will ferociously defend itself with its antlers until it can make a break for it.
A jackalope is strange critter, being half rabbit, half deer. Some say they can imitate any sound that they hear. Others say that their milk can heal the sick. Some others even say that they're the result of a deer and a rabbit that loved each other very much. What is known is that they're a shy and retiring critter that desperately avoids contact with humans, and they're harder to catch than a jackrabbit.
Jackalope
Tiny Magical Beast
HD 3d10 (16hp)
Speed 50 ft. (10 squares), Burrow 5ft (1 square)
Init: +4
AC 17; touch 15; flat-footed 12
(10 + 2 size + 4 dex + 1 Dodge)
BAB +2; Grp -9
Attack Gore -1 melee
(1d4-3, x2)
Full-Attack Gore -1 melee (1d4-3, x2)
Space 2 1/2 ft.; Reach 0 ft.
Special Attacks Powerful Charge
Special Qualities "He Went Thattaway", Camouflaged fur, Sprint, Magic Milk
Saves Fort +3 Ref +7 Will +4
Abilities Str 5, Dex 18, Con 11, Int 10, Wis 14, Cha 11
Skills Bluff +6, Hide +16 Jump +5, Tumble +10
Feats Dodge (B), Mobility (B), Run
Environment Range and Wild - temperate plains
Organization solitary (1), family (3-5)
Challenge Rating 1 (ish, under review)
Treasure none
Alignment Usually Chaotic Neutral
Advancement -
Level Adjustment -
Powerful Charge (Ex) A Jackalope deals 2d4-3 damage when it makes a charge
"He Went Thattaway" (Su) A Jackalope can perfectly imitate any sound it hears. It will often imitate one of its attackers to throw them off the scent. When out of sight, but within earshot of its persuers the jackalope can make a bluff check, opposed by its attacker's sense motive. If it succeeds, it gains a +8 bonus to hide checks and any attempts by the attackers to hear where the sound came from reveal that it originated from within their group. If it fails, then its persuers can use a listen check to determine its position, as normal.
Camouflaged Fur (Ex) - The jackalope's fur blends in perfectly with the mud and dry grass on the plains. It recieves a +4 bonus on hide checks.
Sprint (Ex) Once per hour, a jackalope can move ten times its normal speed (500 feet) for 1 round.
Magic Milk (Su) Jackalope milk can be used by hobos to make moonshine. No other ingredients are needed, though the hobo still needs his own spit and a container. If drunk neat, the milk cures 1d8+3 hit points, heals the user for 1 point of ability damage or drain per dose (one dose = 1 shot), and cures the user of the effects of disease. A jackalope produces 6 shots of milk/day while in the wild. A jackalope that is being held against its will produces no milk due to stress.
Jackalope fur and antlers
Any magic items made using jackalope fur or antlers reduce the magic level by one (wild to folk, folk to subtle), allowing it to be used in more places. They have a high value, though right now I'm not sure what that should be. Possibly +500 Gp (or the equivalent) to the items they are used in. If a jackalope loses its antlers (say in a rut with another jackalope) then it will grow them back in a year and a day. Jackalopes are very proud of their antlers and will relentlessly bully any other jackalope they see without them.
Tactics - The jackalope will rely on its speed and agility to avoid fights, running away from attackers and jumping over obstacles. If it starts to worry about being cornered, it will find a place to hide and use its "He Went Thattaway" ability to throw his attackers off the scent. If it is nearly caught, it will attempt to tumble through its attackers and run away. If it is cornered, it will ferociously defend itself with its antlers until it can make a break for it.