View Full Version : GITP Monster Competition LII - Nightmare Before Christmas

The Vorpal Tribble
2010-12-01, 11:11 AM
By kerembeyit of deviantart (http://fav.me/d7vv4w)

Santa has been stolen away, and the darker side of the holiday has risen from the soot and shadows. The anti-Claus now has his way, and he's come to slay, oh ho ho ho! Reindeer graze on graveyard grass, and it's not sugarplum fairies but earwigs that dance in your head.
The creak of rusted bells and the crack of the whip is the carol we hear. Voices raised in yuletide dirges, and the sweet scent of cholera in the air. Who's coming down the chimney THIS year?

_/ _/ _/ _/ _/ _/ _/ _/

The contest begins with the posting of this thread and will continue until the 20th of December.

Soon after a poll will be opened for everyone to vote for their favorite that will last until midnight of the last day of the month.


1. You will be creating an original D&D creature. A creature that is the reverse of standard December-ware. Holiday horrors, and creatures that give frightening gifts. Followers of the Anti-Claus with his sackful of bones. The colors of this season is red and gangrene.

2. The entry must include name, complete stat-block, physical description, basic background information, and detailed combat behavior if any. A plot hook or similar in addition is optional but encouraged. Incomplete entries will be disqualified upon the deadline.

3. Entries must be 3.5 edition, using the standard format listed below (not that new one seen in the Monster Manual IV-V, except for a lore section which is encouraged).

4. Post all entries on this thread. Please do not post conversation here until after the voting poll on the 20th has been posted. Any and All Comments and discussions will take place on a separate thread here (this is a link) (http://www.giantitp.com/forums/showthread.php?p=8753819#post8753819).

5. One entry per participant. No double-teaming.

6. Entries copied from some other source (splatbook, alternate website, etc) will be disqualified. All entries must be a new creation, not one already posted. Adding class levels to an already published or posted creature does not count as a new monster. Nor does adding templates. There must be an original base creature devoid of any template added on as the actual entry. Samples of the original base creature with a template may be posted in 'addition' but will not be judged.

7. No reserving posts. Feel free to post a creature and tweak it, but you have to have the basic beast already done.

8. Please state if you do not want critiques, otherwise other participants and myself will likely give a rundown of your build in the chat thread.


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The Vorpal Tribble
2010-12-01, 11:13 AM
Vorpal Tribble's Guide To Making Monsters (http://www.giantitp.com/forums/showthread.php?t=43009)

As well, here is the standard 3.5 monster format. Only complete entries will be accepted. If there are any questions feel free to ask me or post queries in the GITP Contest Chat Thread (http://www.giantitp.com/forums/showthread.php?p=8753819#post8753819).


No Parsed Stat Block Code

<Size> <Type>
Hit Dice:
Speed: (# squares)
Armor Class: (), touch, flat-footed
Base Attack/Grapple:
Full Attack:
Special Attacks:
Special Qualities:
Saves: Fort +, Ref +, Will +
Abilities Str , Dex , Con , Int , Wis , Cha
Challenge Rating:
Level Adjustment:



Ability descriptions


- Optional -


Plot Hook/Story if any


<Size> <Type>
Hit Dice:
Speed: (# squares)
Armor Class: (), touch, flat-footed
Base Attack/Grapple:
Full Attack:
Special Attacks:
Special Qualities:
Saves: Fort +, Ref +, Will +
Abilities Str , Dex , Con , Int , Wis , Cha
Challenge Rating:
Level Adjustment:



Ability descriptions


- Optional -


Plot Hook/Story if any

The Glyphstone
2010-12-01, 03:00 PM
Artwork by Remmirath

Felpine Shambler

Huge Plant
Hit Dice: 15d8+135 (217 HP)
Initiative: -1
Speed: 10ft. (2 squares)
Armor Class: 28 (-2 Size, -1 Dex, +21 natural), touch 7, flat-footed 28
Base Attack/Grapple: +11/+30
Attack: Slam +20 melee (2d6+11) or Cone Bomb +20 ranged (3d6+5)
Full Attack: 4 Slams +20 melee (2d6+11) or 4 Cone Bombs +20 ranged (3d6+5)
Space/Reach: 15ft./20ft.
Special Attacks: Aura of Gloom, Cone Bombs, Root, Spell-Like Abilities, Tree Travel
Special Qualities: Damage Reduction 15/Magic and Slashing, Darkvision 120ft., Felpine Berries, Plant Traits, Vulnerability to Fire
Saves: Fort +18, Ref +4, Will +7
Abilities Str 32 , Dex 8, Con 28 , Int 20, Wis 15, Cha 11
Skills: Disguise +18, Hide +9*, Intimidate +18, Knowledge (Nature) +23, Listen +20, Spot +20, Survival +20 (+22 in aboveground areas)
Feats: Brutal Throw, Power Attack, Improved Toughness, Knockback, Knock-Down, Lightning Reflexes
Environment: Temperate and Cold Forests
Organization: Solitary or grove (1-3 Felpine Shamblers plus 1d4 corrupted treants per shambler)
Challenge Rating: 15
Treasure: Standard plus 3d6 Felpine Berries
Alignment: Neutral Evil
Advancement: 16-25 HD (Huge), 26-30 HD (Gargantuan)
Level Adjustment: –

What appeared to be a towering, ordinary pine tree suddenly sways into motion, despite the lack of any wind. Barely visible in the dim moonlight, it flails around with club-like branches, sending those within reach hammered into the ground or flung backwards against the nearby, immobile trees. Patches of bark curl upwards to reveal a pair of dark hollows in its trunk, and a malevolent crimson glow flickers to life within them as thorny boughs twist into a mockery of tooth-filled jaws.

Felpine Shamblers are warped and evil cousins to the nature-shepherding treants, who have forsaken any charge of protecting their forests to instead stalk and prey upon living creatures foolish enough to enter. Cunning and sadistic, they wait in ambush for forest travelers, striking to kill and rooting themselves to consume nutrients from the decaying corpses. In rare cases, multiple felpine shamblers may co-exist in a shared habitat, and when they do, the evil plants display an unusual ability to subvert and corrupt any treants they encounter, turning them into obedient slaves.


If a felpine shambler manages to surprise its enemies, it typically lashes out with a slam attack against the most fragile-looking target within its reach, using Knock-Down to immobilize them. In later rounds, it continues to slam the target, while using its other slams with Knockback to keep any other threatening melee attackers at bay. Should its attackers persist in striking at range, the shambler will retaliate with its exploding cone bombs, or root itself and use Tree Travel to teleport within reach of the threat, reverting to the above tactics. A felpine shambler reduced to one-third of its health or less (73 HP) will attempt to flee, rooting and employing Tree Travel to retreat as far as it possibly can from the combat, and disguising itself as an ordinary tree.

Aura of Gloom (Su): A felpine shambler is surrounded by a cloud of unnatural shadows that dampen both vision and spirit. All attacks made or targeted within 50ft. of a felpine shambler suffer a 20% miss chance, as if their targets had concealment. Additionally, all living, non-mindless creatures within the radius suffer a -2 penalty on attack rolls, saving throws, and skill checks. A True Seeing effect will bypass the miss chance, and the aura can be suppressed entirely while within the area of a [Light] spell of at least 5th level.

Cone Bombs (Ex): As an attack action, a felpine shambler can detach and hurl the ‘cones’ attached to its body. Treat these as thrown weapons with a range increment of 30ft, that deal 3d6+5 piercing damage on a successful hit (no save), before exploding to deal 3d6+5 damage to all creatures within 10ft. of the primary target (Reflex DC26 negates). If the attack misses, the cone still detonates in the target’ s square, allowing him a DC26 Reflex save for half damage. The Save DC is Constitution-based.

Felpine shamblers typically start a battle with 2 cones per HD of the shambler (30 for a typical felpine shambler), and they regrow at a rate of 1 per hour.

Felpine Berries (Ex): Felpine shamblers reproduce by means of their tantalizing, poisonous berries, which they lure animals into consuming. If a living creature eats a fresh felpine berry, they are immediately healed for 1d8+1 hit points, as per cure light wounds. One minute later, they must pass a DC26 Fortitude save or suffer 4d6 Constitution damage, unless they are immune to poison. Plucked berries resemble Goodberries in all respects, including radiating a faint aura of Conjuration magic, and retain their curative properties for 1 day per HD of the shambler that produced them. They remain poisonous for an additional 1 day per HD, after which they become inert and begin to rot. As long as they retain their curative magic, the berries will not radiate as poisonous to any divination magic or effects. The save DC is Constitution-based.

Root (Ex): As a move action, a felpine shambler can burrow its roots into the ground, as long as it is standing on a surface of earth or unworked stone. While rooted, it cannot move, and it suffers a -4 penalty to Reflex saves and AC, but gains Fast Healing 10, an additional +6 natural armor, a +8 circumstance bonus on opposed checks, and loses its Vulnerability to Fire. It can uproot itself with another move action at any time.

Tree Travel (Su): While rooted, a felpine shambler can physically exchange itself with any living tree within 1,000 feet as a full-round action. This functions as a Tree Stride effect cast by a druid of the shambler’s Hit Dice, except that all trees are considered coniferous, and the shambler itself does not need to enter the space of another tree. The targeted tree appears in the shambler’s space, and the shambler appears in the space formerly occupied by the tree. This causes no damage to either the tree or the shambler.

Spell-Like Abilities (Sp): At-will: Entangle, Plant Growth, Speak With Plants; 3/day: Command Plants, Wall of Thorns; 1/day: Control Plants. Caster level 15th.


Characters with ranks in Knowledge (Nature) can learn more about felpine shamblers. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.

25| Felpine Shamblers are evil, predatory cousins to treants, who stalk the forests in colder regions hunting unwary travelers for fertilizer. This also reveals all traits of the Plant type.

30| A felpine shambler’s primary weapons are the thick branches that it wields like hammers, but it can also do battle at range by hurling explosive pine cones. Those who venture too close to a felpine shambler find themselves enveloped in a shroud of darkness that saps both light and fighting spirit.

35| The most dangerous place to fight a felpine shambler is within the boundaries of its own forest, for the creature can teleport itself to the location of any other tree within its territory. Slaying a felpine shamble can yield a crop of delicious, curative berries, but the berries hide a horribly toxic and deadly aftertaste.

40| Occasionally, felpine shamblers congregate in groups, and are frequently accompanied by treants that they have corrupted and enslaved.


Plot Hooks:

(CR variable) In the middle of a joyous holiday feast, the local lord drops dead at the feasting table, poisoned despite the best efforts of a personal wizard dedicated to finding such things. Under suspicion of murder, the wizard contacts a friend (one of the PCs), asking for their aid in clearing his/her name. The lord was fond of Goodberries as a meal garnish, and the culprit who substituted Felpine Berries in their place must be identified and captured.

(CR16) For years, a small northern town has had an amicable relationship with a grove of treants in the nearby forest, trading food and gifts for permission to cut wood during the colder months to feed their fires. Recently, though, the treants have broken their end of the truce, violently attacking anyone who seeks to cut firewood within the forest, and some people have failed to return at all. Can the felpine shambler that has taken up residence in the area be identified, located, and destroyed before winter falls in earnest and the entire village freezes to death?

2010-12-01, 11:47 PM
[1] (http://browse.deviantart.com/?qh=&section=&q=christmas+horror#/dfks19 )
Dryad of the Sanguine Holly
Medium Fey
HD 7d6 HD (24 hp)
Speed 30 ft. (6 squares)
Init: +4
AC 17; touch 14; flat-footed 13 (10+4[Dex]+3[Nat])
BAB +3; Grp +8
Attack Dagger +6 (1d6, 19-20/x2) or masterwork longbow +7 ranged (1d8/×3)
Full-Attack Dagger +7 (1d4, 19-20/x2) or masterwork longbow +7 ranged (1d8/×3)
Space 5 ft.; Reach 5 ft.
Special Attacks Spell-like abilities, Kiss of Holly
Special Qualities Damage Reduction 7/Cold Iron or Good, Tree Dependency, Wild Empathy, Strength of Blood
Saves Fort +4 Ref +9 Will +10
Abilities Str 10, Dex 19, Con 11, Int 14, Wis 15, Cha 21
Skills Escape Artist +15, Handle Animal +15, Hide +15, Knowledge (nature) +15,
Listen +12, Move Silently +14, Ride +9, Spot +12, Survival +12, Use Rope +7
Feats Great Fortitude, Weapon Finesse, Force of Personality
Environment Temperate Forests
Organization Solitary
Challenge Rating 5
Treasure Standard
Alignment Usually Neutral Evil

She drinks in your love, soaks up your happiness. She hangs above, waits below, and runs from your touch. She seeks, ever seeking; longs, ever longing. She drinks in your hopes, and brews a potion of love and blood, tasting of sweet peppermint and pain. The blood glances off your tongue, even as you ask for more. Even as you beg, plead, tarry and tremble for more. She brews a potion of love and blood. Would you like a taste?

