Thursday, November 24, 2011

Personae Malevolent 12 - Turducken

Turducken 

CR 3
XP 800
N Small magical beast (4d12 lbs)
Init +4; Senses darkvision 60 ft., low-light vision, scent; Perception +9

DEFENSE
AC 17, touch 15, flat-footed 13 (+3 Dex, +2 natural, +1 size)
hp 27 (3d10+12)
Fort +5; Ref +7; Will +6

OFFENSE
Speed 40 ft, Fly 40 ft, Swim 20 ft

Melee
Peck +5 (1d6)
2 Lesser Claws +3 (1d4)
2 Greater Claws +3 (1d6)

Special Attacks: Warble, Leap

STATISTICS
Str 10, Dex 18, Con 18, Int 2, Wis 20, Cha 6
Base Atk +3; CMB +2; CMD 17 (21 vs. trip)
Feats Multiattack, Weapon Finesse
Skills Perception +9, Stealth +12, Survival +6

SPECIAL ABILITIES

Warble (Su)
Once every 1d4 rounds as a standard action, a turducken can generate a mind-affecting effect by warbling "Gobuakuk!". Every non-turducken  in a 60 foot radius takes 2d6 points of nonlethal damage and is Fatigued as though they had not eaten for 3 days, and are therefore starving.   (DC 16 Will save for half and no fatigue). The save DC is Constitution-based.

Nonlethal damage from thirst or starvation cannot be recovered until the character gets food or water, as needed—not even magic that restores hit points heals this damage.

Leap (Ex)
A turducken can perform a special kind of pounce attack by jumping into combat. When a turducken charges, it can  jump into the air and land next to its enemies, then follow up with four claw attacks against foes in reach. When a turducken pounces, it cannot also peck.
   
ECOLOGY
Environment - Forests and low hills
Organization - Solitary, mated pair, or grand feast (3-9)
Treasure none (Unspoiled carcass is worth 400 gp)

The turducken is a chimeric beast along the same lines as an owlbear or hippogryph. They only appear near human settlements around harvest time each year, and it is rare to find more than one at a time.
A majestic comb crowns its head like a juanty pompador, matching nicely with its rather dapple waddle and aerodynamic beak. When swimming, the fore and rear legs fold in close to the body to allow the central webbed feet to kick.
Elusive beasts, turduckens trust in their natural camouflage to keep them out of sight when hungry humans are about. If it becomes evident that escape will be impossible the turducken will launch itself heedlessly into battle against its pursuers, upon whom it will unleash the raw fury that has slumbered within the hearts of turkeys, ducks, and chickens for generations.

POST MORTEM SPECIAL ABILITIES

FEAST
These beasts are much prized by the finest chefs in the land. A cook must prepare a turducken with a DC 20 Craft: Cooking check to unlock its hidden potential.

Everyone that eats at least 1/4 lb of turducken meat receives a +1 morale bonus to all saves for 2 hours. If more than two portions are consumed in the span of one day, the imbiber must succeed at a DC 20 Fort save or be Slowed for 10 rounds, then remain Fatigued until they take at least 30 minutes to nap.

DRUMSTICKS
Anyone who eats one of the turducken's legs receives the effects of a Cure Light Wounds as cast by a 1st level Cleric.

LEFTOVERS
Turducken meat will never ever spoil.

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