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View Full Version : Murphy's Primates [Creature]



Jack Mann
2006-11-01, 06:34 AM
Fumblemonkey
Size/Type: Tiny Magical Beast
Hit Dice: 4d10 (22 hp)
Initiative: +5
Speed: 30 ft. (8 squares), climb 30 ft.
Armor Class: 19 (+2 Size, +4 Dex, +1 natural, +2 Luck), touch 18, flat-footed 15
Base Attack/Grapple: +4/-7
Attack: Bite +8 melee (1d3-3)
Full Attack: Bite +8 melee (1d3-3)
Space/Reach: 2½ ft./0 ft.
Special Attacks: Fumblefingers
Special Qualities: Low-light vision, Murphy's Field, Luck Be a Monkey, Whirling Mind
Saves: Fort +4, Ref +9, Will +0
Abilities: Str 4, Dex 21, Con 10, Int 3, Wis 8, Cha 7
Skills: Balance +13, Climb +13, Escape Artist +5, Hide +13, Listen +1, Move Silently +5, Spot +1
Feats: Weapon Finesse, Dodge
Environment: Warm forests
Organization: Jinx (4-8), Calamity (9-16)
Challenge Rating: 3
Treasure: None
Alignment: Usually neutral
Advancement: 4-6 HD (Tiny), 6-11 (Small)
Level Adjustment: —

Fumblemonkeys are small simians that live in jungles, where they roam the trees looking for food. They resemble normal monkeys, with black and grey fur, large yellow eyes, and long bushy tails. They are about a foot and a half long (just under two feet if they stand up), and weigh about thirty pounds. Over the years, they've developed a unique defense: Magically altering the luck of their predators. The majority of their natural enemies subsequently went extinct or learned to hunt less difficult prey. Because of this, fumblemonkeys are very curious, with little sense of caution or fear. First discovered by the wizard Murphy, they are regarded by most travellers in the jungles of Anyworld as terrible nuisances.

Combat:
Fumblemonkeys are not particularly aggressive. They will not fight unless they feel threatened. However, they will attempt to seek out any likely source of food, including an adventurer's supplies. When confronted, they will either flee with as much food as possible, or else turn on their attacker. If there are multiple attackers, they will focus on one, swarming it. They all attempt to bite it several times, draining it of luck, before turning on the next attacker.

Skills:
Fumblemonkeys get a +8 bonus to balance and climb checks. They can always take 10 on climb checks, even if rushed or threatened. They use their dexterity modifier instead of their strength modifier for climb checks.

Fumblefingers [Su]:
On a successful bite attack, the fumblemonkey drains the luck of its target. The target's fumble range increases by one. This is cumulative. For example, if the fumblemonkey bites a rogue, the rogue now fumbles on both ones and twos. If a second fumblemonkey bites the rogue, he now fumbles on ones, twos, and threes. This lasts twenty-four hours, though it can be removed via a remove curse spell.

Murphy's Field [Su]:
Things tend to go awry while in the presence of a fumblemonkey. All rolls made within 30' of a fumblemonkey take a -1 ohgodmyface penalty, which does not stack. If the fumblemonkey rolls a natural twenty on an attack, the aura's penalty goes up by one for one minute. As well, all attack roll fumbles within the field result in mishaps. Roll on the following table:

1-2: Attacker's pockets/bags/packs slip open, dropping their contents to the ground (If destitute, roll again)
3-4: Attacker gets a cramp in one leg, imposing a 5 foot penalty to movement for five rounds (If legless, roll again)
5-6: Attacker is distracted by a shape behind them (a tree, pile of rocks, shadow, optical illusion, hallucination due to years of battlefield stress from adventuring that will one day manifest as a full-blown psychosis...), making the attacker count as flanked for the next round (If attacker cannot be flanked, roll again)
7-8: Attacker's armor or other clothing becomes loose, imposing a -1 to attacks and armor class, which can be corrected with a standard action to adjust it. (If naked*, roll again)
9-10: Weapon is Dropped (If using a natural weapon or a locked gauntlet, roll again)
11-12: Attacker slips, falling prone
13-14: Dust or sweat gets into the attacker's eye, blinding them until they take a standard action to wipe their eyes (If already blind, roll again)
15-16: Attacker gets dust in their nose and starts sneezing, unable to take any actions for one full round (if attacker does not breathe or lacks a nose, roll again)
17-18: Attacker manages a self-injury (hits self with own weapon, strains muscle, smashes toe on rock...), damaging themselves with half of the non-magical damage their attack would have done (if casting a weapon-like spell or other purely magical attack, roll again)
19-20: Roll again twice.

Luck Be a Monkey [Su]:
Fumblemonkeys are immune to all spells and effects that are based on bad luck, such as bestow curse or their own abilities.

Whirling Mind [Ex]:
Fumblemonkeys are difficult to control, their minds quickly turning from one subject to the next. This gives them a +2 bonus against mind-affecting effects.

Fumblelord
Size/Type: Small Magical Beast
Hit Dice: 12d10 (66 hp)
Initiative: +9
Speed: 40 ft. (8 squares), climb 40 ft.
Armor Class: 19 (+1 Size, +4 Dex, +2 natural, +2 Luck), touch 17, flat-footed 15
Base Attack/Grapple: +12/6
Attack: Bite +10 melee (1d4-2)
Full Attack: Bite +10 melee (1d4-2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Fumblefingers, Spell-like Abilities
Special Qualities: Low-light vision, Murphy's Field, Luck Be a Monkey, Whirling Mind
Saves: Fort +8, Ref +16, Will +3
Abilities: Str 6, Dex 21, Con 10, Int 5, Wis 8, Cha 9
Skills: Balance +13, Climb +13, Escape Artist +5, Hide +9, Listen +7, Move Silently +5, Spot +7
Feats: Weapon Finesse, Dodge, Alertness, Improved Initiative, Mobility, Lightning Reflexes
Environment: Warm forests
Organization: Calamity (1 plus 9-14 fumblemonkeys)
Challenge Rating: 6
Treasure: None
Alignment: Usually neutral
Advancement: 13-15 (Small), 16-20 (Medium)
Level Adjustment: —

Fumblelords are more powerful fumblemonkeys, born smarter and more powerful than their brethren. They are usually three feet tall and weigh 45 lbs. They are almost always found leading a calamity of fumblemonkeys. Two fumblelords are never found in the same territory. If one enters the territory of another, they fight, and the loser is forced out.

Combat

Fumblelords lead from the front. If a creature threatens the calamity, it will attack them, with the rest following suit. Generally, two or three will remain out of combat to gather up whatever food they were after in the first place.

Fumblefingers [Su]:
On a successful bite attack, the fumblelord drains the luck of its target. The target's fumble range increases by one. This is cumulative. Unlike the fumblemonkey's ability, this does not end after 24 hours. Only Remove Curse can remove the effect.

Spell-like Abilities [Sp]:
Doom 3/day (DC 12), Unluck 1/day (DC 14). Caster level 8th. DCs are Charisma-based. The Fumblelord receives a +2 racial bonus to these DCs.

Murphy's Field [Su]:
This works the same as the Fumblemonkey's ability.

Luck Be a Monkey [Su]:
Fumblelords are immune to all spells and effects that are based on bad luck, such as bestow curse or their own abilities.

Whirling Mind [Ex]:
Fumblelords are difficult to control, their minds quickly turning from one subject to the next. This gives them a +4 bonus against mind-affecting effects.



*The character, that is. Not the player. Merciful god, not the player.

Tormsskull
2006-11-01, 09:44 AM
Wow, that's very creative. I like these creatures a good deal. They aren't focused on combat, but are just another being in the jungle trying to survive. That makes the world seem more real, which I am all for. Good job on these guys.