Dryads of the Sanguine Holly appear as normal dryads, but have long, flowing red hair. Rather than the orange of mortal hair, their heads glow the color of crimson, rather than a canopy of leaves. In fact, most Dryads of the Sanguine Holly are practically impossible to distinguish from regular mortals, besides the strange color of their eyes, a crimson red. Their lips are a sumptuous vermillion, contrasting with the pale, almost translucent white of their skin. They never wear any clothes more than a dress, usually red and cut to fit their figure. They are known to dance in the clearings of their trees barefoot, attracting travelers to “stay the night.” In truth, they suck the blood and emotion from them, in one long, impassioned kiss.

The dryad feeds her tree on the blood of those she kills in this way, retreating inside its red depths during the night, to spend the next day seeking victims. It has been theorized that the Dryads of the Sanguine Holly were first created by some necromancer, hoping to cross a Vampire with a Dryad. The Dryads of the Sanguine Holly are often feared and hated by hunters and those who live in the woods, for the incredible beauty and hate of those who harm the living. Although the dryads do take victims indiscriminately, they especially love taking victims who have harmed, or in some way harm nature of those creatures or trees that live around the dryad.

Dryads speak Common and Sylvan.


Spell-like abilities: At will— Entangle (DC 16), Speak With Plants, Tree Shape, Vampiric Touch; 3/day— Charm Person (DC 16), Deep Slumber (DC 18), Tree Stride; 1/day— Suggestion (DC 18), Dominate Person (DC 20). Caster level 10th. The save DCs are Charisma based.

Kiss of Holly (Su): The Dryad of the Sanguine Holly may, as a swift action, drain blood from any target she holds in a grapple. She deals 2d6 constitution damage to that target, and if she kills her target with a kiss, she heals a number of hit points equal to the amount of Constitution damage dealt to that target.

Tree Dependency (Su): Each Dryad of the Sanguine Holly is mystically bound to a single, enormous holly tree and must never stray more than 300 yards from it. Any who do become ill and die within 4d6 hours. A dryad’s holly does not radiate magic, however it does seep blood almost constantly. This effect does not stain the ground around it, but it only requires a DC 12 Spot check to notice the discrepancy.

Wild Empathy (Ex) This power works like the druid’s wild empathy class feature, except that the dryad has a +9 racial bonus on the check.

Strength of Blood (Su): The Dryad of the Sanguine Holly adds her Charisma bonus to all Strength checks to start or maintain a grapple.


Just on the outskirts of town, a holly tree has been standing for as long as any can remember. People say it is haunted by the spirit of a dead girl, eternally weeping for a dead lover. It is said by those who have seen the holly and returned that it weeps tears of blood, and red coats the ground, making it slick. The villagers are afraid of the holly, offering it gifts in the winter time, but every year, one person is taken. The villagers have no means of killing the holly, and those who have tried have died, their innards splattered over the ground at the foot of the great tree. The villagers have asked the party to kill the holly, for a modest payment. They do not tell them the stories that are spoken of the holly, but with a Bardic Knowledge check (DC 15), or a Knowledge (Local) check (DC 20), the party may be able to find out. The holly is, of course, a Dryad of the Sanguine Holly, feeding off of the village like a leech, stealing victims and eating them. She will not take kindly to those who attempt to kill her.

In the eastern forests, animals are being coated in blood. They seem otherwise fine, but they have gained a seemingly malicious hate for the non-animals in the area. Dogs who were once friendly now foam at the sight of two-leggers. Moose and Bucks charge at those they once ran from, tearing apart bodies with their bloody horns. The strange thing is, the bodies of those who are killed never reappear, and are never found. Even the trees seem to whisper, and blood falls down their trunks, turning the dark soil below red. In truth, a coven of Druidic Dryads of the Sanguine Holly have taken over the woods, using it as a cover to manipulate the animals around them into becoming their own personal hunting beasts. Those rare few who hear of the woods and try to enter are killed, and brought to the Dryads to be eaten. The woods are perfectly positioned at a crossroads between several surrounding communities, and the Dryads have plenty of prey. They slink between the trees, granting their animal underlings unholy strength and power, and letting the roots of their trees soak up the blood of those who have fallen in the woods.

Zom B
2010-12-02, 04:56 PM


Huge Construct
Hit Dice: 14d10+40 (117 hp)
Initiative: +1
Speed: 20 ft. (4 squares)
Armor Class: 20 (+1 Dex, -2 size, +11 natural), touch 9, flat-footed 19
Base Attack/Grapple: +10/+29
Attack: Slam +21 (2d10+11)
Full Attack: 2 Slams +21 (2d10+11)
Space/Reach: 15 ft./15 ft.
Special Attacks: Dreidel Drop, Improved Grab, More Like FEASTival of Lights!, Swallow Whole
Special Qualities: Gelt-Fueled
Saves: Fort —, Ref +5, Will -1
Abilities Str 32, Dex 12, Con —, Int —, Wis 1, Cha 1
Skills: —
Feats: —
Environment: Any
Organization: Solitary
Challenge Rating: 11
Treasure: See Gelt-Fueled special quality
Alignment: Always neutral
Advancement: —
Level Adjustment: —

Thick black smoke comes from the sacred light, slowly coalescing into a massive humanoid form. Solidifying into a solid shape, this large creature looks something like an ashen-skinned human, except that its features are all in blacks and grays. It fixes you with its solidly black eyes and with an impassioned look on its face, raises its muscular-looking arm.


More Like FEASTival of Lights! (Ex): A creature of large sized or smaller that is successfully swallowed takes 8d8 acid damage each round. Once the creature is dissolved, the Chanukah Chorror separates out any gold coins in the creature's inventory and discards the rest (see Gelt Fueled, below).

Dreidel Drop (Ex): The Chanukah Chorror can drop up to four massive dreidels into a square adjacent to itself, each as a move action, which spin for up to 2d6 rounds, moving randomly in any one direction each round (starting in any square adjacent to the Chanukah Chorror). If a dreidel hits any obstruction, either by entering a square containing an obstacle or player or an obstacle or player entering its square, it automatically deals 3d6 damage to the obstacle or player and stops spinning. When it does, roll 1d4 and consult the following table to determine the side on which it stops and the effect it has. Once a dreidel has stopped, the Chanukah Chorror can pick it up for reuse as a full-round action. The Chorror is immune to the effect of its dreidels.

{table=head]Die Result|Name|Effect
1|Nun|No effect
2|Gimel|Any creatures in the square must succeed on a Fortitude save (DC 20) or drop to -10 hit points.
3|Hey|Any creatures in the square must succeed on a Fortitude save (DC 20) or drop to half of their current hit points (round down).
4|Shin|Any creatures in the square are affected by a Cure Serious Wounds[/table]

Gelt-Fueled (Ex): Unlike other constructs, the Chanukah Chorror is fueled by gold coins. When struck for damage, it releases coins equal to the damage dealt. Should it ingest gold coins, either ones it has lost or new ones, it gains hit points, even beyond the normal maximum for its hit dice. The Chanukah Chorror cannot be repaired or healed by any other means.


Lore: A Chanukah Chorror is created any time a person attempts to fill a consecrated lamp with cursed oil or an evil creature lights a menorah or consecrated lamp or it is lit with a fire generated by an evil creature with the fire subtype.

Alternately, the Chorror can be summoned by the Summon the Chorror, What Are You, Meshuga? spell (see below).


Summon the Chorror, What Are You, Meshuga?
Conjuration (Summoning)
Level: Clr 5
Components: V, S, DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned Chanukah Chorror
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

Stringing together the words of summoning, which sound suspiciously like ranting in Yiddish, you create a cloud of black smoke that quickly coalesces into the form of the Chanukah Chorror.

As Summon Monster I, except that you summon one Chanukah Chorror.

2010-12-02, 09:10 PM
Christmas Goose
Large Magical Beast
Hit Dice: 4d10+4 (26 hp)
Initiative: +2
Speed: 10 ft. (2 squares), Fly 60 ft. (Average), Swim 10 ft.
Armor Class: 14 (-1 size, +2 Dex, +3 natural), touch 12, flat-footed 11
Base Attack/Grapple: +4/+12
Attack: Bite +7 melee (1d6+4 plus 1d6 fire)
Full Attack: Bite +7 melee (1d6+4 plus 1d6 fire) and 2 wings +2 melee (1d6+4)
Space/Reach: 10 ft./5 ft. (10 ft. with bite)
Special Attacks: Flaming beak, honk
Special Qualities: Darkvision 60 ft., low-light vision, evasion
Saves: Fort +5, Ref +6, Will +3
Abilities: Str 18, Dex 15, Con 12, Int 10, Wis 14, Cha 10
Skills: Listen +8, Sense Motive +5, Spot +8, Survival +5, Swim +4*
Feats: Alertness, Flyby Attack
Environment: Temperate Land
Organization: Solitary, pair, or gaggle (5-12)
Challenge Rating: 3
Treasure: None
Alignment: Always Neutral
Advancement: 5-8 HD (Large); 9-12 HD (Huge)
Level Adjustment: +3 (cohort)

At first glance, a Christmas goose appears to be an oversized Canadian goose. As soon as it opens its mouth, you realize you are facing a far more dangerous creature. The distortion that surrounds its beak is the hot flame that emanates from within the goose.

The Christmas goose has a preternaturally long neck that gives it extra reach whenever it uses its bite attack.

Christmas geese typically weigh 500 pounds. A Christmas goose that is force-fed 4 to 6 weeks may weigh up to 750 pounds. Despite their size, Christmas geese are rarely used as mounts as they tend to be hard to control. They are skittish and prone to flee at the sight of danger.

Christmas geese cannot speak but they can understand Common.


Christmas geese prefer to flee rather than fight. If cornered, a Christmas goose will let out a warning hiss before it attacks. Christmas geese charge their opponents and then attack with their bite and wings.

Evasion (Ex): With a successful Reflex save against an attack that allows a Reflex save for half damage, a Christmas goose takes no damage.

Flaming Beak (Ex): A Christmas goose’s flaming beak does an additional 1d6 points of fire damage whenever it bites. Christmas geese are immune to their own flaming beak and the flaming beaks of other Christmas geese.

Honk (Ex): A Christmas goose may let loose a devastating honk every 1d4 rounds. Anyone within 30 feet who can hear the Christmas goose must make a Reflex save (DC 13) or take 1d4 points of sonic damage. The save is Constitution based. Creatures that successfully save against the Christmas goose’s honk are immune that Christmas goose’s honk for 24 hours. Christmas geese are immune to their own honk and to the honk of other Christmas geese.

*Skills: A Christmas goose can move through water at its indicated speed without making Swim checks. It gains a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. The Christmas goose always can choose to take 10 on a Swim check, even if distracted or endangered when swimming. It can use the run action while swimming, provided that it swims in a straight line.

Force-feeding a Christmas goose is a dangerous and often fatal endeavor. However, with proper precautions such as flame retardant clothing, gloves, and protective face gear, professional farmers have successfully fattened Christmas geese for the holidays. In addition to their succulent meat, such fowl are used to produce delectable foie gras.

In addition to their usefulness as a food source, the down of Christmas geese is also highly valued.

Christmas goose eggs are worth 5,000 gp apiece on the open market, while chicks are worth 7,500 gp each. Professional trainers charge 2,500 gp to rear or train a Christmas goose.

Carrying Capacity
A light load for a Christmas goose is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds.

[Update] I forgot to add that anyone riding a Christmas goose takes a -2 Ride penalty as they are difficult to control]

2010-12-03, 04:16 AM
Insanity Claws

Medium Fey [Evil]
Hit Dice: 10d6+20 (55 hp)
Initiative: +9
Speed: 35 ft. (7 squares)
Armor Class:18 (+5 dex, +3 natural), touch 15, flat-footed 15
Base Attack/Grapple: +5/
Attack: Claw +10 (1d6+2/19-20)
Full Attack: 2 Claws +8 (1d6+2/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Madness Opportunist, Gift of Insanity, Spell-like Abilities
Special Qualities:Cold Resist 10, Damage Reduction 10/Cold Iron, Telepathy 90 feet, Fey Traits
Saves: Fort +6, Ref +13, Will +8
Abilities Str 14, Dex 21, Con 14, Int 12, Wis 11, Cha 22
Skills: Hide +18, Move Silently +18, Bluff +19, Forgery +19, Escape Artist +18, Listen +13, Sense Motive +13
Feats: Weapon Finesse (Claw), Ambidexterity, Two-weapon Fighting, Improved Initiative
Environment: Any
Organization: Always Solitary
Challenge Rating: 4
Treasure:None (All of the Insanity Claws' possessions act as Gifts of Insanity to those other than the Insanity Claws)
Alignment:Chaotic Evil

[I]As you shake off the mist from your vision, you see your companion, bleeding, impaled on the point of your spear. Before you can begin to make sense of this situation, you see something coming at you out of the corner of your eye. A shabby red velvet cloak hangs flaps hangs loosely off it’s emaciated frame, and it’s eyes gleam with a crazed hunger.

The Insanity Claws is a psychotic fey, who delights in destroying the minds of its prey by tempting them with seemingly innocuous gifts. It often chooses to strike on the nights of holidays where it's gift-giving will not provoke suspicion. Victims of the insanity claws are at first fascinated with their gifts, forsaking all other activities to examine and handle it, but shortly thereafter are driven utterly mad by the alien magics of the Insanity Claws. Once the victims are in this state, the Insanity Claws strikes, tearing the victim apart with it's claws.

