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Jason Andresen (order #1578489) - Jump page for Jubei

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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

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