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View Full Version : [d20 3.x] Kettumere (Monster)



Jergmo
2011-02-02, 03:09 PM
My submission to The Vorpal Tribble's contest, The Hunt.

http://img20.imageshack.us/img20/457/74190307.jpg
With any luck, I'll soon be able to get real concept art for the Kettumere from one of my friends. For now: http://wallpapers-diq.org/wallpapers/15/White_Polar_Silver_Fox_Photo.jpg
Kettumere
Size/Type: Small Magical Beast
Hit Dice: 3d10 (16 hp)
Initiative: +3
Speed: 50 ft. (10 squares), climb 35 ft.
Armor Class: 15 (+3 Dex, +1 size, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +2/-3
Attack: Bite +7 melee (1d4-1)
Full Attack: Bite +7 melee (1d4-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Flare
Special Qualities: Darkvision 60 ft., glide, invisibility, low-light vision, scent
Saves: Fort +3, Ref +6, Will +1
Abilities: Str 8, Dex 17, Con 10, Int 3, Wis 12, Cha 11
Skills: Climb +11, Hide +5, Jump +19, Listen +5, Spot +5, Survival +1*
Feats: AlertnessB, Weapon Finesse, Track
Environment: Cold and temperate forests
Organization: Solitary or pair
Challenge Rating: 2
Treasure: Double Standard (mostly silver items; includes value of fur and pheromones)
Alignment: Usually neutral
Advancement: —
Level Adjustment: —

The Kettumere, or "prism fox" as it is sometimes known, is a magical mammal about the same size as a fox, as well as having a fox's facial features, ears and tail. However, it has webbing of skin between its legs that allow it to glide and sticky feet pads with ankles that can turn up to 180 degrees to aid it in its bounding leaps from tree to tree. The kettumere's diet mainly consists of tree-dwelling mammals such as squirrels, along with birds, frogs and turtles. They have a luxurious white coat of fur that shines with opalescent patterns when directly exposed to sunlight, as well as the ability to manipulate the way light reflects off of its fur. For example, it may warp the reflection of light around it entirely, allowing it to become virtually invisible. Alternatively, it may choose to catch the sunlight and create a glinting sheen.
It's theorized that kettumeres use manipulated light on their fur as a signal to attract a mate, or communication in general for they do not often vocalize.
When threatened, the kettumere dazes predators via its flare ability, then bounds through the trees invisibly. A kettumere can only remain active for bursts of activity, requiring a great deal of sleep to maintain its quick, rigorous movement. They often establish a variety of small, underground burrows throughout the forest, spraying the entrances with their pheremones to deter other animals.

Additionally, kettumeres are known to keep small caches of treasure in their dens. These are almost always items made of silver, but other objects that glint in the sunlight can be found in their stashes. Male kettumeres will at times surround themselves with this treasure and reflect light onto them, reinforcing the idea of the mating ritual.

Some have successfully captured kettumeres, typically through use of magic, but the conditions must be just right for them to breed in captivity. Training a kettumere is nigh-impossible, so while they can be made friendly to humans, they are still headstrong beasts.**

Combat
Kettumeres usually avoid combat, preferring to daze predators and flee when threatened. Should it somehow be successfully cornered, the kettumere will become panicked as it's a situation that they have little or in almost all cases no experience with.

Flare (Ex): As a standard action, the kettumere may reflect light from its fur in a sudden, blinding flare. All creatures within 30 feet of the kettumere must succeed on a Fortitude save (DC 10 +½ the kettumere's HD + the kettumere's Con modifier + 4.) or become dazed for 1d4+1 rounds. This ability can only be used once every 2d4 minutes. The save DC include a +4 racial bonus.

Glide (Ex): With the help of the webbing between its legs, a kettumere can glide through the air, adding 10 feet to the distance of any horizontal jump it makes.

Invisibility (Su): By manipulating the reflection of light around its body, a kettumere may become invisible, as the invisibility spell, for a number of minutes equal to its racial HD. This ability may be used once every 2d4 minutes.

Skills: Kettumeres have a +8 racial bonus on Climb and Jump checks. A kettumere can always choose to take 10 on a Climb or Jump check, even if rushed or threatened. Kettumeres use their Dexterity modifier for Climb and Jump checks. A kettumere may also choose to jump without moving in a straight line, provided that they meet with a solid surface before changing direction. It must still make a running start to avoid doubling the Jump DC of a jump it makes, but this distance is reduced to 10 ft.

*A kettumere receives a +4 bonus on Survival checks when tracking by scent.

**Rearing a kettumere requires that a DC 32 Handle Animal check be made, while training a kettumere has a DC of 42.

Physiological uses: The kettumere's fur is so highly sought out that only the wealthiest of nobles can afford it, often making them into scarves. A single kettumere's fur will sell for 750 gp.

Hipen3
2011-02-03, 08:16 PM
It seems pretty weak except for the invisibility.

Siosilvar
2011-02-03, 08:26 PM
It seems pretty weak except for the invisibility.

Au contraire, it seems pretty decently balanced, and well fleshed out too. I'd say that being invisible about half the time probably pushes it to CR 3, though.

What actions do the pheromone spray and invisibility take? Both standard?

Jergmo
2011-02-03, 09:10 PM
Au contraire, it seems pretty decently balanced, and well fleshed out too. I'd say that being invisible about half the time probably pushes it to CR 3, though.

What actions do the pheromone spray and invisibility take? Both standard?

Aye, sar. A standard action produces a cloud that has both effects.

Siosilvar
2011-02-03, 09:33 PM
Aye, sar. A standard action produces a cloud that has both effects.

You should probably put that in the description then. :smallwink:

Jergmo
2011-02-06, 03:01 AM
You should probably put that in the description then. :smallwink:

"causing the target to become Nauseated -snip- as well as confused, as the spell"

Siosilvar
2011-02-06, 05:42 PM
"causing the target to become Nauseated -snip- as well as confused, as the spell"

"As a standard action,..."

Jergmo
2011-02-08, 02:21 PM
"As a standard action,..."

Oh, that's what you meant! Alright, sorry.

Hipen3
2011-02-08, 08:11 PM
How exactly is it balanced??

Siosilvar
2011-02-08, 10:51 PM
How exactly is it balanced??

How isn't it? It looks like a CR 2-3 monster. Bite is a little wimpy but the main challenge is in catching it.