The Insanity Claws speaks Common, Elven, and Sylvan, and can also communicate telepathically with any intelligent creature within 90 feet. It often leaves deceptive notes with a Gift of Insanity.

Despite its fearsome claws, the Insanity Claws prefers to avoid a direct confrontation. It uses its gaseous form and invisibility to approach adventurers while they sleep and leave each a Gift of Insanity tailored to their wants. After these take effect, it waits as the confusion takes effect, and only enters combat once victory is guaranteed.

Ability descriptions

Madness Opportunist: The Insanity Claws gets a +4 on claw attacks against targets afflicted with the confused condition, and automatically confirms critical threats against these targets.

Gift of Insanity: At will, as a full-round action, the Insanity Claws may produce a Gift of Insanity. This Gift appears to all natural and magical senses as a small magical item, such as a Feather Token, Bracers of Armor, a Ring, a Rod, or a magical dagger. An identify spell only has a 1% chance per caster level to reveal a gift of insanity’s true properties, though analyze dweomer reveals the actual effect. The Insanity Claws chooses the appearance of the item, and will usually choose that which it assumes will be most tempting to its target. Only a Spellcraft Check (DC 29) recognizes the item for what it is. Regardless of the appearance, the item has no function and grants no bonus.

Upon first touching the item, any intelligent creature must make a Will save (DC 21) or become fascinated with the gift, turning it over and over in their hands, examining it and attempting to use it. The target may not put the item down or perform any action which requires its full concentration. A creature that succeeds the Will Save does not automatically become aware of the true nature of the gift. If anyone attempts to take a gift from a creature fascinated with it, the fascinated creature immediately becomes hostile.

After 1 minute of handling the gift, any intelligent creature must make a Will Save (DC 21) or become confused, as the spell. The target may attempt a new save every following minute to remove this effect, but must then make another save or continue to be fascinated with the gift. If they continue to handle it for another minute, they must save again vs the confusion effect.

A Remove Curse breaks both the fascination and confusion effects of a Gift of Insanity. Dispel Magic or similar spells can temporarily suppress the effect by succeeding a caster level check (treat the Gift of Insanity as a 6th level spell).

The save DCs for Gift of Insanity are Charisma-based.
Spell-like Abilities: At will: Invisibility, gaseous form

Example encounter:
The party members awaken one morning to find gifts by each of their beds: the rogue has received a ring of invisibility, the wizard a wand of slow, the ranger a +2 defending dagger, and the like. A note pinned to the door purports to be from their benefactor, the Duke of Lokvil, explaining that they are rewards for a job well done.

Little do they know, however, that the gifts are the work of the dread insanity claws, which entered their room via the chimney in gaseous form, left the gifts, and is at this very moment lurking under the paladin's bed waiting to strike!

Admiral Squish
2010-12-03, 03:00 PM
Medium Monstrous Humanoid
Hit Dice: 10d8+50 (95)
Initiative: +4
Speed: 40 feet (8 squares), Climb 30
Armor Class: 24 (+6 (+2 chain shirt) +4 natural, +4 dex), 14 touch, 20 flat-footed
Base Attack/Grapple:+10/+20
Attack: +1 Frost Battleaxe +21 melee (1d8+11 plus 1d6 cold) or Bite +20 melee (1d6+10 plus Termite Smile) or claw +20 melee (1d6+5) or +1 Composite Shortbow +15 Ranged (1d6+11)
Full Attack: +1 Frost Battleaxe +21/+16 Melee (1d8+10 Plus 1d6 cold) and bite +20 melee (1d6+5 plus termite smile) and claw +20 Melee (1d6+5) or +1 Composite Shortbow +15/+10 Ranged (1d6+11)
Space/Reach: 5 ft./5 ft.
Special Attacks: Termite Smile, Cuddly as a Cactus, Improved Grab
Special Qualities: Darkvision 60 ft., Light Sensitivity, Stink Stank Stunk, Drive a Crooked Hoss
Saves: Fort +8, Ref +11, Will +7
Abilities Str 30, Dex 18, Con 20, Int 18, Wis 10, Cha 4
Skills: Bluff +10, Climb +31, Hide +17, Jump +23, Move silently +17, Ride +17
Feats: Multiattack, Improved Multiattack, Mounted Combat, Ride-By Attack
Environment: Cold Mountains
Organization: Partners (Grinch + Max)
Challenge Rating: 7(-ish?)
Treasure: Standard plus +2 chain shirt, +1 frost battleaxe, +1 composite (+10) shortbow, +1 chain barding
Alignment: Always Chaotic Evil
Advancement: By Character Class
Level Adjustment: -

The creature standing before you in knee-deep snow is... unusual to say the least. It's built like an orc, but it's body is covered with thick green fur. It's wearing a blood-red coat and a matching cap, both lined with white fur. In one hand, it carries a heavy axe and on it's back is a shortbow. Out of the snow behind it emerges a towering white wolf that hovers at his side.

The Grinch is a local legend from the nearby town of Hooville. Nobody knows where it came from or what it wants, but it lives high on mount Crumpet and every winter, as the solstice festival approaches, it comes down the mountain each night, murdering and robbing the villagers in their own homes.

The Grinch usually starts combat from atop Max, harrying his foes from a range with his shortbow. He draws the melee foes out to him, then goes around them and charges the unprotected rear ranks, the casters and archers. He usually dismounts and grapples the most dangerous casters while max makes short work of any others in the rear. When the melee fighters come close once more, he'll try to finish off any casters he's already working on, then go wild on the remaining enemies.

Improved Grab (Ex):
To use this ability, the Grinch must hit with a claw attack. He can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Cuddly as a Cactus (Ex):
The Grinch's green fur covers a number of short, sharp spikes emerging from his skin. With a successful grapple check, the Grinch automatically deals 1d6+10 piercing damage to his target.

Termite Smile (Ex):
If the Grinch hits an opponent with a bite attack, the target must make a DC 20 reflex save to avoid becoming infested with the Rot Grubs that dwell in the Grinch's mouth. The save DC is constitution-based. A creature infested with the Grinch's rot grubs takes 1d4 damage each round for 2d4 rounds while the maggots feed on their flesh. Multiple infestations stack.

Stink Stank Stunk (Ex):
Whenever the Grinch enters combat, he secretes an oily, musk-like chemical that nearly every form of animal life finds offensive. All living creatures (except Max) within 40 feet of the Grinch must succeed on a DC 20 Fortitude save or be nauseated for one round, then sickened for one minute. The save DC is Constitution-based. Creatures that successfully save cannot be affected by the Grinch's stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.

Drive a Crooked Hoss (Ex):
The Grinch is constantly accompanied by a Winter Wolf he has named Max. Max is utterly loyal to the Grinch for reasons unexplained by either party. Max is, in all respects, a normal Winter wolf, except that the Grinch has managed to cobble together a +1 suit of chain barding for max as well as a saddle.

2010-12-03, 07:44 PM
Goat of Sacrificial Horror
Small Magical Beast (Shapechanger)
Hit Dice: 13d10+24 (110 hp)
Initiative: +5
Speed: 25 ft.
Armor Class: 17 (+5 natural, +1 Dex, +1 size), touch 12, flatfooted 16
Base Attack/Grapple: +13/+15
Attack: Gore +16 melee (1d6+2)
Full Attack: Gore +16 melee (1d6+2), or 2 wreath arms +11 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Constriction, Consume Soul, Spell-like Abilities
Special Qualities: Damage Reduction 10/Good, Detect Druid, Alternate Form, Precognition
Saves: Fort +12, Ref +9, Will +9
Abilities: Str 14, Dex 13, Con 16, Int 19, Wis 21, Cha 23
Skills: Climb +18, Disguise +22, Gather Information +22, Intimidate +22, Move Silently +17, Open Lock +17, Use Magical Device +22
Feats: Improved Grapple(B), Improved Initiative, Dodge, Mobility, Roofwalker*, Urban Tracking*
Environment: Cold Plains
Organization: Solitary (Unique)
Challenge Rating: 9
Treasure: Standard
Alignment: Neutral Evil
Advancement: 14-26 HD (Small)
Level Adjustment: -----

A goat will darkened fur and red eyes appears literally out of thin air. Around its neck is a wreath of holly, and two “arms” from the wreath quickly attempts to grab your closest ally. It bahhhs cruelly as it starts to strangle him.

Long ago, in East Wood, by the hamlet of Dramsburg, the land was dominated by a planar druidic sect. They performed rituals and sacrifices, augmenting the natural surroundings of Eastwood with energy from planar rifts. These augments made harvests more bountiful, kept away evil outsiders, and controlled the populations of dangerous animals.

One ritual that occurred in East Wood was a special sacrificing of livestock, to prevent an evil spirit of punishment from entering the surrounding hamlets and committing unspeakable evil. This spirit, however, was clever, however, and before the winter season started, he took the goat that the druids were going to sacrifice. He magically made it stronger, intelligent, and menacing. He gave it the ability to shapeshift, and gave it a magical item, a wreath of arms. He unleashed it upon the local druidic group, and it slaughtered them all.

Even today, the druidic sect long dead throughout East Wood and St. Cuthbert’s church replacing them, the Goat makes itself known every year before the winter solstice. It quietly infiltrates the settlements of East Wood, looking for potential targets and slaughtering any druids they can find. During this time, it lives off of human flesh and hides in chimneys during the day. Exactly where it goes the rest of the year is unknown.

The Goat of Sacrificial Horror is not very combat oriented, preferring to sneakily stalk enemies (especially druids, but all threats to its existence are seen as top priority targets) before strangling them with its magical item. It attempts to capture the most powerful druid in the area, so later it can sacrifice him on a desecrated altar (a mockery of the ritual the goat was originally supposed to be sacrificed for).

Alternate Form (Su): The goat has the ability to take the form of a standard human warrior. A true seeing spell or ability reveals the creature’s natural form. A creature using alternate form reverts to its natural form when killed, but separated body parts retain their shape. See the miniature stat block that lists the changes to the main stat block for more details.

Consume Soul (Su): Upon killing a target, the Goat of Sacrificial Horror may spend a full round action consuming the soul of its fallen enemy. Doing this gives it temporary bonus hit points equal to the creature’s Hit Dice x 10. After the soul is consumed, it is impossible to raise the character unless wish or miracle is cast (and, even then, there is only a 25% chance of it being successful). The Goat must do this before three rounds have ended, because after that time, the soul departs to whatever afterlife awaits it.

Constriction (Sp): This attack is granted by its wreath of appendages. For every round it grapples an opponent with the wreath arms, the arms automatically constrict, dealing 2d4+2 damage.

Detect Druid (Sp): This ability functions like the detect evil spell, except it can only detect druids and other creatures with nature as their power source.

Natural Aura Strength

Druid (class levels)|
11 or higher

Ranger (class levels)|
4 or lower|
20 or higher

Fey (HD)|
1 or lower|
11 or higher[/table]

Precognition (Su): The Goat of Sacrificial Horror automatically knows what alignment its attackers are (unless magic is used to shroud alignment), and gain a +4 insight bonus to its armor class against creatures that are neutral on at least one axis of alignment.

Spell-like Abilities: At will- greater invisibility, greater teleport. Caster Level 13th.

* Feats are in Cityscape

Wreath of Appendages
This magical item appears to be a holly wreath, but when worn around the neck, vine-like arms extend. These arms can be used to carry weapons and other items (but this does not increase slots for worn items). These vines can also be used to grapple and attack, using the same strength modifiers of its wearer. Attacks are ...treated as secondary attacks. In addition, for every round it grapples an opponent after the first, the wearer deals 2d4 points of bludgeoning damage. The wearer's strength modifier is added to the damage roll.

Faint Transmutation; CL 5th; Craft Wondrous Item, Girallon’s Blessing*; Price 8,000 gp; Cost 4,000 gp + 320 xp; Weight 1 lb

*Spell can be found in Savage Species.

Goat of Sacrificial Horror (Human Form)
Medium Magical Beast
Initiative: +0
Speed: 30 ft.
Armor Class: 14 (+4 insight), touch 14, flatfooted 14
Base Attack/Grapple: +13/+17
Attack: Wreath arm +13 melee (1d4 damage)
Full Attack: 2 wreath arms +13 melee (1d4 damage)
Abilities: Str 13, Dex 11, Con 12, Int 19, Wis 21, Cha 23

2010-12-04, 04:29 PM
Dear Mr. Reeve,

My sincerest apologies for bothering you in what is no doubt a busy period for law enforcement, however despite my capacity as a man of the gods I must turn to the law of man for help in this matter.

Several days ago it was brought to my attention that the novice nuns (all of them respectable, pious and a credit to this city, I may add) were missing an item of their vestments. On being asked all the young ladies in question insisted that they had awoke for morning prayers to find them gone. Assuming it to be the work of some misguided prankster I felt it best to simply pray for the perpetrator's soul and issue replacements.

However, yesterday things took a more sinister twist. On awakening this morning each of the novices in question found a tackily wrapped gift placed next to their beds. Inside each one was an item of clothing to replace the one which had been stolen, these ranged from garish hats to rather inappropriately short leggings and tops. Against my better judgement I decided that since novices are not held to the same standard as fully ordained priestesses and that they were most enthusiastic about the idea to allow them to wear them in the spirit of the season.

