Elricaltovilla
2015-05-10, 09:19 AM
So this is my first real attempt at making a monster. I most likely messed up some of the math, and my CR-ing of the creature might be off, please let me know what you think!
----------------------------------------------------------
Kender CR 2
XP 600
CE Small Fey (Evil)
Init +2; Senses low-light vision; Perception +8
DEFENSE
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 14 (4d6+0)
Fort +2, Ref +4, Will +3
OFFENSE
Speed 20 ft. (15 ft. in armor)
Melee mwk short sword +3 (1d4-1/ 19-20/×2)
Ranged sling +5 (1d3+1)
Special Attacks Charming, Deft Fingers, Disguised Alignment
STATISTICS
Str 8, Dex 15, Con 10, Int 10, Wis 12, Cha 15
Base Atk +2; CMB +3 (Steal +5); CMD 10
Feats: Agile Maneuvers, Improved Steal
Skills: Acrobatics +9, Bluff +9, Diplomacy +9, Escape Artist +9, Perception +8, Sleight of Hand +9, Stealth +4 (untrained)
Languages: Common, Kender
Charming (Su): The natural effervescence of the kender is actually a side effect of their magical nature, this effervescence can invade the minds of others, making them more susceptible to the Kender's manipulations and more protective of their new "friend." Kender radiate a constant charm person effect out to 30 ft. Any creature within 30 ft. of a Kender must succeed on a Will Save (DC 14) every hour or become charmed by the Kender as per the spell. Good aligned creatures take a -5 penalty to this save, and Evil aligned creatures gain a +5 bonus to this save.
Deft Fingers (Ex): Kender are incredible thieves, so good in fact that they can steal without even knowing they've done it, or so they say. Whenever the kender makes a melee attack against a creature, the kender can make a free Steal combat maneuver attempt against that creature.
Disguised Alignment (Ex): Kender are treated by all spells and spell like abilities as if they were good aligned. They can qualify for classes, feats and abilities that require a good alignment regardless of their actual alignment.
ECOLOGY
Environment: any land
Organization: solitary, pair, family (3–6), troop (11–20 plus 2 Wanderers of 3rd level and 1 Chief of 3rd–6th level), or caravan (30–100 plus 50% noncombatants plus 1 Wanderer of 3rd level per 20 adults, 5 Chiefs of 5th level, and 3 Elders of 7th level)
Treasure: Standard plus small short sword, small leather armor, sling
Kender are small, halfling like fey that are native to the material plane. They are often considered hyperactive, outgoing, and fearless, and these qualities earn them many friends among the goodly aligned races. These small fey travel in family bands and caravans across the countryside, trading and getting involved in silly misunderstandings that invariably end in laughter and lessons learned all around.
The truth though, is something much more sinister. Kender are a vile breed of manipulative and greedy fey spirits that delight in tricking good and kind people who extend hospitality and trust to the Kender. Their roving caravans often enter a town and when they leave, nearly everything of value is taken with them, and the citizens don't even mind or notice. Kender are master thieves, and their natural abilities allow them to ingratiate themselves to anyone with even an ounce of trust.
Many kender enjoy playing the victim to ingratiate themselves with powerful heroes, sometimes cruelly antagonizing beasts or other sentient creatures until they lash out at the Kender, just in time for the adventurers to stumble across the poor "victim." Once integrated into the group, the Kender proceeds to manipulate them and cause mischief, sowing distrust and discord wherever they go and relying on their powerful new "friends" to protect them. All the while, the Kender presents an innocent face, and a near perfect defense and alibi for their actions.
Eventually though, the Kender grows tired of its toys and leads the group to take on challenges they are ill-equipped to handle. With their patsies dead (and hopefully the target as well) the kender and their clansmen are ready to swoop in and loot the bodies. And it's only a matter of time before they find yet another group of suckers to play.
----------------------------------------------------------
Kender CR 2
XP 600
CE Small Fey (Evil)
Init +2; Senses low-light vision; Perception +8
DEFENSE
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 14 (4d6+0)
Fort +2, Ref +4, Will +3
OFFENSE
Speed 20 ft. (15 ft. in armor)
Melee mwk short sword +3 (1d4-1/ 19-20/×2)
Ranged sling +5 (1d3+1)
Special Attacks Charming, Deft Fingers, Disguised Alignment
STATISTICS
Str 8, Dex 15, Con 10, Int 10, Wis 12, Cha 15
Base Atk +2; CMB +3 (Steal +5); CMD 10
Feats: Agile Maneuvers, Improved Steal
Skills: Acrobatics +9, Bluff +9, Diplomacy +9, Escape Artist +9, Perception +8, Sleight of Hand +9, Stealth +4 (untrained)
Languages: Common, Kender
Charming (Su): The natural effervescence of the kender is actually a side effect of their magical nature, this effervescence can invade the minds of others, making them more susceptible to the Kender's manipulations and more protective of their new "friend." Kender radiate a constant charm person effect out to 30 ft. Any creature within 30 ft. of a Kender must succeed on a Will Save (DC 14) every hour or become charmed by the Kender as per the spell. Good aligned creatures take a -5 penalty to this save, and Evil aligned creatures gain a +5 bonus to this save.
Deft Fingers (Ex): Kender are incredible thieves, so good in fact that they can steal without even knowing they've done it, or so they say. Whenever the kender makes a melee attack against a creature, the kender can make a free Steal combat maneuver attempt against that creature.
Disguised Alignment (Ex): Kender are treated by all spells and spell like abilities as if they were good aligned. They can qualify for classes, feats and abilities that require a good alignment regardless of their actual alignment.
ECOLOGY
Environment: any land
Organization: solitary, pair, family (3–6), troop (11–20 plus 2 Wanderers of 3rd level and 1 Chief of 3rd–6th level), or caravan (30–100 plus 50% noncombatants plus 1 Wanderer of 3rd level per 20 adults, 5 Chiefs of 5th level, and 3 Elders of 7th level)
Treasure: Standard plus small short sword, small leather armor, sling
Kender are small, halfling like fey that are native to the material plane. They are often considered hyperactive, outgoing, and fearless, and these qualities earn them many friends among the goodly aligned races. These small fey travel in family bands and caravans across the countryside, trading and getting involved in silly misunderstandings that invariably end in laughter and lessons learned all around.
The truth though, is something much more sinister. Kender are a vile breed of manipulative and greedy fey spirits that delight in tricking good and kind people who extend hospitality and trust to the Kender. Their roving caravans often enter a town and when they leave, nearly everything of value is taken with them, and the citizens don't even mind or notice. Kender are master thieves, and their natural abilities allow them to ingratiate themselves to anyone with even an ounce of trust.
Many kender enjoy playing the victim to ingratiate themselves with powerful heroes, sometimes cruelly antagonizing beasts or other sentient creatures until they lash out at the Kender, just in time for the adventurers to stumble across the poor "victim." Once integrated into the group, the Kender proceeds to manipulate them and cause mischief, sowing distrust and discord wherever they go and relying on their powerful new "friends" to protect them. All the while, the Kender presents an innocent face, and a near perfect defense and alibi for their actions.
Eventually though, the Kender grows tired of its toys and leads the group to take on challenges they are ill-equipped to handle. With their patsies dead (and hopefully the target as well) the kender and their clansmen are ready to swoop in and loot the bodies. And it's only a matter of time before they find yet another group of suckers to play.