Debihuman
2012-04-01, 09:41 AM
Here is today's first April Fool's Monster. The Skeletal Clown is open content from The Book of Oafish Might pgs 21-22, published by Silverthorne Games. Enjoy!
SKELETAL CLOWN
Medium Undead
Hit Dice: 2d12 (13 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 14 (+3 natural, +1 extremely large pants), touch 10, flat-footed 14
Base Attack/Grapple: +1/+2
Attack: Umbrella +2 melee (1d4+1/19-20, special)
Full Attack: Umbrella +2 melee (1d4+1/19-20, special)
Space/Reach: 5 ft./5 ft.
Special Attacks: Handshake, laugh!, special umbrella critical, squirt
Special Qualities: Damage reduction 5/bludgeoning, darkvision 60 ft., extremely large shoes, immune to cold, umbrella float, undead traits
Saves: Fort +0, Ref +0, Will +2
Abilities: Str 12, Dex 11, Con -, Int 12, Wis 9, Cha 13
Skills: Listen +6, Move Silently +2, Perform (comedy) +2*, Profession (clown) +4, Sleight of Hand +3, Spot +6
Feats: Alertness
Environment: Any
Organization: Solitary or pair
Challenge Rating: 3
Treasure: Standard
Alignment: Usually neutral evil
Advancement: 3-4 HD (large)
Level Adjustment: -
Sometimes a skeleton is created from the remains of a person who desperately wanted to be a clown in life. Such skeletons have a mind of their own. They escape their master and become skeletal clowns. These creatures are frustrated because they are unable to be good clowns. This makes them vicious beings.
A skeletal clown looks like a skeleton created from a Medium-sized humanoid. It wears very large shoes, a pair of extremely wide pants with suspenders, and a bowler hat with a flower. It also carries a special umbrella with it.
Combat
When first encountered, a skeletal clown will usually try to make people laugh. If it fails (which happens most of the time), the creature starts attacking its spectator(s).
Handshake (Ex): A skeletal clown can attempt to shake the hand of an opponent. This is a standard action that doesn’t provoke attacks of opportunity. Only opponents with at least one free hand can be targets of such this attack. A skeletal clown gets a –4 penalty on the attack because it must hit the hand of the foe. This leaves a touch attack at –2 melee, which deals 2d6 electrical damage on a hit (a skeletal clown cannot score a critical hit with this attack).
Laugh! (Su): Three times per day, a skeletal clown can afflict a subject with uncontrollable laughter. This is a spell-like ability, similar to a hideous laughter (DC 13). Caster level 4th. The save DC is Charisma-based.
Special Umbrella Critical (Ex): A skeletal clown that scores a critical with its umbrella doesn’t deal extra damage, but a dose of sneezing power is released from the tip of the umbrella. This causes the subject to sneeze for one round, acting as if he was dazed (see the DMG). Creatures without olfactory senses are immune to this effect.
Squirt (Ex): Three times per day a skeletal clown can squirt a 15 foot cone of acid from the flower on its bowler hat. This is a standard action that provokes attacks of opportunity. The attack deals 2d4 damage (Reflex save DC 13 for half damage). Once used, a skeletal clown can’t use this ability again for 1d4 rounds. The save DC is Charisma-based, and includes a +1 racial modifier.
Extremely Large Shoes (Ex): Due to these shoes, a skeletal clown moves only three times its speed when running.
Umbrella Float (Su): As a free action, a skeletal clown can use its umbrella to float down when falling or jumping from high ground. This ability is similar to a feather fall spell with a personal range. Caster level is 4th.
Skills: *A skeletal clown receive a –4 racial modifier to Perform checks.
SKELETAL CLOWN
Medium Undead
Hit Dice: 2d12 (13 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 14 (+3 natural, +1 extremely large pants), touch 10, flat-footed 14
Base Attack/Grapple: +1/+2
Attack: Umbrella +2 melee (1d4+1/19-20, special)
Full Attack: Umbrella +2 melee (1d4+1/19-20, special)
Space/Reach: 5 ft./5 ft.
Special Attacks: Handshake, laugh!, special umbrella critical, squirt
Special Qualities: Damage reduction 5/bludgeoning, darkvision 60 ft., extremely large shoes, immune to cold, umbrella float, undead traits
Saves: Fort +0, Ref +0, Will +2
Abilities: Str 12, Dex 11, Con -, Int 12, Wis 9, Cha 13
Skills: Listen +6, Move Silently +2, Perform (comedy) +2*, Profession (clown) +4, Sleight of Hand +3, Spot +6
Feats: Alertness
Environment: Any
Organization: Solitary or pair
Challenge Rating: 3
Treasure: Standard
Alignment: Usually neutral evil
Advancement: 3-4 HD (large)
Level Adjustment: -
Sometimes a skeleton is created from the remains of a person who desperately wanted to be a clown in life. Such skeletons have a mind of their own. They escape their master and become skeletal clowns. These creatures are frustrated because they are unable to be good clowns. This makes them vicious beings.
A skeletal clown looks like a skeleton created from a Medium-sized humanoid. It wears very large shoes, a pair of extremely wide pants with suspenders, and a bowler hat with a flower. It also carries a special umbrella with it.
Combat
When first encountered, a skeletal clown will usually try to make people laugh. If it fails (which happens most of the time), the creature starts attacking its spectator(s).
Handshake (Ex): A skeletal clown can attempt to shake the hand of an opponent. This is a standard action that doesn’t provoke attacks of opportunity. Only opponents with at least one free hand can be targets of such this attack. A skeletal clown gets a –4 penalty on the attack because it must hit the hand of the foe. This leaves a touch attack at –2 melee, which deals 2d6 electrical damage on a hit (a skeletal clown cannot score a critical hit with this attack).
Laugh! (Su): Three times per day, a skeletal clown can afflict a subject with uncontrollable laughter. This is a spell-like ability, similar to a hideous laughter (DC 13). Caster level 4th. The save DC is Charisma-based.
Special Umbrella Critical (Ex): A skeletal clown that scores a critical with its umbrella doesn’t deal extra damage, but a dose of sneezing power is released from the tip of the umbrella. This causes the subject to sneeze for one round, acting as if he was dazed (see the DMG). Creatures without olfactory senses are immune to this effect.
Squirt (Ex): Three times per day a skeletal clown can squirt a 15 foot cone of acid from the flower on its bowler hat. This is a standard action that provokes attacks of opportunity. The attack deals 2d4 damage (Reflex save DC 13 for half damage). Once used, a skeletal clown can’t use this ability again for 1d4 rounds. The save DC is Charisma-based, and includes a +1 racial modifier.
Extremely Large Shoes (Ex): Due to these shoes, a skeletal clown moves only three times its speed when running.
Umbrella Float (Su): As a free action, a skeletal clown can use its umbrella to float down when falling or jumping from high ground. This ability is similar to a feather fall spell with a personal range. Caster level is 4th.
Skills: *A skeletal clown receive a –4 racial modifier to Perform checks.