Unfortunately this seems to have been a mistake. Without fail, all of the novices (no matter how normally reserved and well behaved) have began behaving in ways which are simply unacceptable for servants of our fine city.

I feel it goes without saying that magic and bewitchment may well be involved and I hope you will be able to investigate the matter promptly and discreetly before things get out of hand.

Yours sincerely,

Rev. PraisierTo Reaver,

I now we havent talked much since you jooned the watch and i dont now how to rite proper but i need yur help with being fawlsy acu foolsy peppul sayin i don fings wat i dint and i fort you wuldnt want me seen in yur offis.

The bos (yu remember im, rite?) put me in charj of tha girlz. Ennyway, they started waring cloves like nuns do. i heard that some burk robbed the church but it wasnt me!

anyway the girls wont stop waring them and theyre acting all holly abowt it, so culd yew catch whoever done it before i get the blam?

Your old mate Fingers

Tiny Fey
Hit Dice: 4d6+8 (22 hp)
Initiative: +1
Speed: 15ft. (3 squares); climb 15ft.
Armor Class: 17, touch 13, flat-footed 16 (+2 size, +1 dex, +4 natural)
Base Attack/Grapple: +2/-8
Attack: Tiny sap + 2 melee (1d3-2*) OR Tiny Dagger melee + 2 (1d2-2) OR Dart + 5 Ranged (1d3+1 plus poison)
Full Attack: Tiny sap + 2 melee (1d3-2*) OR Tiny Dagger melee + 2 (1d2-2) OR Dart + 5 Ranged (1d3+1 plus poison)
Space/Reach: 2.5/0
Special Attacks: Poison Darts,
Special Qualities: Fey Traits, Filch, Unwanted Gift, Share And Share Alike
Saves: Fort +3, Ref +5, Will +4
Abilities Str 6, Dex 12, Con 14, Int 14, Wis 10, Cha 16
Skills: Appraise +9 (+11 to appraise gift wrap), Craft (Gift Wrap) +9, Escape Artist +10, Gather Information +10, Hide +16, Jump +5, Move Silently +10, Sleight of Hand +7, Use Rope +3 (+5 to bind someone else)
Feats: Stealthy, Run, Deft Hands (B)
Environment: Urban
Organization: Solitary, Pair (2), Gang (4-12)
Challenge Rating: 3
Treasure: Standard; No coins
Alignment: Chaotic Neutral
*Damage dealt with a sap is always non-lethal.

A Nick resembles a small, wiry humanoid about a foot tall with greenish skin and pointed ears. They typically wear bright red clothing (which oddly doesn't affect their ability to remain hidden in shadows) and are often described as smiling in a wicked manner by those who have spoken to them.

They are a species of Fey which hibernates for most of the year but awakes in the winter months to disrupt the workings of cities and other large population centers with pranks. Their preferred tactic takes advantage of their ability to create bonds between people and items (in a similar manner to the bond a dryad has with her tree), causing a compulsion to keep hold of and use them. If the item in question belongs to someone else this also creates a bond between the two people, causing them to absorb the personality traits (and in rare cases physical traits) of each other. Typically Nicks steal a possession each from two people and bond each victim to the other's property.

If a Nick is caught then it can be convinced to undo these effects (which normally last until the last piece of winter ice has melted), however its captor may well find themselves as its victim the following year....

Fey Traits (http://www.d20srd.org/srd/typesSubtypes.htm#feyType)

Poison Darts (Su) Nicks may coat any dart in their possession with a soporific toxin up to 3 times a day. Poisoning a dart is a standard action and the poison remains on the dart for 6 hours after. (Injury DC 14, 1d4 dex, Unconsciousness for 1d6 hours, no selling price)

Filch (Su) Nicks can "filch" any object that they could carry without being encumbered into an extra-dimensional space (items being held by their owners cannot be transferred unless they leave their person) which works similarly to a bag of holding (apart from the fact there is no physical entrance; Nicks simply will objects to appear or disappear from their hands). They may filch up to three objects at a time. Recovering or filching an item is a full round action. Attempting to place any sort of extra-dimensional storage in it will result in a gate to the Astral Plane being opened: The Nick in question, the bag, and any creatures within a 10-foot radius are drawn there along with any items that Nick had filched. If a Nick which has filched items is slain then they all appear next to its corpse (if the corpse is destroyed then they appear in the space where it died). This ability grants the Nick a +4 racial bonus to the Sleight Of Hand skill.

Unwanted Gift (Su) Nicks may present anyone with a "gift" consisting of a single wrapped object no larger than small. They need no be present to do so, but it must be clearly addressed to the recipient, neatly wrapped with a DC 10 Craft (Gift Wrap) check (this takes 1 hour of work per object) and they must see it. Upon seeing it, the recipient immediately has a compulsion to open it (if they are aware of the gift's nature they may make a DC 15 will check to leave it alone, the save is charisma based). On opening it, they are bonded with the object (someone other than the intended recipient opening the gift will ruin the attempt). A person bonded to an item in this way is compelled to use it in whatever task it was designed for no matter what alternatives are available (e.g. if it's a tool they would try to do everything with it, if it's an item of clothing they're compelled to wear it) and carry it with them at all times. They can make a DC 15 will check to use something else or leave it behind, however they must make another one an hour later. If they fail this they will desperately try to get it back in their possession and resume making use of it. Someone bound to an item is so attached to it they get a +2 circumstance bonus on any checks made to convince someone to let them carry it. A Nick can't bind more than 4 people to 4 different items at once and cannot bind someone to an item which is already bonded to someone else (even if it was bonded by another Nick) or bind a person to more than one item. Any bonds formed with items will end in the spring, when the last piece of winter ice has melted. The Nick can also remove the bond itself, if it chooses to do so.

Share And Share Alike (Su) If a Nick manages to bond someone (hereafter referred to the recipient) to an item belonging to someone else (hereafter referred to as the owner) then the item also creates a weaker bond between the recipient and the owner. Once per hour, the Nick may force the recipient to make a DC 15 will save. If they fail their save then roll a d20 and consult the following table. The recipient will suffer the relevant effect for one hour (whether they are forced to make another saving throw or not). If the recipient fails three checks in a row then they will also suffer a longer lasting, more serious secondary effect on that save and for each failed save thereafter until they manage to save again.

{TABLE=head]d20|Effect|Secondary Effect

1-10|The recipient gains the personality and mannerisms of the owner for an our. Their mental abilities (Intelligence, Wisdom, and Charisma) become the same as those of the owner for the duration.|Some of the owner's personality remains (e.g. their accent, some sort of physical or verbal tic). One of the mental scores (chosen at random or by the DM) does not return to normal.

11-15|The recipient starts to resemble the owner somewhat for an hour (e.g. their hair and eye colour might change, they might subconsciously try to adjust their clothing or appearance). Their physical abilities (Constitution, Strength, Dexterity) become the same as those of the owner for the duration.|Some aspect of the owner's appearance remains (e.g. eye colour, the way their voice sounds). One of the physical scores (chosen at random or by the DM) does not return to normal.

16|The recipient takes on the owner's alignment for an hour.|Flip a coin, if it comes up heads then the recipient's alignment on the law/chaos axis doesn't return to normal, if it comes up as tails then the recipient's alignment on the good/evil axis doesn't return to normal.

17|The recipient feels compelled to take part in an activity that requires whatever skill the owner has the most ranks in for the next hour (e.g. if the owner has a lot of ranks in diplomacy then they might try to start a conversation, if they have high ranks in hide then they might feel that they're being stalked) for the next hour.|The recipient will try to carry out this action whenever they can. In addition they will gain a +1 bonus on all checks in the relevant skill even if they didn't have any ranks in it before.

18|The recipient drops everything and tries to do whatever the owner happens to be doing at that moment (e.g. if the owner's managing a shop the recipient might try to convince someone to buy something, if they're exerting themselves then the recipient might feel like doing some heavy exercise).|The recipient starts following the owner's usual daily routine (even if the owner themselves diverges from their normal pattern of behaviour that day) instead of their own.

19|The recipient feels the urge to travel to a place that the owner is familiar with and remain their for the next hour (note that they shouldn't just go there and sit around for an hour; they should feel like they have some sort of business there).|The recipient becomes drawn to the place as if they were under the effects of a Sympathy (http://www.d20srd.org/srd/spells/sympathy.htm) spell.

20|The recipient believes they are the owner for the next hour. They still retain all their previous memories and their personality (if it hasn't already been changed), however they believe that they are the owner being somehow transformed into the recipient rather than the other way around.|The recipient continues to believe that they are the owner and becomes convinced that the owner is some sort of impostor. If they see them then they must make a DC 15 will save or immediately attack them.

If two individuals are bonded to two items which belong to one another then they take a -2 penalty to their saving throws and they start suffering secondary effects after two failed saves rather than three because of the stronger bond between them (the owners' normal personalities are used to establish the effects on each other even if they have already been changed). These effects last for as long as the bond remains between the recipient and the item.


Nicks normally enter combat when they're caught, or if they're bored of stealing items and bonding people to them. As a result they almost always try to subdue their enemies with poisoned darts and flee, only using their saps or daggers if they're backed into a corner.



14|This is a type of Fey known as a Nick. They appear every winter to play pranks on the inhabitants of cities. They have the ability to coat their darts in a magical poison that induces drowsiness. (reveals fey traits, Poisoned Darts ability and skills/ability scores)

19|They are skilled at infiltrating and theft. One of their favorite pranks is to give someone something they have already stolen as a gift. (reveals Filch ability)

24|People have a hard time giving back things they have been given as gifts by a Nick. (Reveals Unwanted Gift ability)

29|Being given something which is someone else's property can cause them to behave like its true owner. (Reveals Share And Share Alike ability)[/TABLE]

Plot Hooks

A gang of Nicks has swapped the possessions of a nunnery and a gang of female thieves. The leaders of both are leaning on the local sheriff to investigate so he hires the PCs to get to the bottom of things.
The PCs are asked to investigate in a small town bordering a forest where loggers have began suffering from some sort of madness which causes them to attempt to cut down trees with knives they claim were given to them as a gift. Needless to say, Nicks are behind the odd behaviour, but where did they get the knives from?
The previous year the adventurers dealt with a gang of Nicks who have now woken up, prepared for their revenge. What could they be planning?

2010-12-04, 05:17 PM
Twelfth Knight

Finished, picture coming if I have time.

Medium Outsider [Chaotic, Native]
Hit Dice: 10d8 + 40 (85 hp)
Initiative: +2
Speed: 30ft (6 squares) (see Gravity Schmavity)
Armor Class: 12 (+2 Dex), touch 12, flat-footed 10
Base Attack/Grapple: +10/+8
Attack: Scepter Poke -2Fun and Games melee (Hideous Laugher) OR Scepter +8 melee (1d4)
Full Attack: Scepter Poke -2/-7Fun and Games melee (Hideous Laugher) OR Scepter +8/+3 melee (1d4)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities
Special Qualities: Darkvision 60ft, DR 5/Law, Gravity Schmavity, Spell-like abilities, SR 17
Saves: Fort +11, Ref +9, Will +15
Saves (Fun and Games): Fort +4, Ref +2, Will +8
Abilities Str 6/-2, Dex 15/+2, Con 18/+4, Int 23/+6, Wis 26/+8, Cha 11/-
Skills: Balance +19, Bluff +18, Climb +13, Hide +15, Intimidate +2, Jump +17, Knowledge [History] +19, Knowledge [Religion] +19, Listen +21, Move Silently +15, Perform [Comedy] +13, Perform [Dance] +13, Sense Motive +21, Spot +21, Tumble +19
Feats: Acrobatics, GoadB, Persuasive, Siren, Skill Focus
[b]Environment: Manor halls and village festivals
Organization: Solitary, Jape [One plus 2-13 Nicks (see above)]
Challenge Rating: Party Level, minimum 4
Treasure: Standard
Alignment: Chaotic Neutral [strong tendencies either way]
Advancement: n/a

Standing at the far end of the feasting hall is a creature that looks somewhat like a jester...no, wait, it's not standing, its lounging on the top of the door. It looks more like a pauper dressed up in colourful torn rags sew onto a base in order to make a parody of a lord's clothes. his head is a strange, pointed mask of beard and tight curl-tubes of hair with every underlying feature slightly downward pointed. The crown on its head is made of pieces of broken line bough, twisted wire and something that looks like golden snow. He sounds like he's laughing...or singing...or something...

The Twelfth Knight (it is unclear whether there are more than one of the things) is an embodiment of tradition. Specifically, the Twelfth Night, a tradition where a Lord of Misrule was appointed and placed above the masters of the house with a remit to organise games and fun in the 12 days of Christmas. Often these things got out of hand and the regret that was felt the rest of the year gave rise to these creatures. While not openly malicious, they are capricious and incredibly hard to get rid of.


The Twelfth Knight engages in combat by using its mobility and generally irritating nature to make his enemies get in each other's way. His aura is his best ally, making it improbably difficult to fight him, with more able opponents being more hindered than the less able.

