Jason Andresen (order #1578489) - Jump page for Jubei
Jason Andresen (order #1578489) - Jump page for Jubei
Jason Andresen (order #1578489) - Jump page for Jubei
Create successful ePaper yourself
Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.
Cask Imp<br />
Tiny Fey (Grymkin)<br />
Hit Dice: 2d6+4 (11 hp)<br />
Initiative: +3<br />
Speed: 20 ft. (4 squares), swim 15 ft.<br />
AC: 16 (+2 size, +3 Dex, +1 natural),<br />
touch 15, flat-footed 13<br />
Base Attack/Grapple: +1/-7<br />
Attack: Bite +3 melee (1d3)<br />
Full Attack: Bite +3 melee (1d3) and<br />
2 claws -2 melee (1d2)<br />
Space/Reach: 2 1 ⁄2 ft./0 ft.<br />
Special Attacks: Inebriating burp<br />
Special Qualities: Drunken domination, intoxicated empathy,<br />
low-light vision, shape-change<br />
One evening I was enjoying ale at the Falling Star<br />
with my friend Mitchel Filkins of the watch. He<br />
was several flagons ahead, but I was surprised<br />
when he lurched to his feet and began singing at<br />
the top of his lungs, eyes straining from their sockets. He<br />
then made the mistake of manhandling one of the tavern<br />
girls. Soon he was unconscious on the ground with an ugly<br />
knot on his head thanks to Dando, the bullish bartender.<br />
My hunch that something was amiss was confirmed when<br />
another man began similar antics. With the cooperation<br />
of the proprietor, I investigated the grounds.<br />
In the storage area I noted a cork<br />
popped loose from a nearby cask, yet there<br />
were only a few drops of wine spilled on<br />
the floor. Looking closer, I saw a fat little<br />
toe poking out where the cork had been.<br />
The bouncer and I gave the cask a good<br />
shake and heard something thumping<br />
around inside! There was a shriek and a<br />
loud stream of curses.<br />
Clawing out of the cask, ruining it<br />
in the process, the little creature bit the<br />
bouncer’s arm be<strong>for</strong>e scrambling away.<br />
As I gave chase it belched a<br />
cloud of vapors that made<br />
me giddy. When I managed<br />
to catch up, it had already<br />
found the room’s drain, jumped<br />
into the grate, and was sucked down like so<br />
much ale!<br />
Cask imps, as I have learned, entertain themselves from<br />
26<br />
<br />
Saves: Fort +2, Ref +6, Will +3<br />
Abilities: Str 10, Dex 16, Con 14,<br />
Int 12, Wis 10, Cha 12<br />
Skills: Balance +5, Climb +5, Escape Artist +8,<br />
Hide +16, Listen +5, Move Silently +8,<br />
Open Lock +8, Swim +8, Tumble +8<br />
Feats: Ability Focus (intoxicated empathy) B ,<br />
Dodge B , Mobility<br />
Environment: Any locale near kegs of ale<br />
Organization: Solitary<br />
Challenge Rating: 2<br />
Alignment: Usually chaotic neutral<br />
Advancement: 3–4 HD (Tiny); 5–6 HD (Small)<br />
Level Adjustment: +3<br />
the shelter of their casks by spying on the emotions of<br />
people drinking nearby and controlling their actions. They<br />
usually just choose to embarrass their chosen victim, but<br />
some are malicious and compel more dangerous actions. This<br />
becomes more likely as the grymkin nears the bottom of the<br />
barrel and gets grumpy. These imps only need alcohol <strong>for</strong><br />
sustenance and can go through five gallons of wine or ale a<br />
night. This can incur a considerable loss <strong>for</strong> the tavern owner<br />
if not discovered quickly.<br />
Combat<br />
Cask imps have sharp teeth and claws and<br />
are prone to rages if removed from the casks<br />
where they enjoy pickling themselves in prodigious<br />
amounts of alcohol. They prefer to<br />
flee if discovered and use their inebriating<br />
burp and shape-change abilities to get away.<br />
Inebriating burp (Su): Once per day,<br />
the cask imp can belch <strong>for</strong>th a cloud of<br />
magically charged gas. Those within a 10foot<br />
radius must succeed at a Will save<br />
(DC 13) or be overcome by laughter, falling<br />
to the ground and unable to per<strong>for</strong>m any<br />
actions <strong>for</strong> 1d3 rounds. The save DC<br />
is Constitution-based.<br />
Intoxicated Empathy<br />
(Sp): If happily immersed in alcohol,<br />
a cask imp can sense anyone who is<br />
drinking within a 100-foot radius at will and pick up<br />
surface thoughts (similar to detect thoughts). Will save (DC 15)<br />
<strong>Jason</strong> <strong>Andresen</strong> (<strong>order</strong> <strong>#1578489</strong>) 9