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    afroakuma's Avatar

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    Apr 2008

    Default Re: GITP Monster Competition XXV - Urban Legends

    My contribution:

    Sialla Danda
    Small Fey
    HD 6d6+6 (27 hp)
    Speed 50 ft. (10 squares); fly 30 ft. (good)
    Init: +5
    AC 19; touch 19; flat-footed 14 (+5 Dex, +3 circumstance, +1 size)
    BAB +3; Grp +3
    Attack Surprising touch melee touch +9 (flat-footed + luck drain) or Small rapier +9 (1d4, 18-20/x2)
    Full-Attack Stunning touch melee touch +9 (1d4 + stun + luck drain, x2) or Small rapier +9 (1d4, 18-20/x2)
    Space 5 ft.; Reach 5 ft.
    Special Attacks Surprising touch, stunning touch, luck drain, stumble
    Special Qualities Impart luck, urban clairsentience, sibling of shadows, spell-like abilities, SR 15, low-light vision, thrive
    Saves Fort +3 Ref +10 Will +6
    Abilities Str 10, Dex 21, Con 12, Int 17, Wis 13, Cha 18
    Skills Appraise +6, Balance +10, Bluff +12, Climb +5, Diplomacy +10, Disguise +10, Escape Artist +11, Gather Information +13, Hide +11, Knowledge (local) +10*, Move Silently +11, Sense Motive +10, Sleight of Hand +14, Tumble +11
    Feats Weapon Finesse, Combat Expertise, Improved Unarmed Strike (B), Combat Reflexes
    Environment Any urban
    Organization Solitary or family (2-8)
    Challenge Rating 6
    Treasure Double standard
    Alignment Always chaotic (any)
    Advancement by character class; Favored Class Bard
    Level Adjustment +8

    *Racial skill bonus

    Sialla danda are descendants of the fey of the natural world, who have adapted to humanity and the urban world.

    A sialla stands 4 feet tall and appears as a young adult human might. Sialla have pointed ears, brown or coppery hair and rum-colored eyes. They choose fancy clothing in fashionable (not gaudy) colors, and their mischievous smiles never fully reach their penetrating gazes.

    Combat
    A sialla danda prefers to start combat with its spell-like abilities, before closing to melee. The sialla tries a stunning touch on the most intimidating opponent, then uses its surprising touch to steal luck and retreat safely. Sialla are preternaturally fast.

    Surprising Touch (Su) A sialla's touch attack passes through armor, clothing and the like to touch flesh directly. The unnerving sensation this confers causes the victim to become flat-footed. This effect does not work on creatures that are immune to critical hits.

    Stunning Touch (Su) A sialla can extend her touch through her foe's flesh, causing shock and discomfort. Although barely harmful, the distressing sensation created by the sialla stuns her victim for 1d4 rounds (Will save DC 17 half.) The save for this effect is Charisma-based.

    Luck Drain (Ex) Sialla danda seem to have some innate control over the flow of fate. On any touch attack a sialla makes, she may choose to steal luck from her victim. This manifests as a -1 luck penalty to attack rolls, damage rolls, skill checks and saves, and is cumulative to -5. Each time she steals luck, the sialla gains a luck point. Sialla danda cannot retain more than ten luck points. Luck drain is nonmagical and fades one hour after the first draining.

    Stumble (Su) Sialla danda use the shadows of their urban environment to their advantage. The sialla may make a trip attempt using a ranged touch on any creature within an area of shadowy illumination that she can see (sialla danda have low-light vision). The sialla and her foe make opposed Dex checks without modifiers for size category, and the defender is unable to make an opposed trip attempt on a success.

    Impart Luck (Su) The sialla can channel the luck she has stolen, magically imparting it unto herself or another. She may expend any number of luck points to increase the caster level and save DC of one of her spell-like abilities. Alternately, she may impart up to five luck points into a single creature. Each luck point grants a +1 luck bonus to attack and damage rolls, skill checks and saves. Imparting luck to another is magical and fades one hour after the first infusion.

    Sibling of Shadows (Su) Sialla danda are spirits of crowds, of alleys, buildings and evenings. They gain a +3 circumstance bonus to AC while in an area of shadowy illumination. Sialla can only fly in shadowy illumination, or outside after dusk. Sources of bright illumination are reduced in diameter 10' while within sight of a sialla.

    Urban Clairsentience (Ex) Sialla danda are masters of the cities in which they reside. They can take 20 on any Gather Information check in their home city, and gain the synergy bonus from Knowledge (local) on top of that. They are also aware of all strangers in their city, and get a +10 racial bonus on Bluff, Disguise and Sense Motive checks related to impersonating a local.

    Thrive (Su) Sialla danda have widely varied opinions on the humans they live amongst. However, they are definitively happier around crowds. A sialla danda gains 1 additional hp for every 500 people living in their city.

    Spell-Like Abilities (Sp) At will - alarm, alter self, darkness, detect magic, faerie fire, flare, glitterdust, hypnotism, invisibility, message, minor image. 3/day - deep slumber, deeper darkness, eagle's splendour, hold person. Sialla cast spells as 7th level sorcerers.

    Society
    Sialla danda are a younger breed of fey that have adapted to coexist with cities. Though some are more ardently malicious than others, most are content to be mischievous but supportive of their crowded homes. Whatever their alignment, no sialla will ever harm a child - often they will actively aid in returning the child to its parents.

    Sialla enjoy using their control over luck to favor certain mortals at the expense of others. They have been known to message information to certain mortals, which might be for good or ill. This tendency actually gave rise to their urban legend.

    Some sialla help the local law enforcement, weaving alarms and highlighting criminals with faerie fire. Conversely, petty thieves have vanished without a trace, made invisible by a bored sialla.

    Generally, sialla prefer to use alter self to better integrate with the crowds. Their humanoid forms retain the striking, rum-colored eyes of their fey shape. Disguised sialla enjoy being the life of the party, and those who can devote time and attention to it often become bards.

    It is rare, but of late, turf wars have ignited between rival sialla families in larger cities. Faerie fire in different colors delimits areas of control at night, and civil authorities who believe in the sialla often have difficulty choosing a side to ally with.

    Lore

    DC 15: A minor bout of bad luck is sometimes blamed on an impish spirit known as "the danda."
    DC 20: Invisible fairies called "danda" whisper advice to downtrodden folk.
    DC 25: Sialla danda are fey who retrieve lost children.
    DC 30: Sialla danda trade in luck.
    Last edited by afroakuma; 2008-09-20 at 09:00 PM.