Divination Immunity: Trying to find the Twelfth Knight is improbably difficult. He cannot be found by any means of farsight or Divination magic. Despite this, his Scry Trap still triggers.

Fun and Games [Ex]: The Twelfth Knight's goal is to make the world "fun" for everyone and so hampers himself a bit. He usually ignores his BAB and base Save bonuses when calculating his attacks and saves respectively.

Gravity Schmavity [Ex]: The Twelfth Knight's grasp on basic physics is a little hazy at best. He can move along any surface as if it were flat ground without hinderance as long as he ends his turn on a flat, horizontal surface able to sustain his weight.

Scepter Poke/Hideous Laughter [Su]: Being poked by the Twelfth Knight's scepter has consequences as the victim begins laughing. This functions exactly like the spell Hideous Laughter cast by a 10th level Sorcerer. Save DC 12 [Will], Charisma based.

Lord of Misrule [Ex]: The Twelfth Knight is a living embodiment of the strange charity of Christmas; almost everything is backwars in relation to it, much like how masters serve servants and the lowliest is placed in charge on the final day of feasting. The Twelfth Knight projects a 60ft aura about himself where rules apply to him differently. Attacks that originate inside this aura must roll UNDER his armour class in order to strike the Knight. Similarly, when the Knight attacks, it hits not when it rolls above the target's AC but BELOW, assuming the target is within the aura. Similarly, rolls to breach the knight's spell resistance must roll under his value.

Natural '1's and natural '20's apply as normal, rather than inverted.

Creatures forced to save against the abilities of the Knight must do so by rolling UNDER the save DC, which can be hard as most of his DCs are fairly low.

Further, feats that allow sacrifices to gain bonuses have their signs flipped, so Power Attack would allow the character to increase his attack roll by up to his BAB by taking a similar penalty to damage rolls...This can have interesting consequences in multiple fights... Damage cannot be purposefully reduced below 1 damage per attack.

A note on definitions: attacks are considered within the aura if the effect happens there. Hence, a Hold Person spell cast from outside is still considered inside as its area will determined from a point inside the aura. Fireballs are similarly affected, while a Lightning Bolt or Ray could be considered outside the aura, as would arrows.

Scry Trap [Sp]: The Twelfth Knight is constantly warded by an effect identical to the spell Scry TrapMagic of Eberron. This has a save DC of 23 and is Wisdom based.

Spell-like Abilities: Caster Level 20; at Will: Blink, Faerie Fire, Freedom of Movement, Glitterdust [DC 13], Major Image [DC 13]
1/5 rounds: Heroes' Feast, Irresistable Dance [DC 14], Mirage Arcana [DC 15]
1/day: Time Stop


If anyone's not familiar with this policy, I like to include two extra rungs of lore to include ground level superstitions and the like [more if it's particularly big or legendary]. Bonus Lore is only true if discovered by the lore check, otherwise it does not apply.

10|Some cultures and religions have a tradition of having the masters serve the servants at midwinter. These creatures are sent by the gods to enforce this.

15|He knows when you've been bad or good, so be good for goodness sake

20|The Twelfth Knight is a powerful outsider that preys on those who lack proper yuletide spirit. And those who do... and innocent bystanders sometimes...

25|Capricious to the last, the behavior of these Christmas spirits is dictated entirely by their feelings and those of people around them. While they can literally be the life of the party, trying to drive them away is a grave risk.

30|Trying to spy on what Christmas has in store is a dangerous business, so Scrying effects are cautioned against. When attempting to fight them, put out your children and infirm, simply because they seem to give these folks more of a sporting chance.

35|The power of old traditions gives the Twelfth Knight the ability to deny the basic conventions of the world such as "strong blows hit harder" as much as it likes. Don't bother trying anything clever, either, you'll probably come a cropper.

40|Bonus lore: Twelfth Knights are easily distracted by sugarplums...use this to your advantage. They are mildly alergic to coal, suffering 1 point of Non-lethal damage on contact.[/table]

Plot Hooks:
As a reward for good service, the PCs are invited to the house of Lord Henshaw for the mid-Winter Revals. Each day, a new and frightening gift arrives for the Lord, who has many domestic enemies because of his high taxation. The first is a Cockatrice in a Dryad's Tree and things only get worse from there.

The players must preserve the lives of the revellers and try to keep the celebrations from being disrupted too much, lest their primary patron be disgraced, or worse, killed.

Christmas is always a time of joy at the St. Columbine's Orphanage in Pennyforth. Each year, a kind benefactor pays for magic to be used to temporarily remove the crippling symptoms of the magical Thaylum plague from the most crippled children to allow them to take part in the festivities and serve the more able children for a week of the year.

This year, instead of the priest and his scrolls, a spate of strange and disturbing gifts have shown up, along with awful bad luck in all the games. Can the heroes save christmas for these poor orphans before the Twelfth Knight and his Nick's mischief ruin it?

Out of season, but not out of mind, a Twelfth Knight has entered himself into the Midsummer Revels to irritate the summer spirits. He has entered the gladatorial pits and has been defeating the mighty gladiators one after another.

Can the PCs, mere slaves, convince their masters to allow them in all their lack of skill to face this mighty warrior before he is crowned the King of Summer to unknown consequences?

2010-12-08, 03:52 PM
The Crimson Candyman

Medium Outsider (Chaotic, Extraplanar, Evil, Tanar'ri)
Hit Dice: 13d8+78 (136 HP)
Initiative: +6
Speed: 40 ft.(8 squares)
Armor Class: 26 (+2 Dex, +14 Natural) touch 12, flat-footed 23
Base Attack/Grapple: +13/+26
Attack: Bite +18 melee (2d6+7 / 19-20 x3 plus poison)
Full Attack: Bite +18 melee (2d6+7 / 19-20 x3 plus poison) and 2 wounding (http://www.d20srd.org/srd/magicItems/magicWeapons.htm#wounding) claws +16 melee (1d8+2 / 19-20 x2 plus 1 Constitution damage)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, poison, spell-like abilities, summon undead, swallow whole
Special Qualities: Augmented critical, damage reduction 10/good, darkvision 60 ft., gluttonous recovery, immunity to electricity, disease (ingested only) and poison, resistance to acid 10, cold 10, and fire 10, improved grab, powerful build, powerful bite, scent, spell resistance 22, tanar'ri traits, telepathy 100 ft.
Saves: Fort +14, Ref +10, Will +12
Abilities Str 21, Dex 15, Con 23, Int 18, Wis 14, Cha 22
Skills: Bluff +22, Diplomacy +24, Disguise +22 (+24 when acting in character), Intimidate +24, Knowledge (Local) +18, Knowledge(the Planes), +18, Knowledge (Religion) +18, Listen +18, Profession (Cook) +26, Sleight of Hand +20, Spot +18, Use Rope +18
Feats: Beastly Bowels (http://www.giantitp.com/forums/showthread.php?p=6348618#post6348618)(b), Improved Grapple, Improved Initiative, Irongut (http://www.giantitp.com/forums/showthread.php?t=30220), Iron Will, Multiattack
Environment: Rural communities, urban
Organization: Solitary, business(1 Crimson Candyman + 1d3 Visages), feast (1 Crimson Candyman + 1d4 Abyssal Ghouls + 3d6 Ghasts)
Challenge Rating: 12
Treasure: Standard coins; double goods; standard items
Alignment: Always Chaotic Evil
Advancement: 14-26 HD (Medium) ; 27-39 (Large)
Level Adjustment: -

While you warily gaze at an old, jolly man standing amidst the carnage; its shape rapidly starts to twist into a foul, demonic creature. It stands at about 7 feet tall with a terribly bloated stomach; resting upon two stout legs. Its crimson skin is leathery and covered in filthy warts. The creature's bulging arms end in wicked claws; sure to leave gushing wounds. But the most horrendous feature is, without a doubt, its grotesque mouth that covers practically all of its face; big enough to belong to a much larger creature. There are two oddly placed snake-like eyes; one above its upper lip and one beneath its lower lip. As it starts to laugh, it reveals a forked tongue and rows of seemingly endless crocodilian teeth; all the way down its throat and quite possibly beyond.

Patient and calculating, the gulgahrl, better known under its nickname of the crimson candyman, is not the first creature that springs to mind when one thinks of the tanar'ri. It's rarely found on its home plane, as it spends most of its existence on the Material Plane. It's drawn to large, nation-wide celebrations of any kind; gleefully ending them in a horrific explosion of bloodshed and cannibalism. If a community survives, the tragedy caused is typically enough for the same celebration to not take place for years, if not decades.

When it sets the wheels in motion for another horrible holiday, it often changes its shape and disguises itself as something that its chosen region would trust. Among a fair number of humanoids, this could be a kindly old man. If it can temporarily replace an already well known and appropriate figure; it will gladly do so, restraining the individual and keeping him alive for the moment. While suitably disguised, it analyses the region for a few days; considering how to maximize the coming carnage. Once this is done, it usually starts to hand out (or sell) candy, although this could easily be a different food item depending on the circumstances.

The candy's exquisite taste could very well be someone's last pleasant experience. Namely, there's a very special ingredient used; the crimson candyman's hallucinogenic, poisonous spit. This little addition is what can turn a joyous occasion into a nightmare, as its victims can potentially acquire an all consuming hunger for raw flesh. The victims aren't picky and will go for the nearest source of meat; frequently turning on relatives as a result.

The crimson candyman does not discriminate. Quite the contrary, it enjoys spreading its carnage to a varied pallet. Humans, dwarves, fey, giants, kobolds, the rich, the poor; it matters not. Be it the classic anguish of humans over their loved ones, the amusing shame and disgrace of dwarves when social taboo's are broken or the precious tears of creatures normally portrayed as cruel and callous themselves; such as hill giants. Nevertheless, while social status or race doesn't really seem to matter; age does. It's clear that the crimson candyman prefers to focus on the suffering of children; hence why candy is its tool of choice.

Once the festivities begin, a crimson candyman stays around, observing the carnivorous carnival. It looks on with a cruel smile as relatives turn on each other and frequently influences the event more directly. For instance, it might use it's arcane lock spell-like ability to prevent anybody from fleeing out of a building. It could physically restrain a parent and force him to witness one of his children tearing the flesh from a defenseless younger sibling. It's also known to devour large stockpiles of food during the chaos at a brisk pace; never seeming to fill its seemingly endless stomach. Even if the food is not that tasteful, it will still consume everything purely out of spite and gluttony.

If it has temporarily replaced a normal figure; it releases this individual. Usually resulting in this individuals demise at the hands of a lynch mob in a day or two. However, the region's suffering is not yet done. Short of the mental trauma burned into the minds of survivors and the potential famine, ravenous creatures might still prowl around; always vigilant for fresh meat.

The origins of the crimson candymen are shrouded in secrecy. Nobody truly knows when they first started terrorising prime worlds. Nevertheless, some claim that the crimson candymen align themselves with the spiteful, bloated Demon Prince of Undead. Considering the loathing and hatred Orcus possesses for everything and the ability of the Crimson Candymen to summon and create undead; it's certainly not unthinkable.


If it has no reason to believe that it can't sow discord among the ranks of his opponents, it will use it's change shape ability together with its social skills or perhaps use his charm monster or suggestion spell-like ability. Even if sowing discord is not an option, it still might try the same tactic simply to bite an individual, with the intent to swallow it whole the next round.

Unless the opposition is considered to pose little to no danger, it will fight only on its own terms; teleporting away if surprised. It will animate, create and summon undead, possibly coupled with commanded ravenous creatures, and position them among an area tailored with its mirage arcana spell-like ability to conceal its minions and to disorient anyone else. It will seek to split up groups of foes one way or another, such as through the use of its mirage arcana, blindness/deafness or fear spell-like abilities.

It will not hesitate to flee from a losing battle; crimson candymen never fight to the death and rarely take potentially lethal risks.

Augmented Critical (Ex)
A crimson candyman’s bite and claws threatens a critical hit on a natural attack roll of 19-20, dealing double damage (with claws) or triple damage (with bite) on a successful critical hit.

Change Shape (Su)
A crimson candymaker can assume the form of any Tiny to Huge fey, giant, humanoid or monstrous humanoid.

Gluttonous Recovery (Su)
A crimson candyman heals 1 hit point for every 10 pounds of flesh or 20 pounds of other food it consumes. Particularly fine food (at least, for a crimson candyman) may double (such as caviar, truffles or Avoral drumsticks) or even triple (such as an Animal of Legend reindeer tenderloin or Gold Dragon eggs) this amount. However, food must be of at least a ''decent'' quality for a crimson candyman to heal any hit points at all. Food quality is up to DM discretion, but it should be noted that what a normal mortal might consider decent, a crimson candyman might find plain at best.

Improved Grab (Ex)
To use this ability, a crimson candyman must hit a Large or smaller opponent with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round.

Nondetection (Su)
A crimson candymaker has a permanent Nondetection ability (as the spell, caster level 14th).

Poison (Su)
Injury, Ingested Fortitude DC 22, initial damage 1d6 Wis, secondary damage 2d6 Wis. The save DC is Constitution-based. If a victim is reduced to 0 Wisdom by this poison, he experiences powerful hallucinations and a ravenous appetite for any sort of raw flesh.

