The Vorpal Tribble
2007-01-16, 01:32 PM
Inspired by a freaky goat on some random episode of Xena.
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Xehoo
http://k47.pbase.com/u42/lou_smith/small/27632221.Rabidgoat.jpg
Small Magical Beast (extraplanar)
Hit Dice: 3d10+12 (28 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 20 (+1 dex, +8 natural, +1 size), touch 12, flat-footed 19
Base Attack/Grapple: +3/+3
Attack: Slam +8 melee (1d6+6)
Full Attack: Slam +8 melee (1d6+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Bleat, fiendish portal, psychotic
Special Qualities: Darkvision 60 ft., fast healing 2, immunity to confusion and sleep, low-light vision, resistance to cold, fire and sonic 5
Saves: Fort +7, Ref +4, Will +2
Abilities: Str 19, Dex 12, Con 18, Int 9, Wis 13, Cha 19
Skills: Bluff +6, Intimidate +11, Search +7, Spot +7
Feats: Destructive Rage (http://realmshelps.dandello.net/cgi-bin/feats.pl?Destructive_Rage,CW)(B), Improved Bull Rush, Power Attack
Environment: Any land
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always chaotic evil
Advancement: 4-6 HD (Small), 7-15 HD (Medium)
Level Adjustment: -
This appears as a common male goat of unusual strength with a pair of black horns sweeping backwards along its head. The eyes are wide and often appearing crazed while its long tongue hangs out incessantly.
Xehoo's often seem to show up out of nowhere, coming to bear witness to the birth of evil beings, most often demon bloodlines, half-fiends, tieflings and other fiendish creatures. They keep a watch over the being, going into an insane rage if any attempt to harm them. Sometimes the xehoo is specifically sent to the home and will begin to bleat during the birthing, rendering all insane while it forces its way within to collect the child and take it to be raised by its demonic parent.
Xehoos speak Abyssal and Common.
Combat
Xehoo's tend to drive their foes, which is nearly anything that movies, mad with the sound of their bleeting. They then charge them, cracking bones and battering in an attempt to cause as much pain as possible.
Bleat (Su): Those within twenty feet of a xehoo that hear its bleating must succeed on a DC 15 will save or be rendered insane for 1d4 minutes. Those that make the save become immune for 24 hours. This is a sonic, mind-affecting effect. The save DC is Charisma-based.
Fiendish Portal (Sp): Once per day a xehoo can cause a great burst of hellfire to spring up in an adjoining square for up to 4 rounds. Any that steps within it may use Planeshift as the spell, though can only transport to one of the Lower Planes or the Material, with perfect accuracy, the exact location determined by the Xehoo. If the Xehoo wishes, this transportation deals 4d6 fire damage to those it brings along. Good-aligned creatures also take an additional 1d6 unholy damage.
Psychotic (Ex): A xehoo that takes damage in combat flies into an insane rage on its next turn, dashing about madly with its horns until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and gains a +2 morale bonus to Armor Class. The xehoo cannot end its rage voluntarily. While in this rage the xehoo is in such a state of mental instability that it becomes immune to mind-affecting effects.
Skills: A xehoo gains a +4 racial bonus on intimidate, search and spot checks.
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Xehoo
http://k47.pbase.com/u42/lou_smith/small/27632221.Rabidgoat.jpg
Small Magical Beast (extraplanar)
Hit Dice: 3d10+12 (28 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 20 (+1 dex, +8 natural, +1 size), touch 12, flat-footed 19
Base Attack/Grapple: +3/+3
Attack: Slam +8 melee (1d6+6)
Full Attack: Slam +8 melee (1d6+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Bleat, fiendish portal, psychotic
Special Qualities: Darkvision 60 ft., fast healing 2, immunity to confusion and sleep, low-light vision, resistance to cold, fire and sonic 5
Saves: Fort +7, Ref +4, Will +2
Abilities: Str 19, Dex 12, Con 18, Int 9, Wis 13, Cha 19
Skills: Bluff +6, Intimidate +11, Search +7, Spot +7
Feats: Destructive Rage (http://realmshelps.dandello.net/cgi-bin/feats.pl?Destructive_Rage,CW)(B), Improved Bull Rush, Power Attack
Environment: Any land
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always chaotic evil
Advancement: 4-6 HD (Small), 7-15 HD (Medium)
Level Adjustment: -
This appears as a common male goat of unusual strength with a pair of black horns sweeping backwards along its head. The eyes are wide and often appearing crazed while its long tongue hangs out incessantly.
Xehoo's often seem to show up out of nowhere, coming to bear witness to the birth of evil beings, most often demon bloodlines, half-fiends, tieflings and other fiendish creatures. They keep a watch over the being, going into an insane rage if any attempt to harm them. Sometimes the xehoo is specifically sent to the home and will begin to bleat during the birthing, rendering all insane while it forces its way within to collect the child and take it to be raised by its demonic parent.
Xehoos speak Abyssal and Common.
Combat
Xehoo's tend to drive their foes, which is nearly anything that movies, mad with the sound of their bleeting. They then charge them, cracking bones and battering in an attempt to cause as much pain as possible.
Bleat (Su): Those within twenty feet of a xehoo that hear its bleating must succeed on a DC 15 will save or be rendered insane for 1d4 minutes. Those that make the save become immune for 24 hours. This is a sonic, mind-affecting effect. The save DC is Charisma-based.
Fiendish Portal (Sp): Once per day a xehoo can cause a great burst of hellfire to spring up in an adjoining square for up to 4 rounds. Any that steps within it may use Planeshift as the spell, though can only transport to one of the Lower Planes or the Material, with perfect accuracy, the exact location determined by the Xehoo. If the Xehoo wishes, this transportation deals 4d6 fire damage to those it brings along. Good-aligned creatures also take an additional 1d6 unholy damage.
Psychotic (Ex): A xehoo that takes damage in combat flies into an insane rage on its next turn, dashing about madly with its horns until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and gains a +2 morale bonus to Armor Class. The xehoo cannot end its rage voluntarily. While in this rage the xehoo is in such a state of mental instability that it becomes immune to mind-affecting effects.
Skills: A xehoo gains a +4 racial bonus on intimidate, search and spot checks.