When knowingly regarding creatures made of flesh, its gaze seemingly penetrates armor, clothing and skin; seeing only their delicious meat. Voices are distorted into internal monologues, that emphasise the victim's hunger and encourages it being stilled. In short, the victim will do anything in his power and stop at nothing to consume raw meat as soon as possible; very often resorting to violence.

The victim can eat as much as its entire body weight in raw meat, before it is satisfied. But even after such a gorging, satisfaction is brief, as the hunger returns the next day; thanks to the victim's unnaturally sped up metabolism. The hallucinations also make it impossible for the victim to detect a Crimson Candymen in any way.

Powerful Bite (Ex)
A crimson candyman's bite adds 1.5x its Str modifier to damage rather than 1.0.

Powerful Build (Ex)
The physical stature of crimson candymen lets them function in many ways as if they were one size category larger. Whenever a crimson candyman is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), he is treated as one size larger if doing so is advantageous to him. He is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. He can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

Spell-Like Abilities
At will—animate dead(bloodthirsty* zombies only), arcane lock, blindness/deafness (DC 18), charm monster (DC 20), create undead (ghoul/ghasts only), dispel magic, ghoul touch, suggestion (DC 19), greater teleport (self plus 50 pounds of objects only), major image (DC 19), vampiric touch; 3/day-create undead, gaseous form, fear (DC 20), fabricate (foodstuffs only), modify memory (DC 20); 1/day-mirage arcana, planeshift(self only). Caster level 14. The save DCs are Charisma-based.
*see Libris Mortis, p. 173

Summon Undead (Su)
Once per day a crimson candyman can attempt to summon 1 abyssal ghoul(see Fiend Folio, p. 12) or visage(see Libris Mortis, p. 130) with a 75% chance of success. This ability is the equivalent of a 6th-level spell.

Swallow Whole (Su)
A crimson candyman can try to swallow a grabbed opponent of Large or smaller size by making a successful grapple check. Once inside, the opponent takes 2d6+7 points of crushing damage and 13 piercing/slashing damage plus 2d6+6 points of acid damage per round from the crimson candymaker's gizard and digestive juices; and is also subject to its poison. A swallowed creature can cut its way out by dealing 30 points of damage to the crimson candymaker's digestive tract (AC 24). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A crimson candyman's stomach can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller creatures.

Most of a crimson candyman's body's interior can contain more than what should be physically possibly. Some of if it is nondimensional space, similar to that of a bag of holding. Despite its supernatural nature, this ability can not be used while a crimson candyman is not in its natural form. If access to nondimensional space is somehow hindered, a crimson candyman's can only use its swallow whole ability as is normal for its size in which case its treated to be Extraordinary instead of Supernatural. In this case, its stomach can hold 2 Medium, 8 Small, 32 Tiny, 128 Diminutive, or 512 Fine or smaller opponents.

Tame the Ravenous
As a standard action, a crimson candyman can attempt to control all ravenous creature within 30 feet. All affected receive a Will save to negate the effect. The DC for this Will save is 10 + 1/2 crimson candyman's Hit Dice + its Charisma modifier (putting the typical DC at 22). Creatures that fail their saving throw fall under its control, obeying its command to the best of their ability, as if under the effects of a control undead or dominate monster spell. Creatures receive a new saving throw each day to resist its command and automaticly break free when no longer ravenous. It can control any number of creatures, so long as their total Hit Dice do not exceed double his Hit Dice. While this is a mind-affecting effect, undead are not immune simply by virtue of being undead.

Crimson Candymakers have a +8 racial bonus on Profession: Cook checks.

*While using his change shape ability, a crimson candyman gains a +10 circumstance bonus on Disguise checks.

- Optional -

Characters with ranks in Knowledge (the planes) can learn more
about crimson candymen. When a character makes a successful skill check,
the following lore is revealed, including the information from
lower DCs.

23| Crimson candymen are a kind of tanar'ri. Their presence on the Abyss is rare, instead they frequent the Prime Material; turning celebrations into tragedies.

28| A crimson candyman has rows of razor sharp, poisoned teeth inside of its enormous jaw. They can swallow creatures whole, even creature bigger than then themselves, and their poison can turn someone into a ravenous cannibal.

33| Thought to be in league with Orcus, they are able to animate, create and summon undead.

38| It is a particularly insidious demon that is able to change into feykind, humanoid and giant kin alike, big or small, and warded against many divination attempts. Its stomach is partially a non-dimensional space. Before they strike at a location, they tend to masquerade as candymakers; selling or even giving poisoned candy to all.


Plot Hooks

Amidst a week of religious holidays, reports are coming in about more and more local villages having had their celebrations brutally interrupted. Rumours speak of cannibalistic bandits prowling the countryside, butchering and devouring anyone unfortunate enough to encounter them.

At the end of the year, a cruel despot announces that nobody in his capital will ever be hungry again next year. By his direct orders, food is being distributed in the slums freely; a local charity fears the worst.

A grand feast is being prepared, as two countries that have been at war for several decades, will finally be signing a peace treaty. The strictest security measures are in place and everything seems in order...but an old guard swears that there's something suspicious about the head chef; claiming that his expertise has made an impossible leap in only a few weeks time.

The Vorpal Tribble
2010-12-12, 12:12 PM
Giving this a bump. Will be critiquing the builds submitted so far soon.

2010-12-16, 06:00 AM
Santa Claws

Large Giant
Hit Dice: 14d8+70 (133 hp)
Initiative: -1
Speed: 50 ft. (10 squares)
Armor Class: 21 (-1 size, -1 Dex, +9 natural, +4 chain shirt), touch 8, flat-footed 21
Base Attack/Grapple: +10/+23
Attack: Claw +22 melee (2d6+15 plus 1d6 cold) or Coal +9 ranged (2d6+10)
Full Attack: 2 claws +21 melee (2d6+15 plus 1d6 cold) or Coal +9 ranged (2d6+10)
Space/Reach: 10 ft./10 ft.
Special Attacks: Auril's Favor, Coal Throwing, Pounce, Razor Ice
Special Qualities: Immunity to Cold, Jack's Footsteps, Low-light Vision, Regeneration 5, Vulnerability to Fire
Saves: Fort +14, Ref +3, Will +8
Abilities Str 29, Dex 9, Con 21, Int 10, Wis 19, Cha 11
Skills: Climb +13, Craft (any one) +6, Intimidate +6, Jump +17, Spot +12
Feats: Cold Spell Specialization*, Frozen Magic*, Improved Bull Rush, Weapon Focus (Claws), Power Attack, Snow CastingB*
Environment: North Pole
Organization: Solitary, Sleigh Team (Santa + 8 Dire Reindeer + 1 Horrid Reindeer)
Challenge Rating: 12
Treasure: Standard + Sack of Infinite Coal
Alignment: Neutral Evil
Advancement: -
Level Adjustment: -

Santa Claus prefers combat to occur within Jack's Footsteps. He will charge into battle to try and get a group of people within the radius, utilizing his natural attacks and pounce ability to get the first strike. From there he tries to use Razor Ice on as many people as possible. Should an opponent take to the sky's he can use his infinite coal to strike enemies at a distance. Anyone trying to escape on foot will be slowed from the snow and if necessary Santa will use his Cleric spells to keep people from escaping death. Santa is unwilling to withdraw from a fight and will press the attack until the one he seeks and any of his ally's are dead.

Auril's Favor (Sp): The goddess favors Santa Claws imbuing him with her power. Santa Claws can cast a single spell of each level from the cold domain once per day. His caster level is equal to his Hit Die. In addition his natural attacks are also considered magical weapons of a +3 enchantment and have the Icy Burst property.

Coal Throwing (Ex): The range increment is 120 feet for Santa Claws' thrown lumps of coal.

Jack's Footsteps (Su): At her death a Lady of Deep Winter in Auril's temple blessed Jack to bring Auril's will to the world. As her blood flowed down his claws, frost began to spread across the floor. Santa Claws is surrounded by snow at all times in a radius equal to his move speed. This is counted as difficult terrain to all creatures but Santa Claws and drops the temperature in that radius to bellow -20° F. It also allows any spell cast within this radius to function as if it was cast during winter . Creatures within the radius may be forced to make fortitude saves against the weather.

Razor Ice (Su): A torrent of razor sharp snowflakes billow from Santa Claws hands ripping apart those around him. This ability has two functions.
As a standard action Santa Claws may create a cone of Razor Ice. This functions similar to a Cone of Cold however also deals 1d6 points of cold and 1d4 points of slashing damage per CL.
As a full round action Santa Claws may create a burst of Razor Ice. This functions exactly the same as the cone however has an area affecting a 30-ft.-radius spread centered on Santa Claws.
This ability may only be used once every 1d6 rounds.

Regeneration (Ex): Fire deals normal damage to Santa Claws. If he loses a limb or body part, the lost portion regrows in 3d6 minutes. Santa Claws can reattach the severed member instantly by holding it to the stump. His regeneration only works if he is surrounded by snow.

Note: For those without access to the book Frostburn the feats allow Santa to cast his spells from the Cold domain at increased effect. If he takes a move action to use snow as a component for his spells, the spell gains the Cold descriptor. If the spell already had the Cold descriptor and he adds snow as a material component, he casts the spell at an additional CL +1. In cold areas, casting spells with the cold descriptor have their CL improved by +1 and he gains a +1 bonus damage per die rolled to determine damage by the spells. This effect doubles if he is in extreme cold giving him a +2 to CL and +2 per damage die. This in combination with Jack's Footsteps allows Santa to cast most of his Cold domain spells at CL +2 with an additional +2 damage per damage die rolled. If he takes a move action during casting he can cast any spells without the cold descriptor at the improved rate and can cast spells with the cold descriptor at CL +3.

The spells granted by the Cold domain are:
1: Chill Touch, 2: Chill Metal, 3: Sleet Storm, 4: Ice Storm, 5: Wall of Ice, 6: Cone of Cold, 7: Control Weather, 8: Polar Ray and 9: Obedient Avalanche*.

*Can be found in Frostburn.

Infinite Sack of Coal
A large hessian sack stained crimson from blood. It generates coal boulders to be delivered of those not deserving of a gift. The wearer of this sack is able to retrieve a piece of coal as swift action that does not provoke the attacks of opportunity. When thrown the coal deals damage appropriate to the size of the creature who wields it (small: 1d6 medium: 1d8 large: 2d6). In addition the coal has a +1 enchantment bonus.

Moderate conjuration and Faint evocation; CL 9th; Craft Wondrous Item, Magic Weapon, Secret Chest


24| Santa Claws used to be a Frost Giant when he was still called Jack. He traveled the world trying to bring joy to those who had none. (Reveals Cold Immunity and Fire Vulnerability)
29| Jack took a vow of poverty and the hessian sack on his back contained gifts that he bought with his unwanted wealth. Since his rebirth it contains only coal that Santa Claws uses to strike enemy's from afar. (Reveals Sack of Infinite Coal and Coal Throwing)
34| In the temple of Auril before his fall a priestess of the order came to help Jack commune with the god. As Auril filled him with power he lashed out and his claws punctured the priestess frail body. In her death throws she could see Aurils will and bent her will to giving Jack strength. Though it tore apart her soul, Jack received great power from the sacrifice. (Reveals Razor Ice and Jack's Footsteps)
39| The God Auril herself looked upon Jack as he sat broken and in despair for the things he had witnessed in his travels. Such evils hardened his heart making him cold and distant. Auril imbued his soul with a small part of herself. Granting him the power to control winter itself but destroying the last fragment of hope within him. (Reveals Auril's Favor) [/TABLE]


Santa Claws was once a Jolly giant named Jack, but as he saw evil spread across the world he grew bitter. He started delivering coal to everyone, no matter how good or bad they were. As the world became worse and worse Jack's heart grew darker and colder. He eventually found his way to a temple devoted to the goddess Auril. As he prayed to her she looked upon him and smiled. She took his rage and twisted it, made it consumer him until he was little more than a feral beast. Long nails of ice burst from his fingers and his heart grew cold and stopped. He was reborn and renamed Santa Claws. From that day forth he has began a never ending rampage. He strikes at foes from afar, lobbing boulders of coal at them. When they get closer a chill comes upon his enemies. Winter follows in his wake and any who feel its chill will soon feel his claws. Only large bonfires have been known to slow down the beast down. That's why we keep our fires lit in our chimneys on winters days.

Plot Hook

An entire town has been destroyed and on its inhabitants thawing corpses are expressions frozen in terror. Large boulders of coal have flattened those who tried to flee the carnage.

2010-12-19, 03:48 AM
Aloysius, The Ebony Tsar

<Size> Medium <Type> Monstrous Humanoid


It was Everywhere. Idolatry. Sloth. Greed. And forgetfulness.

* * *

"And a merry Christmas to you all!" Brother Marcus smiled and waved to his congregation. The addition might not have been an officially sanctioned part of the blessing, but it was still traditional. And if you couldn't wish people a merry Christmas in a church then where could you?
Brother Marcus kept smiling until the last of the congregation had left the church and the door was firmly shut behind them. As the latch clicked shut, the smile slowly faded. None of them would worship Christmas as they should. None of them would fear the darkness as it should be feared. What point was there in commemorating the coming of the Light if they forgot the Night that birthed it? They might follow the Light Bringer, but they did not fear him. So far.

* * *

"What excellent lights you have this year, Mr Baile!" And no holly branch.
"Why, thank you Brother Marcus. Some people - " his head jerked angrily towards his neighbours " - said they were too bright and garish, but I thought 'stuff 'em, it's Christmas, I'm allowed to have fun,". And anyway, it's good to have the place all lit up."
"Indeed, Mr Baile. I like your house well-lit. It's all the better to see you by." Not that the spirits of Night, free to walk on Christmas Eve, need to see. They'll smell an un-hollied house before they even enter the town.

* * *

"So, did you see the garish monstrosity He's got all over his house?" The shrill voice belonged to Mrs Twig, the overtly 'proper' vilage crone. An impressive title, given that she was only thirty-two. But she certainly worked at it.
"Indeed I did, Mrs Twig." Finally, the smile was given an excuse to slip. "A truly shameful business." He even believed that bit.
"And it's so far from the proper approach to Christmas." This from the woman who refused even to have a tree indoors because it was 'unhygenic'. "Our house is much better. Tasteful lights - " In what universe that shade of pink was tasteful Brother Marcus did not know " - and festive music. That's how things should be done."
"I'm sure you're right, Mrs Twig, and I'm sure Mister de Claus will think the music all the better to hear you by." Hear, and run screaming in the other direction.

* * *

Brother Marcus assumed a more sombre manner as he walked out of town towards the farms that marked the edge of his parish.
"Good evening, Brother," Young Master Stone, 'Bricky' to his friends, greeted Brother Marcus with te seriousness the season deserved.
"Good evening Master Stone. What is that you're carrying?" Young Master was no longer quite appropriate, Brother Marcus mused. He's almost of adult age, and they always grow up faster on the farms.
"The holly branches for he doors, Brother Marcus. Sarah's at the sheds getting the milk. We don't have anything properly sweet, but we'll crush some of the holly berries onto the saucer to make up for it." There was a certain pride in his voice. He knew his family would fear the Night properly. And he knew Brother Marcus knew it, too.

* * *

Come Christmas morning, the only house spared the devastation was the Stones'. Everywhere else, the destruction was so total that it was a wonder to think that the town had ever been inhabited. The Stones were under immediate suspicion. Or at least they would have been. If there were still police to be suspicious of them.

Hit Dice: 15d8(+30) ~= 97
Initiative: +12 (Dex +8, Improved Initiative +4)
Speed: 50 feet per round (10 squares)
Armor Class: 24 (10 + 8 Dex + 2 Leather Armour + 4 Flickering Darkness), touch 22, flat-footed 16
Base Attack/Grapple: +17/+17*
Attack: Carving Knife, +17 mêlée (1d6+2)
Full Attack: Carving Knife attacks, +17/+12,/+7 (1d6+2)
Space/Reach: 5'/5'
Special Attacks: Spell-like abilities
Special Qualities: Flickering Darkness, Christmas King
Saves: Fort +14, Ref +27, Will +18
Abilities Str 14, Dex 26, Con 14, Int 16, Wis 18, Cha 18
Skills: Disguise Self +22, Knowledge (Religion) +25, Knowledge (Christmas - Traditional) +25, Knowledge (Christmas - Modern) +25, Use Rope +26, Hide +30, Move Silently +30, Spot +22, Listen +22, Search +22
Feats: Improved Initiative, Run, Iron Will, Lightning Reflexes, Great Fortitude, Combat Casting
Environment: Urban
Organization: Solo
Challenge Rating: 18
Treasure: None
Alignment: Lawful Evil
Advancement: -
Level Adjustment: -

*Aloysius, The Ebony Tsar, has special rules with regards to grapple checks. See Wall? What Wall? (Sp/Ex) for details.


"My name is Aloysius. I am the eleventh plague.

A black humanoid figure, with shadows flickering about him, Aloysius, The Ebony Tsar, is hard to make out, even in broad daylight. He descends like a vengeful angel, punishing the unobservant and passing over the fearful. This time, birth order isn't enough to save you.


The Ebony Tsar shuns combat, fleeing rather than fighting. He prefers to work in the shadows of Christmas Eve to wreak havoc and cause destruction.
Rather than simple butchery (though that is always an option), Aloysius, The Ebony Tsar, prefers to utilize his in-built magic for his eternally inventive retribution. He will operate in stealth, moving through the lightest gaps to leave his 'gifts' ready for discovery in the morning.

Ability descriptions:

All spell-like are cast as by a sorceror with caster level equal to Aloysius', The Ebony Tsar's, HD.

In Aloysius' Christmas, Turkey Carves You! (Sp)

While butchery is not Aloysius', The Ebony Tsar's, preferred method, it is possible, provided that it is done in a manner Aloysius, The Ebony Tsar, finds amusing. Usually this is some form of warped, poetic justice. A distorted version of Awaken is cast on what was to be the family's roast lunch. It gains sentience (as per the Awaken spell) and insanity (as per Gift of Insanity). Gifted with a carving knife by Aloysius, The Ebony Tsar, (its body is altered according to Aloysius', The Ebony Tsar's, wishes), it turns on its would-be devourers while they sleep, slaughtering them in their beds. The sentience and temporary restoration of life ends with the lives of the family.

Yule-tied (Sp)

Sometimes, in the middle of his mayhem and madness, Aloysius, The Ebony Tsar, will be interrupted. Whether by a parent pretending to be Santa, or a child trying to see Santa, the response is drastic at best. If they're lucky, it's this. Ropes materialise from no-where and snap onto the target's limbs, binding them in bizarre and painful ways. The one constant in the inventive variations is the total imobilisation of the target. The ropes last until the target either breaks free with a DC: 20 Strength check or DC: 40 Escape Artist check, or is set loose (DC: 35 Use Rope check, or slicing the bonds, which have 1 point of health), when they evaporate.

Santa's Imp Workshop (Sp)

Elves really aren't so good as a labour force: they're too tall and fast to be kept in chains easily. Aloysius, The Ebony Tsar, finds that imps are much better. Aloysius, The Ebony Tsar, destroys the presents set out for the next morning and instead fills te boxes and wrappings with fire mephits (kept still by the same ropes as the Yule-tied ability, save that these are set to disappear when the 'present' is opened). Small presents release a single mephit, while larger ones release up to 1d12 (DM's discretion). The mephits are ordinary examples of the species, as per the Monster Manual.

Santa's Li'l' Hell Raiser (Sp)

Aloysius, The Ebony Tsar, is not restricted to acting on Christmas Eve. Often, he will go into a large blacksmith's store and take the place of whoever was supposed to be that year's Santa. As well as the lollipop and a sit on 'Santa's' knee, the kids (and any adults who are persuaded to join the fun) also got -4 Wisdom, -4 Intelligence, an alignment shift to Chaotic Evil, and a compulsion to destroy things. This curse lasts until Christmas morning. A DC: 20 Will Save negates the curse, or it can be lifted by any spell designed to remove curses. Another Will Save against the spell is granted each time the target finishes destroying something with either a value of more the 5gp, or that they would normally care about. However, the destruction must be completed first. The target does not get a chance to resist the spell if it would make them act against their normal alignment because their alignment has changed.

Wall? What Wall? (Sp)

Humans and humanoids always build walls to try to kepp things out. Unfortunately, it doesn't always work. Aloysius, The Ebony Tsar, can walk through walls (and other obstacles) as if they were not there. This an at will ability without any form of activation required. It also functions regardless of other spells like Dimensional Anchor, Immobilise, or even an Anti-Magic Field. Aloysius, The Ebony Tsar, can choose whether or not to have this ability active. When he activates it, though, he must drop whatever he is holding. It simply falls through his now less-than-material fingers. He cannot pick objects up again until the effect ends. This is true even of Ghost Touch objects. Aloysius, The Ebony Tsar, is also unable to be harmed by weapons for the duration of the effect. Also, for the purposes of the spell, other creatures are treated as obstacles. Magic based damage can still harm him, though anything other than force damage has a 50% chance of not affecting him. Thus, a fighter with a sonic sword would be unable to harm Aloysius, The Ebony Tsar, with the sword, but the sonic effect would still have a 50% chance of dealing damage.

Disguise Self (Sp)

This functions exactly like the Disguise Self spell in the Player's Handbook. After all, it's hard to pretend to be Santa as a pitch black, undefined, humanoid-ish shape.

Ambient Lighting (Sp)

"You know, things are a little bit bright in here. Let's change that." This spell functions exactly like a Tiefling's racial Darkness ability, save that it also leaves incredibly persistent (even in the face of magic) soot stains on the walls, ceiling, and floor of wherever it is cast. It also extinguishes nearby lights instead of simply obscuring them.

Coalem (Sp)

Aloysius', The Ebony Tsar's, most terrible ability, reserved for those whose houses are true traversties, is the creation of a Coalem, a coal golem. All the presents in the house (and, if there aren't enough presents, all the furniture) are transformed into coal. After the presents have been unwrapped and the disappointment is at its peak, the coal begins to move of its own accord, cmoing together to form an enormous Coalem.

The Coalem's Stats:

<Size>Large <Type>Construct
Hit Dice: 20d10+40 = 150HP
Initiative: -1
Speed: 20 feet (4 squares)
Armor Class: 30 (-1 size, -1 Dex, +22 natural), touch 8, flat-footed 30
Base Attack/Grapple: +15/+30
Attack: Slam +27 mêlée (3d10 +20)
Full Attack: 2 slam attacks.
Space/Reach: 10'/10'
Special Attacks: -
Special Qualities: Damage Reduction 30/adamantine, Spell Resistance 50, Darkvision 60', Low-light vision, Chemical Nature, Stubborn Magic, Immune to Mind-Affecting, Immunity to Lightning, Immunity to Sonic, Immune to Cold, Immune to Poison
Saves: Fort +12, Ref +3, Will +15 (immune to mind-affecting)
Abilities Str 38, Dex 8, Con - , Int - , Wis 12 , Cha 12
Skills: -
Feats: -
Environment: -
Organization: solo
Challenge Rating: 14
Treasure: Toxic Soot.
Alignment: -
Advancement: -
Level Adjustment: -


In combat, a Coalem always rushes forwards towards mêlée. It attempts to slaughter all inhabitants of the house as quickyl as possible, before destroying the house itself. After that, it goes on a rampage through the town.

Ability descriptions

Stubborn Magic (Ex)

What makes the Coalem so difficult to kill that breaking it apart is not enough. Instead, the very coal from which it has been made must be destroyed. Only then will the magic give up and allow the victor peace. If the Coalem is not destroyed, then it continues to cause as much destruction as possible in as large an area as possible until the Twelve Days of Christmas are over. The methods through which the coal may be destroyed are described below as part of the Coalem's Chemical Nature.
If the Coalem loses all hit points, but to attacks that do not use fire or acid (as per the Coalem's Chemical Nature), then it collapses and falls back into being mere pieces of coal once more. However, on it's next turn, it reassembles itself as a Full-Round Action, which restores it to full functionality and hitpoints.

Chemical Nature (Ex)

Immune to most forms of elemental damage, the Coalem reacts to those it can be harmed by in a very special way.

Acid: Acid is one of only two forms of attack that can destroy the coal that makes up the Coalem. Damage inflicted by acids and acidic attacks and spells cannot be regained by the effects of the Stubborn Magic that makes up the Coalem. In addition to this, any time the Coalem is damaged by and acidic attack, it releases a noxious gas for the next two rounds as the acid dissolves the coal. This gas forces everyone within a 50' radius to take a Fortitude Save against poisoning (DC 25). Anyone who fails the save takes 10 points of poison damage and 1 point of temporary constitution damage at the start of each of their turns as long as the gas is still present (two turns after the acid damage was dealt) and they are still within a 50' radius of the Coalem. They then regain 2 constitution points for every round that they are unaffected by the gas. They do not regain the hit points, though they no longer lose them.

Fire: The only other form of damage that can destroy the coal the Coalem is made from is fire, as coal burns. However, it is surprisingly hard to make coal burn. Because of this, the Coalem ignores the first 100 points of fire damage it takes. However, as soon as the Coalem has received 101 or more points of fire damage, it ignites and burns so hot that not even the most spectacular application of wind, water, or magic can make the Coalem cease to burn. It will then burn for the next ten rounds before it burns itself out and is completely destroyed. Until the point of ignition is reached (after 100 points of fire damage, but before 101), the Coalem is also immune to spells like Combust which would otherwise automatically have set it on fire.
For the 10 rounds that the Coalem is on fire, it does three things. Firstly, it releases a gas with identical effects to the gas released when it is affected by acid. Secondly, anyone within 100' of the Coalem suffers 5d6 heat damage at the start of each of their turns. Thirdly, it continues to function normally, the Stubborn Magic fighting to keep it alive until the very end.

End of Coalem Stats

Flickering Darkness (Su)
Aloysius, The Ebony Tsar, is a creature of shadows and darkness flickers around him. This makes him very difficult to see, giving him a +4 racial bonus to Hide Checks and his Armour Class. Also, as a creature of darkness and shadow Aloysius, The Ebony Tsar, is unsurprisingly difficult to hear, granting him a further +4 racial bonus, this time to Move Silently Checks.

Christmas King (Su)

"The Ebony Tsar" is not an empty title. Aloysius, The Ebony Tsar, has an incredibly extensive knowledge of all things Christmas, giving him +5 racial bonus to any Christmas related knowledge check. Also, though he may be killed, albeit with great difficulty, like the Once and Future King, Aloysius, The Ebony Tsar, does not stay dead. He will reform a month before Christmas infront of a random house that has been inappropriately decorated.

Wall? What Wall? (Su/Ex)
This is a spell-like ability and full details of it are therefore listed above, but it also functions as a more ordinary ability. If engaged in a grapple, Aloysius, The Ebony Tsar, can slip through his opponent as well as his opponent's grasp to escape the grapple. If they were grappling on the ground, then the opponent is still prone. If they were grappling upright, then the opponent must make a DC 15 Reflex Save or fall prone.

Characters with Knowledge (Religion), or either Knowledge (Local) or Gather Information if they are in an area that has previously been visited by Aloysius, The Ebony Tsar, can attempt to learn more about him.

15| A malignant force is said to take revenge on those who fail to properly observe Christmas traditions [For Knowledge (Religion)]. A malignant force attacked a few houses last Christmas [For Knowledge (Local) and Gather Information]

25| The nature of the attacks suggests that the malignant force is a single individual armed with potent magic who demands the following of proper Christmas traditions. The more distasteful the display, the more likely this person is to appear and cause destruction. However, no-one has ever seen this person, merely the after effects [both].

35| Magical traces found at the sites of attacks demonstrate that the individual is a magical humanoid of some form. A few chance sightings suggest that it is capable of walking through walls, and a family was once found bound by magical restraints that vanished as soon as the family was freed. Also, in one house, neighbours heard a struggle and arrived to see the husband wrestling with what looked like an undead turkey armed with a carving knife. [both].

40| Much of the destruction appears to have been caused by a very strong, very large creature using its physical strength to work its ends. For this reason, the attacks were first thought to be the work of a wizard or artificer using the dangerous iron golems. However, apart from the destruction, no trace of the golems was ever found. The only other thing that suggested that the attacks were not the work of a humanoid with magical abilities was the high level of coal dust and soot found at the sites of the worst devastation. [both]


2010-12-20, 01:25 AM
Still no art yet...

Run, run, as fast as you can. You can’t escape me, I’m the Gingerbread Man!

Gingerbread Men

Medium Living Construct (Augmented)
Hit Dice: 6d10+24 (57) (65 Raging)
Initiative: +4 (+3 Dex, +1 Haste)
Speed: 60 (12 squares)
Armor Class: 16 (+3 Dexterity, +2 Natural, +1 Haste), 14 touch, 12 flat-footed
Base Attack/Grapple: +4 / +6 (+8 Raging) Grapple
Attack: Claw +7 melee (+9 Raging) (1d6+2, 1d6+4 Raging, +fire)
Full Attack: 2 Claw +7 melee (+9 Raging) (1d6+2, 1d6+4 Raging, +fire), 1 Bite +5 melee (+7 Raging) (1d8+1, 1d8+2 Raging, +fire), +1 extra claw or bite (Haste)
Space/Reach: 5 ft/5 ft
Special Attacks: Haste, Rage,
Special Qualities: Born to Bake, Living Construct Traits, Fire Resistance 30, Milk Vulnerability, Racial Memory
Saves: Fort +5 (+6 Raging), Ref +5, Will +5 (+9 Raging)
Abilities Str 14, Dex 16, Con 18, Int 11, Wis 10, Cha 10
Skills: Hide +6, Move Silently +5, Profession: Baker +12, Sense Motive +4, Spot +3
Feats: Steadfast Determination, Multiattack, Blind-Fight
Environment: Any non-aquatic
Organization: Solitary
Challenge Rating: 5
Treasure: Standard
Alignment: Lawful Evil
Advancement: Per Character Class
Level Adjustment: +3

I thought, at first, that it was a giant holiday treat the priests had made for the children to share. Then I saw the evil gleam in his eyes and the horrible teeth in that giant mouth as he spoke. “Run, run, as fast as you can,” he said to us, just before he attacked.

Gingerbread Men are living constructs of gingerbread. They appear as man-sized gingerbread cookies with oversized heads and features and clothing made of frosting. All Gingerbread Men hate children with a passion, and many lump Halflings and Gnomes into that group as well. They also harbor great hatred for any they percieve as having betrayed another. Gingerbread Men have been known to offer assistance to those who have been the victims of betrayal, having been in their shoes before.

Gingerbread Men preferrentially attack children (and Halflings and Gnomes) first in combat, if possible. If they are unable to get to their preferred targets, or if they are down to 1/3 of their HP, they will attempt to flee. They will pursue any preferred targets who attempt to escape.

Born to Bake: The original Gingerbread Man was created solely to bake. Because of this, Gingerbread Men have +10 to Profession: Baker.

Haste: Gingerbread Men are under a permanent Haste effect granted by the dark god they serve, so their vengeance would be swift. (All Haste effects are already figured into the stat block)

Living Construct Traits: d10 HD, ¾ BAB, poor saves, 2 skill points per level. Has a Constitution score. Immunity to poison, sleep, paralysis, disease, nausea, sickened condition, energy drain. Subject to critical hits, nonlethal damage, ability damage, ability drain, death effects, necromancy effects. Do not heal on their own, may be healed by Cure spells (1/2) or Repair spells. Can be raised/resurrected. Disabled at 0 HP, inert but stable at -1 to -9, destroyed at -10 or less. Do not need to eat, sleep, or breathe, but may benefit from magic consumables. +2 Constitution, -2 Wisdom, -2 Charisma.

Milk Vulnerability: Because they are a baked good, Gingerbread Men suffer 1d2 HPD per Pint of milk they come in contact with. Any Gingerbread Man who loses more than 1/3 of his HP to Milk damage must make a DC 15 Will save or flee in terror.

Rage: The burning hatred Gingerbread Men feel at their perceived betrayal by humanity was given power by their dark god. They may Rage as a 4th level barbarian. While Raging, their natural weapons do +1d6 fire damage.

Racial Memory: All Gingerbread Men carry the memories of the original Gingerbread Man from the time of his creation until he began his service to the dark god. The memory of their betrayal makes them naturally distrustful, granting them a +4 to Sense Motive checks.



The first Gingerbread Man was made ages ago by priests of a sun god to bake cookies for the children for their winter holiday. He loved his work, and thought of the little gingerbreads as his children. He was innocent and kind (and a great baker). Then he went to the holiday festival and saw the human children eating all of his children. Ripping off limbs. Dunking them in milk. Laughing, crumbs falling from their lips. This was too much for the poor Gingerbread Man, and he snapped. He attacked the children violently, but was eventually driven off by parents and clergy.

He swore his revenge, and pleaded with the gods for justice for his poor devoured children. An evil deity heard his pleas and answered. The Gingerbread Man swore to serve the god, and was transformed. Years later he returned to the temple and slaughtered many at the festival. It is said that the dark god gave him the knowledge and ability to create more gingerbread servants.

Plot Hooks

The PCs are in a village enjoying a winter celebration when a strangly shaped man begins shouting threats at the dancing children.

The Vorpal Tribble
2010-12-21, 01:08 PM
And the competition will no longer be taking entries. Have sent a request for a poll which is free for any and all to vote in.


Zom B's entry has been disqualified for being incomplete at the contest's end. However, if he adds the swallow whole and improved grab abilities mentioned before tonight I'll sneak him back into the line-up.

The Glyphstone
2010-12-21, 05:30 PM
Poll is live. get to voting.

The Tygre
2010-12-21, 08:58 PM
It was a tough call, but I decided to go with the Sanguine Holly Dryad. Stiff competition from the Twelfth Knight, though.

The Glyphstone
2010-12-21, 08:59 PM
I ended up picking the Crimson Candyman myself, I guess I just like demons.

Admiral Squish
2010-12-21, 09:32 PM
No love for Mr. Grinch?

2010-12-22, 12:48 AM
Honestly, I couldn't really get into the concept of the twelfth knight, although I loved the story behind it.

The felpine shambler was easily one of my favorite monsters, although the rest were very, very well done.

2010-12-22, 11:27 AM
Honestly, I couldn't really get into the concept of the twelfth knight, although I loved the story behind it.

The Shakespeare play or the stuff i wrote?

2010-12-22, 11:27 AM
Well, despite a few issues, I voted for the Twelfth Knight. A number of monsters had issues (VT said we could address them after the contest too in the chat thread).

I really wish the Chanukah Chorror had been complete; it was my fave.


2010-12-22, 12:51 PM
As I said in the other thread I decided to vote for the Felpine Shambler, since I love the idea of it being able to replace any tree in the area (it would make for a great horror campaign).

2010-12-22, 01:38 PM
The Shakespeare play or the stuff i wrote?

UGH, I disliked the play. No, rather, the concept of the monster. I mean, I could sort of get it, but it didn't really... I don't know, hit a chord with me. But the sort of image that your initial description gave was fantastic.

2010-12-22, 08:07 PM
I vote for the Grinch. I can really envision a serious adventure centered around it in my head.

2010-12-24, 06:22 AM
I wanted to vote for the Chanuka Chorror (everything is better in Yiddish), but the Felpine Shambler just works better IMO as usable enemy, so that gets my vote instead.

Originally Posted by Mulletmanalive
The Shakespeare play or the stuff i wrote?

UGH, I disliked the play.

How dare you! It's probably his cleverest comedy (admittedly, most versions I've seen have been executed poorly, but the play itself is wonderful).

2010-12-24, 11:13 AM
How dare you! It's probably his cleverest comedy (admittedly, most versions I've seen have been executed poorly, but the play itself is wonderful).

A) it isn't very clever in its wording, B) the actual dialogue is some of shakespeares worst, and C) the plot makes no sense whatsoever.

It is probably a case of YMMV, but I personally disliked it to no end.

2010-12-24, 12:57 PM
A) it isn't very clever in its wording, B) the actual dialogue is some of shakespeares worst, and C) the plot makes no sense whatsoever.

It is probably a case of YMMV, but I personally disliked it to no end.

I agree with everything you said [i'm not a huge fan of it in action] but as an exercise in getting as many double-entendres into a three hour run time as possible, it's unbeatable...

Admiral Squish
2010-12-26, 01:46 PM
Gah, four-way tie! the suspense is killin' me!

The Glyphstone
2010-12-26, 02:32 PM
Curse me and my ethics, in not voting for my own creation.:smalltongue:

2010-12-26, 02:42 PM
Curse me and my ethics, in not voting for my own creation.:smalltongue:

Same here. :smallwink:

2010-12-26, 04:35 PM
Gah, four-way tie! the suspense is killin' me!

I wonder what would happen if we did have a four way tie. Does VT count as the tie breaker?

2010-12-26, 04:38 PM
There are still 6 days til it's over, and yes, that's what VT has done previously...

He doesn't vote in this for exactly that reason.

The Glyphstone
2010-12-27, 06:00 PM
Well, so much for our exciting 4-way tie.

You're a mean one, Mr. Grinch...

The Vorpal Tribble
2010-12-27, 11:20 PM
Aye, for better or for worse it seems we'll likely have a definite winner :smallwink:

2010-12-28, 06:39 PM
Aye, for better or for worse it seems we'll likely have a definite winner :smallwink:


Oh well. Looks like we won't get to see VT have a crisis of conscious over who to choose this month. *packs up lawn chairs and popcorn*

Admiral Squish
2010-12-28, 08:36 PM
Muahahahaha... Yes, yes! Soon, my plan will come to fruition...:smallamused:

2011-01-01, 11:56 AM
There still appears to be a tie...

2011-01-01, 04:10 PM
It appears that we have another vote for the Grinch! And hey I got a vote for the Christmas goose too! Now, that is a pleasant surprise!!


2011-01-01, 05:19 PM
It appears that we have another vote for the Grinch! And hey I got a vote for the Christmas goose too! Now, that is a pleasant surprise!!


Dang. I was hoping we would get to force VT to a dilemma again. :smallsigh:

*packs back up the lawn chairs and popcorn that he had been getting ready*

The Glyphstone
2011-01-01, 06:04 PM
And it's official. Congratulations, Admiral Squish.

Admiral Squish
2011-01-01, 06:32 PM
*puts another tally in the 'win' column* Muahaha...

The Vorpal Tribble
2011-01-01, 07:19 PM
And the win goes to Admiral Squish's crooked jerky jockey, the GRINCH!


2011-01-01, 08:12 PM
And the win goes to Admiral Squish's crooked jerky jockey, the GRINCH!


Congratulations Admiral Squish! A well deserved win indeed.

2011-01-01, 11:04 PM
Congratulations! *applauds*

2011-01-01, 11:09 PM
Congratulations, Admiral Squish!

2011-01-02, 10:06 AM
Congrats on the win; you deserved it!


Morph Bark
2011-01-02, 10:14 AM
Hadn't been following this one at all. It almost seems to have been over quicker than expected! Nice to see it was also a pretty close call, means good contenders were entered.